Valheim
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Changelog

1.3.11

  • Fix compatible Path of Valheiman Rune of the Blood Challenge summons in CM Full mode: add the rune stars to CM's normal boss stars, including applicable Karma bonuses, instead of letting the later CM roll replace them. For example, three CM stars plus two runes produces five stars. The altar's five-rune limit caps the added stars, not the combined total. ExceptLevel and Off keep PoV's normal rune behavior.
  • Track the rune contribution per creature so repeated calls, loading, and ownership changes do not add it twice. Supported boss phases inherit the completed level without adding the runes again; fixed-health phase exceptions remain in effect. Preserve missing health when finishing a deferred summon. Previously spawned bosses that already lost rune stars are not retroactively changed.
  • Keep separate PoV modifier budgets for CM's ordinary boss stars and the actual runes. With Boss modifiers per star = 0, five CM stars plus one rune receives the one-rune modifier budget, not six. PoV's rarity switches and effect exclusions still apply. Complete PoV selection before CM's existing modifier-overlap filter runs.
  • Validate the relevant PoV method contracts and active assignment patches. Stop new rune integration when these contracts change, avoid retrying partial effect grants, and preserve already-consumed pending rune stars without replaying unverified effects. See the blood-rune compatibility notes for scope and limitations.
  • Update the BepInEx package dependency to 5.4.2360. Add managed regression coverage for additive stars, modifier budgets, pending ownership/configuration, phase carry, and failure handling. These isolated checks do not replace actual host/dedicated-server encounter testing. Update the server and all clients to 1.3.11 together and restart.

1.3.10

  • Add optional speed and speedPerLevel rules to levels.yml for movement, acceleration, and turning. The multiplier is speed * (1 + stars * speedPerLevel); for example, 1.2 and 0.1 give 1.2x / 1.32x / 1.44x at zero / one / two stars. Each field inherits independently through existing Global/Boss, biome, group, and prefab rules. With no applicable value, defaults are 1 and 0, so existing YAML without these fields retains its previous movement behavior.
  • Apply these rules in Full and ExceptLevel, including when modifiers are disabled. Multiply with Swift and other movement adjustments while leaving attack animation speed, attack intervals, and distanceScaling unchanged. Accept positive finite speed values, including values below 1 for slower movement, and nonnegative finite speedPerLevel; explicit speedPerLevel: 0 overrides inherited star growth. Keep the FrozenKing phase-two exception.
  • Save the resolved speed multiplier per creature and preserve it across reloads and ownership changes. Completed creatures without a saved speed multiplier remain at 1x; changing YAML does not immediately rescale existing creatures. Supported later level changes recalculate speed, and growth/restore transitions inherit stored values. Reuse the existing movement patch without per-frame YAML searches, extra RPCs, or overwriting original movement fields.
  • Add commented examples to new YAML files and the 1.3.10 default levels.yml reference. Existing configuration files are preserved. Add regression checks for parsing/sync, movement scaling, mode and modifier switches, saved state, Swift composition, exception cleanup, and overflow handling. Original Valheim 1.0.20 client/server managed checks pass; actual movement, riding, and multiplayer ownership transfer still require in-game verification. Update the server and all clients to 1.3.10 together and restart.

1.3.9

  • Fix CM modifier feedback effect lifetimes: RPC recipients create local cosmetic copies without registering extra network objects, and shield-hit/break effects start their cleanup timers. Preserve networked feedback where a client owner must notify other peers. This addresses the Vortex effect path reported to leave stale ZNetScene entries after leaving the area or teleporting; it is not a blanket fix for unrelated crashes.
  • Replace Toxic Death with Toxic Aura. Living, untamed creatures apply poison once per second to hostile players within their current body XZ radius + 3m, with wall and floor checks. The new default poison strength is 0.1, or 10% of the target player's maximum health before damage mitigation. This is poison input handled by vanilla damage-over-time rules, not an immediate 10% hit or guaranteed 10% damage per second. The aura stops on death or taming and uses a dedicated local particle-only effect instead of spawning the gameplay blob_aoe prefab.
  • Existing configuration needs a balance review: toxicDeath remains accepted in levels.yml and karma.yml, but now activates the living aura. Its chance and explicit power are preserved. The old default 0.3 is not automatically reduced to 0.1 and may be too strong when repeatedly applied. Review both files, including creature, biome and Enforcer overrides. To use the new strength, change only the second value, for example toxicDeath: 10, 0.1, 4, blob_aoe, or use toxicAura: 10, 0.1; retain your desired chance instead of copying 10 blindly.
  • Ignore the old Toxic Death radius/effect tuple values. Within the same modifier block, explicit toxicAura takes priority over toxicDeath; user YAML files are not rewritten. Saved Toxic Death flags also become Toxic Aura, but old per-creature power/radius/effect fields are not migrated: a missing new aura power uses 0.1.
  • Fix Blink feedback to fx_Adrenaline1. Existing fourth tuple values are accepted but ignored, including custom prefab names and none; chance, cooldown, range and dungeon safety checks remain unchanged. New templates contain only the first three values.
  • Avoid new automatic CM Toxic Aura rolls when compatible Path of Valheiman Reeking or Rotten is active. Preserve existing rolls, explicit admin-forced effects, and the dungeon exception that keeps CM Blink eligible.
  • Add regression coverage for effect registration/cleanup, aura geometry, wall/height filtering, ownership, poison payloads, YAML aliases and fixed Blink effects. See the 1.3.9 default YAML reference and upgrade guidance. Managed checks use original Valheim 1.0.20 client/server assemblies; actual Unity effects, multiplayer gameplay and performance still require in-game verification. Update the server and all clients to 1.3.9 together and restart.

1.3.8

  • Combine compatible Path of Valheiman and CM modifier icons into right-aligned rows of four: PoV effects first, then CM effects. Use CM's star display instead of the PoV-controlled stars introduced in 1.3.7. This shared layout overrides PoV's Modifier display and CM's Modifier HUD Icon Layout without rewriting either configuration. PoV creature colours, names and gameplay effects remain unchanged.
  • Place visible PoV status/ailment icons in separate rows of four below the modifier block, using the same icon size and right alignment. Preserve PoV status visibility, accumulation rings and counters; place CM resistance text below the visible status rows.
  • Avoid 13 overlapping CM effects during new automatic rolls when their PoV counterparts are active, including Mirror -> Reflection and Rotten -> Toxic Death. Keep CM Blink eligible in dungeons, where PoV Blink cannot land. Respect PoV's live rarity switch and ordinary/boss effect exclusions, and complete pending Full-mode boss grants before the CM roll.
  • Apply overlap filtering to ordinary creatures, bosses and Enforcers, including YAML chances of 100%. Preserve existing saved rolls and explicit admin-forced modifiers. Excluded effects do not guarantee a replacement, and later PoV changes such as Heir inheritance do not remove or backfill existing CM effects. No new settings or saved-state migration are required.
  • Cache optional integration accessors and reuse HUD icons, with live PoV modifier reads limited to once per 0.25 seconds per visible HUD. Overlap filtering adds no per-frame scan or RPC. Add managed regression coverage for layout, cleanup, active effect exclusions, weighted selection, dungeon Blink and ownership/configuration gates; actual Unity layout, multiplayer and performance still require in-game verification.
  • See the compatibility policy and verification. The default YAML contents are unchanged from 1.3.5. Update the server and all clients to 1.3.8 together and restart.

1.3.7

  • Replace the exact Path of Valheiman version restriction with separate startup checks for health, live level ownership, star loot, boss modifiers and star display. Retain the existing final-HP and loot-priority fixes when the required contracts match; a changed contract disables the affected integration with a warning.
  • In Full, newly created boss prefabs can receive PoV modifiers from their final CM star count, including altar, CreatureSpawner, command and direct creation paths. Respect PoV's boss/rarity switches, first-kill restriction, modifier exclusions and Boss modifiers per star setting; its Normal preset defaults to 0. Saved bosses, preserved creature restores and existing PoV modifiers are not rerolled. CM's own modifier settings remain independent.
  • Automatically use compatible PoV's 5. Controls -> Modifier display setting for creature stars while keeping CM modifier icons, Enforcer names and resistance indicators. No new config option is needed. Use ColouredStars or VanillaStars for explicit stars; Nothing may hide higher-star and boss indicators. CM retains its display when the integration is unavailable.
  • Add managed regression checks for fresh versus restored bosses, deferred configuration/ownership, persisted pending grants, duplicate and partial-failure handling, and HUD preference/fallback. Keep settings and YAML defaults unchanged; the default YAML contents remain those of 1.3.5.
  • See compatibility scope and verification for the PoV 5.0.9/5.0.10 checks and remaining in-game tests. This is not a guarantee for every future PoV release or a confirmed fix for the earlier infinite boss-HP report. Update the server and all clients to 1.3.7 together and restart.

1.3.6

  • Add focused compatibility with Path of Valheiman 5.0.7. Prevent PoV difficulty from multiplying Reaping's already-scaled maximum HP again, while preserving Reaping's gain, healing and cap settings.
  • Preserve final current HP during CM level changes, stat/deficit restoration, Reaping healing and Deathward recovery/rollback. Keep PoV's difficulty multiplier on ordinary raw maximum-HP calculations, without reinterpreting CM's final HP as another raw value.
  • Make PoV's level-provider detection follow CM's live Full, ExceptLevel and Off settings, including synchronized changes. Preserve other level-provider detection without repeatedly scanning plugins during combat.
  • Let CM CalculateChance or an installed DropNSpawn own star-drop scaling instead of PoV's vanilla-table replacement. Preserve PoV's separate rarity rewards and additional loot. CM Vanilla without DropNSpawn retains PoV's existing policy; no settings, YAML defaults or saved-state formats change.
  • Validate PoV's optional integration contracts and limit this bridge to 5.0.7. Document compatibility scope and remaining checks. This is not a confirmed fix for the reported infinite boss HP; Warded shield allocation and FrozenKing policy remain outside this patch. The default YAML contents are unchanged from 1.3.5.
  • Add isolated checks using the original PoV DLL for late Harmony installation, live mode changes, loot precedence and cleanup, wounded-health restoration, Reaping caps and exception handling. Original Valheim 1.0.20 client and dedicated-server managed checks pass; actual gameplay, reconnects and network ownership transfer still require in-game verification. Update the server and all clients to 1.3.6 together and restart.

1.3.5

  • Use native prefab level sizes in Full as well as ExceptLevel when no applicable scalePerLevel rule supplies a value. Preserve native sizes in dungeons and on saddle-able creatures; explicit zero still disables star growth, while positive CM growth retains its dungeon/saddle restrictions. Rule inheritance and level assignment are unchanged.
  • Clarify config help, README, and default YAML guidance. Keep existing YAML and stored modifier sizes; level one, unsupported prefab levels, and creatures without level-size setups receive no new fallback size write. This changes omitted-scale behavior in Full compared with 1.3.4; use an explicit 0 where the previous no-growth behavior is wanted.
  • Extend isolated scale checks to both modes, including native sizes, repeated application, explicit overrides, and dungeon/saddle restrictions. Original Valheim 1.0.20 client and dedicated-server managed checks pass; actual Unity visuals, Reaping size combinations, and multiplayer remain in-game verification steps. Update the server and all clients to 1.3.5 together and restart.

1.3.4

  • Leave Global.level: [80, 20] commented out in newly generated levels.yml. With Full + None, unmatched creatures retain their game/other-mod levels when no Karma/Enforcer bonus applies. The default Full + Easy built-in biome distributions remain unchanged; unmatched biomes no longer receive an implicit Global roll. Existing user YAML is preserved.
  • Restore commented biome distributions for Easy, Normal, Hard, and VeryHard, generated from the runtime preset data. Clarify None, fallback priority, bonus levels, and how to copy individual biome overrides without duplicate keys.
  • Publish all seven files in the default YAML reference, with fixed snapshots of levels.yml and karma.yml matching this release. The reference index follows current source; compare its version notice before copying settings.
  • Check the published YAML against the compiled first-launch generators and preserve explicit Global weights in existing files. Original Valheim 1.0.20 client and dedicated-server managed checks pass; actual gameplay and multiplayer remain in-game verification steps. Update the server and all clients to 1.3.4 together and restart.

1.3.3

  • Add None to the server-synchronized Biome Level Preset option. In Full mode, it removes only built-in biome level weights; explicit YAML level rules and Karma/Enforcer level bonuses remain active. Keep Off, ExceptLevel, and Full, the default Full + Easy behavior, and existing saved preset values.
  • Use Full + None for selected YAML level overrides. Keeping Global.level: [80, 20] still supplies that base distribution to matching regular creatures and Enforcers; omit unwanted broad level weights to preserve assigned levels where no rule or bonus applies. Weights are not final star caps. Bosses Follow Biome Level Preset has no fallback effect with None, while explicit Boss/group/prefab level rules remain available.
  • Clarify config help, the README, and newly generated levels.yml headers. Preserve existing YAML files and completed creature state; None does not disable stat, scale, or modifier rules or restore vanilla scaling.
  • Add isolated checks for preset save/reload, existing numeric choices, level preservation without weights or bonuses, bonus handling, and generated YAML defaults. Original Valheim 1.0.20 client and dedicated-server managed checks pass; actual gameplay and multiplayer remain in-game verification steps. Update the server and all clients to 1.3.3 together and restart.

1.3.2

  • Restore CalculateChance loot scaling on Valheim 1.0.20 by recognizing the updated CharacterDrop amount guard. Validate both multiplier sites before applying either change; preserve the existing calculation if the method is unsupported.
  • Preserve vanilla chance-only star-scaled drops and their unscaled quantities. Keep DropNSpawn priority and existing trophy, one-per-player, ownership and item eligibility rules.
  • Limit an unsupported drop-calculation warning to once per process, including repeated Harmony patch rebuilds.
  • Add regression coverage for chance-only drops and malformed amount guards and branch targets. Original Valheim 1.0.20 client and dedicated-server managed checks pass; actual loot spawning and multiplayer gameplay remain in-game verification steps. Update the server and all clients to 1.3.2 together and restart.

1.3.1

  • Fix dungeon-specific Enforcer selection in outer rooms beyond the entrance's location radius. Interior lookups use the registered location for the current zone; outdoor location-radius checks are unchanged.
  • Align dungeon spawn pivots with the full capsule's lower edge, including scaled and horizontal capsules, while keeping navigation targeted at the floor. Reapply the correction after path-endpoint adjustment and validate warned positions without moving them or canceling valid large offsets.
  • Keep dungeon candidates, spawner ZDO anchors and accepted path endpoints in the original dungeon zone. Preserve encounter selection, warning delay, shared active/reserved limits, minion policy, and Karma cost/cooldown timing.
  • Add 3 - Karma → Dungeon Enforcer Diagnostics, default Off and local to each process. Enable it on the server/host for 30-second summaries of location matching, loaded geometry versus unloaded-anchor fallback, placement failures and reservation outcomes. Limit each reason to three short samples and isolate diagnostic failures from gameplay.
  • Preserve the dedicated server's existing unloaded-anchor fallback; client-assisted geometry validation is not part of this release. Add 111 isolated placement/diagnostic checks alongside the existing reservation checks. Actual Unity physics and multiplayer encounters remain in-game verification steps. Update the server and all clients to 1.3.1 together and restart.

1.3.0

  • Add optional, server-synchronized player target switching under 7 - AI, independently of levels and modifiers. Player Target Switching defaults to Off, with a 10-second attempt interval and 25% chance when enabled. Untamed MonsterAI creatures, including bosses and Enforcers, can switch to another sensed, hostile player instead of always following the nearest target.
  • Choose alternative players randomly and check a path to the selected player. A single player can be selected when an animal or summon is currently tanking. Tamed creatures and FrozenKing phase 2 are excluded; this does not identify ranged attackers or override abilities that choose their own targets, such as independently targeted meteors.
  • Add Player Target Hold Duration (s), defaulting to 5 seconds with a 0-30 range. Zero disables holding without disabling switching attempts. Holds expire on the next normal target-search tick and take precedence over new attempts; invalid targets or normal pursuit abandonment can end them early. Changing any AI option clears holds and restarts the attempt interval.
  • Integrate with vanilla target-search ticks without interrupting ongoing attacks. Keep decisions on the creature's network owner, reset local state on ownership changes, and clean up on destruction or world/plugin shutdown. No separate per-frame search or targeting RPC is added; sensing and path checks still add work when the option is enabled.
  • Update the server and all clients together. Add 101 isolated AI targeting checks and document the new settings; actual boss fights, dedicated-server gameplay and performance remain to be verified in game.

1.2.9

  • Fix missing Vortex hit effects on dedicated servers when projectile damage is ignored but the server has no loaded creature instance. Send effect requests through a global RPC, validate the synchronized creature data, and broadcast the effects to clients.
  • Preserve Vortex's projectile-ignore chance and damage handling, owner and modifier checks, effect distance limit, and per-peer/per-creature request throttles. Add isolated regression coverage for unloaded targets and rejected or repeated requests. Update the server and all clients together; actual dedicated-server gameplay remains to be verified.
  • Change the default Dungeon Enforcer Spawn Delay from 7 to 5 seconds. Existing saved delay values are preserved.

1.2.8

  • Fix Reflection requests being silently dropped when a dedicated server has synchronized creature data but no loaded creature instance. Use a global request RPC and ZDO-based server validation, then send approved damage to the attacker's owner and broadcast the effects.
  • Observe health before and after synchronization so an observed first hit can be authorized regardless of packet order. Retain observation and replay protection across instance unloads, and discard old evidence and pending requests on ownership changes. Do not infer past damage from an already wounded first snapshot.
  • Preserve Reflection's melee eligibility, proc chance, damage cap, ownership and duplicate-request checks. Resolve unloaded creature relationships from synchronized faction, taming and AI state while retaining the existing live checks when both instances are available.
  • Add 97 isolated Reflection regression checks, including missing server instances, synchronization order, request replay, ownership changes, NPC attackers and custom faction rules. Update the server and all clients together; actual dedicated-server gameplay remains to be verified.

1.2.7

  • Reaping now absorbs every actual creature or player death within 24m, including tamed creatures and PlayerSpawned summons, regardless of killer or damage source. Each death can benefit every nearby surviving Reaping creature once; the dying creature cannot benefit from itself. Existing healing/growth limits, owner checks and confirmed player-respawn resets remain in place. Despawns, unloads and deletion without a confirmed death do not count.
  • Allow Karma rewards from lethal poison, fire or spirit pools with a confirmed player, tamed or PlayerSpawned contributor, including mixed damage. Omen still requires a real player; summon-only and unknown-only pools cannot trigger it. Preserve the server's source, ownership and duplicate-death checks.
  • Snapshot the lethal DoT contribution before damage callbacks can change it, and defer source-ledger lookups until actual damage ticks. Preserve poison replacement and fire/spirit pool boundaries; unrelated active effects do not qualify another cause of death.
  • Remove Reaping-only killer resolution and update English/Korean descriptions. Add isolated checks for inclusive nearby deaths, the player death-prefix timing, remote death confirmation, replay protection and respawn reuse. Update the server and all clients together; actual multiplayer gameplay remains to be verified.

1.2.6

  • Fix recursive level changes with Path of Valheiman's additional-star assignment that can exhaust the stack and hard-crash the game. Complete each CM-owned level assignment using the final level left by other mods, without repeatedly restoring the initial roll.
  • Track active assignments per creature, defer CM's level-postfix updates until the assignment completes, and preserve missing health. Keep existing configuration, saved-state keys, and optional dependencies unchanged; update CM on the server and all clients together.
  • Add regression coverage for nested level changes, both postfix orders, independent creatures, external spawn contexts, and exception cleanup. Include an English crash investigation in the repository; actual modpack and multiplayer gameplay still require verification.

1.2.5

  • Add the public CreatureManagerSpawnApi.CanSpawn(GameObject, Vector3) integration for ordinary creature spawners. DropNSpawn 1.3.18 uses it to honor the existing boss/Enforcer spawn-blocking settings for periodic dungeon encounters.
  • Reuse the current blocker policy, live settings and loaded/remote detection without adding a dependency or changing native spawn exclusions, simulation-distance range or dungeon boundaries. The API does not assign Enforcer identity, Karma summon flags or bonus loot.
  • Document the main-thread/final-position API contract and add regression coverage for both blocker toggles, including when Karma and the level system are Off. Update CM on the server and all clients together; actual cross-mod dungeon gameplay remains an in-game verification step.

1.2.4

  • Check known loaded bosses and Enforcers first when blocking nearby ordinary spawns, avoiding full creature-list scans when a matching blocker is present. Recheck their current health, category, and position, and clean up tracked candidates on destruction and world/plugin shutdown.
  • Retain full creature and received-ZDO checks when no tracked candidate blocks the spawn, preserving detection of late Enforcer flags, external boss-state changes, and unloaded bosses. Keep the existing simulation-distance-based range, dungeon boundaries, settings, and spawn exclusions.
  • Add regression coverage for candidate tracking, live settings, death/revival, movement, late state changes, and lifecycle cleanup. Verify reduced query counts in isolated checks; actual gameplay performance has not been measured.

1.2.3

  • Rename the level-system choices to Off, ExceptLevel, and Full. Full remains the default behavior; ExceptLevel keeps levels assigned by the game or other mods while applying configured stat, distance, scale, and modifier rules.
  • Preserve saved settings: On (or 1) is read as Full, and Vanilla (or 2) as ExceptLevel. Save the current names and show only the three current choices in ConfigurationManager. Existing creature state and YAML files are unchanged.
  • Clarify config help, the README, and the generated YAML comment. Global damagePerLevel stays at 0.25; setting it to 0.5 in a new default levels.yml matches vanilla per-star damage growth for regular creatures. In ExceptLevel, default health growth and prefab level sizes already follow vanilla; other rules, modifiers, Karma, Enforcer encounters, and loot settings remain separately applicable.

1.2.2

  • Add the server-synchronized Adjust EpicMMO LevelBar Position switch under 1 - General, On by default. Clients with WackyEpicMMOSystem position regular creature level labels at (70, -15), including labels recreated by EpicMMO's fallback path.
  • Apply the display override independently of CreatureManager's level and modifier settings without editing EpicMMO's configuration. The displayed position takes priority over EpicMMO's configured coordinates; Off restores the position recorded before adjustment. Boss, player and mount HUDs are unchanged, and dedicated servers do not adjust UI.
  • Cache label lookups, release departed HUD entries, and restore positions on live disable, HUD destruction, world teardown and plugin shutdown. Add isolated regression checks and original EpicMMOSystem 1.9.70 binary contract inspection.

1.2.1

  • Reuse temporary Karma blocker buffers and scoped spawn-query state, and share prefab classifications within each nearby search to reduce repeated allocations and lookups. Preserve live boss/Enforcer checks, spawn exclusions, and pending summon rules.
  • Add dungeon-only Blink collision and destination checks. Stop before solid obstacles when a safe position remains, or cancel unsafe Blinks, with clearance checks for creature size and nearby walkable ground for grounded creatures. Outdoor Blink behavior remains unchanged.
  • Increase the default Dungeon Enforcer Spawn Delay from 5 to 7 seconds and replace the English/Korean countdown notice with an in-world warning. Existing saved delay values are preserved.
  • Ship all 11 sample PNG textures under BepInEx/config/CreatureManager/textures/ with cm_ filename prefixes, update the creature sample, and remove embedded sample PNGs and the Generate Sample Textures option.
  • Install the package's BepInEx folder along with the DLL, including on servers supplying textures to clients. Existing YAML is not rewritten: update old texture references such as boar2 to cm_boar2, or retain their matching old PNG files. Use separate filenames for personal replacements so package updates do not overwrite them.

1.2.0

  • Add independent, server-synchronized switches to block nearby ordinary spawns while a boss or Enforcer is active, both On by default. Cover SpawnSystem, SpawnArea, and CreatureSpawner within the game's near-loaded sectors while preserving raids, boss prefabs, direct summons, and Enforcer encounters. These switches work independently of Karma and level settings.
  • Improve server-side boss discovery so existing and remotely simulated bosses can enforce the configured Karma-gain and Enforcer-summon blocks, including KarmaLevelOnly and Vanilla level mode. Preserve the regional/interior boundaries, existing Karma level bonuses, and Blamer's separate behavior.
  • Replace the Global, Boss, and Enforcer modifier switches with independent Max4/Max3/Max2/Max1/Off choices. Max4 remains the default and old On values read as Max4. Limits affect new automatic rolls only; existing, inherited, restored, and explicitly forced modifiers are not trimmed. Off continues to disable effects and icons without deleting saved modifiers.
  • Add Dungeon Enforcer Spawn Delay (s), defaulting to 5 seconds with a 0-30 range. Warn players before dungeon Enforcers and their minions arrive together at a reserved position. Cancel invalid reservations without charging Karma or starting cooldown; outdoor encounters and a zero delay remain immediate. Existing saved settings are preserved.
  • Add Reflection Damage Cap, defaulting to 25 health per activation from one creature; 0 means unlimited. Apply the cap after validating and consuming the original damage evidence, and show it in the localized modifier description.
  • Include three DeepNorth encounters in newly generated karma.yml: Barka outdoors, ElakingMole with Elaking in TheHole01, and JotunWarrior with BlobMork in MorkBorg. Each uses a +2 level bonus, required/consumed Karma of 40/30, and guaranteed bonus loot. Existing YAML files are not overwritten.
  • Simplify texture-transfer bookkeeping and faction snapshot publication while preserving transfer retry/cleanup behavior, configuration validation, and public faction lookup contracts.
  • Extend managed regression checks for boss discovery, modifier limits, reflection caps, delayed summons, nearby spawn blocking, texture transfers, and faction reloads. Verify original Valheim 1.0.16 client/server references and DropNSpawn/Drop That patch composition; actual game and multiplayer execution remain separately required.

1.1.17

  • Add Vanilla to Enable Level System: keep levels assigned by the game or other mods while retaining CreatureManager stat, distance, scale, and modifier rules. Skip CM level rolls and Karma/Enforcer level bonuses; preserve the default On, existing On/Off values, explicit spawn-command levels, and completed creature state.
  • Keep modifiers independently controlled by Global Modifiers, Boss Modifiers, and Enforcer Modifiers; selecting Vanilla does not disable them. Track level-one creatures so later external level changes refresh health and damage scaling without compounding stats or healing existing damage.
  • Use the prefab's original level sizes in Vanilla mode when no matching scalePerLevel rule exists. Explicit zero and positive values keep their existing meaning, and Boss defaults remain unchanged. New YAML files comment out Global scalePerLevel: 0.1; this also leaves Global star-size growth disabled by default in On. Existing YAML files and stored modifier sizes are not rewritten.
  • Keep Global damagePerLevel at 0.25 and explain in YAML comments, config help, and the README that vanilla uses 0.5. Vanilla level assignment continues to use the configured stat values rather than switching all balance settings to vanilla.
  • Add managed regression checks for mode serialization, level assignment and adoption, ownership, health preservation, prefab sizing, explicit scale overrides, and generated YAML defaults. Actual game and multiplayer execution remain separately required.

1.1.16

  • Protect FrozenKing_p2 from CreatureManager level/stat scaling, direct health/regen overrides, and all combat modifiers so its seven-Aspect encounter can complete through the game's normal phase-three transition. Phase 1, phase 3, and the Aspects retain their existing rules.
  • Preserve incoming encounter damage and block modifier inheritance/restoration on phase two, including Reaping stat restoration and Deathward lethal prevention. cm:spawn permits this prefab only at level 1 without modifiers. Existing altered encounters are not repaired or migrated.
  • Add managed regression checks for phase identification, spawn policies, health overrides, modifier application, seven unscaled hits, and command ownership. Actual boss fights and multiplayer execution remain separately required.
  • Require BepInExPack Valheim 5.4.2351.

1.1.15

  • Add synchronized Character Loot System settings with CalculateChance as the default and separate creature/boss percentages, both defaulting to 50% per star. Eligible drops retain their base chance and gain linear amounts with probabilistic rounding instead of exponential star scaling. Existing saved settings are preserved; select Vanilla to keep the existing calculation.
  • Automatically defer loot scaling to DropNSpawn when installed. Keep CalculateChance available alongside Drop That while preserving drop-entry identity and conditions; entries with ScaleByLevel=false, trophies, one-per-player rewards, and explicit Enforcer bonus loot are excluded from CreatureManager's calculation.
  • Share AI boolean parsing between YAML validation and application while preserving accepted aliases and the separate strict character/boss boolean rules.
  • Unify common creature/boss HUD rendering without changing their layouts, and remove unused Sprite state from Compendium text entries.
  • Add loot and AI parser regression checks, including managed Drop That patch-composition checks against original Valheim 1.0.15 client and dedicated-server assemblies. Actual world and multiplayer execution remain separately required.

1.1.14

  • Preserve the game's current saved creature level when reloading already processed creatures, preventing stale initial CreatureManager levels from undoing FeedLikeGrandma feeding upgrades after zone unload/reload.
  • Preserve intentional level decreases and existing modifier, health/damage multiplier, and visual restoration without rerolling initial levels.
  • Add regression checks for saved-level restoration, stale initial assignments, missing/invalid saved levels, and unchanged persisted state, alongside the client and dedicated-server compatibility checks.

1.1.13

  • Add compatibility with Valheim 1.0.7 across console commands, creature appearance hashes, ZDO data access, zone queries, spirit damage, and guaranteed Enforcer loot while preserving existing configuration, snapshot, authority, ownership, and duplicate-drop contracts.
  • Update the embedded ServerSync library for Valheim 1.0.7, including authoritative admin checks and safe buffering of the new player-history and admin-list messages during initial configuration synchronization.
  • Build against the installed original game assemblies with isolated compile-time access copies, preventing stale publicized references from hiding game API changes without modifying or packaging Valheim DLLs.
  • Remove the obsolete Humanoid.OnStopMoving compatibility transpiler now that Valheim performs the correct current-attack null check, and add client/dedicated-server compatibility checks for game references, Harmony targets, transpilers, private access paths, and serialized state contracts.
  • Require BepInExPack Valheim 5.4.2350.

1.1.12

  • Reuse unchanged resistance HUD text and prefixed localization tokens to reduce allocations while continuing to reflect live resistance and translation changes.
  • Skip server texture-transfer history scans until an entry can expire, preserving duplicate-request suppression and transfer behavior.
  • Remove unused Compendium description calculations during icon placement, reuse visual-state cleanup, and simplify Karma configuration staging and repeated player checks.
  • Add opt-in DeployToGame=true builds that copy only the final merged plugin DLL into the game's BepInEx plugins directory.

1.1.11

  • Deliver every configured Enforcer loot reward once from the owning peer at death instead of mutating the creature's CharacterDrop table, preventing DropNSpawn table replacement and custom death handling from discarding guaranteed rewards while retaining its global stack behavior.

1.1.10

  • Fix natural and Omen-triggered dungeon Enforcers on dedicated servers by using nearby server-owned CreatureSpawner or SpawnArea ZDOs when the remote dungeon scene is unavailable, while retaining full floor, clearance, and path validation in loaded scenes.
  • Align Karma realms, administrator spawn placement, and dungeon level/Modifier scale handling with Valheim's Character.InInterior boundary so lower interior layers no longer fall through to outdoor Karma and spawn rules.

1.1.9

  • Fix cached synchronized texture generations being committed successfully but reported as failed, ensuring the texture-ready refresh reapplies server PNGs to creature and ragdoll prefabs.
  • Suppress only the transient missing-texture warnings for server-manifest PNGs during the initial remote definition pass; genuine missing files, resource names, decode failures, and post-sync misses remain visible.

1.1.8

  • Synchronize server-owned, actively referenced creature PNG overrides through validated SHA-256 manifests, bounded chunk transfers, persistent client caching, and transactional last-known-good activation; hot reload reuses live texture objects while unsafe paths and invalid images are rejected.
  • Make persisted Enforcer discovery incremental on server startup and simplify level, modifier, clone, baseline, reference, faction, appearance, and localization runtime paths to reduce repeated work and failure scope.
  • Narrow the public modifier transport snapshot to modifier-owned state and require the new v2 format, removing v1 snapshot migration along with JSON localization compatibility.
  • Streamline generated levels.yml and karma.yml guidance, leave Boss.level omitted by default so regular bosses can follow the enabled biome preset, retry failed server-localization watchers, and verify all 32 modifier icons in the contract checker.

1.1.7

  • Discover modded creature attacks directly from loaded Humanoid loadouts and inspect animator controllers with a lightweight Animator-only probe, allowing non-networked attack holders into generated references without instantiating complete creature prefabs.
  • Add weighted projectile.randomSpawnOnHit and randomSpawnOnHitCount reference and override support, including inheritance, explicit clear and disable semantics, validation, baseline restoration, and attack usage metadata.
  • Base Fire, Frost, Lightning, and Spirit added damage and Juggernaut eligibility only on channels the target does not Ignore or Immune, respecting weak spots and current damage modifiers so ineffective damage cannot become effective elemental damage or knockback.

1.1.6

  • Separate outdoor and dungeon Karma neighborhoods, including Karma values, level bonuses, decay, Enforcer consumption and cooldowns, blocker checks, Omen summons, HUD status, and administrator commands, while retaining the shared thresholds and gain rules.

1.1.5

  • Added the versioned CreatureManagerModifierApi for lossless modifier-state capture and restoration by transport mods, including stored powers, cooldowns, accumulated runtime state, cache refresh, and validation before replacement.

1.1.4

  • Rename the Compendium page to the localized Combat Modifiers / 전투 특성 title and add a localized opening hint explaining how to inspect creature weaknesses, resistances, and immunities while sneaking.

1.1.3

  • Prune Karma level bonus requests whose pending client creature was destroyed or unloaded, preventing dungeon-generation bursts from leaving permanent Still waiting diagnostics and stale retry bookkeeping.
  • Log server summaries containing only transient zdoMissing outcomes at debug level, while retaining warnings for other request failures, accepted anomalies, and prolonged client-side waits.

1.1.2

  • Make dedicated-server Karma level bonus responses use authoritative server ZDO position and Enforcer state without requiring requester ownership or a loaded creature prefab, while keeping client application owner-authoritative.
  • Back off unanswered Karma bonus requests to 30 seconds and aggregate client/server diagnostics, preventing per-creature warning spam while preserving pending level application until an authoritative response arrives.
  • Add configurable Enforcer abandonment cleanup: remove the main Enforcer after no living player remains within the fixed 64 m encounter range, retain summoned minions, and restore persisted Enforcer tracking from server ZDOs after restart.
  • Cap Regenerating healing at 20 health per second by default, support 0 as unlimited, and expose the effective cap in generated YAML, Compendium text, translations, and synchronized modifier state.
  • Allow every modifier tuple to omit a trailing suffix after its required chance value, inheriting omitted fields before using runtime defaults, while rejecting ambiguous empty positions and documenting the rule.

1.1.1

  • Preserve explicit creature levels supplied by vanilla spawn commands, World Edit Commands, and Server Devcommands on dedicated servers instead of rerolling them through CreatureManager level rules.
  • Make configured damagePerLevel replace Valheim's vanilla 50% monster damage growth per level against character targets, while leaving vanilla growth intact when damagePerLevel is omitted.
  • Persist and reapply the selected damage-growth mode across ownership and runtime state restoration, and clarify the generated levels.yml and README examples.
  • Apply Disruptive stamina and Eitr recovery reductions through direct resource adjustments instead of resource-use calls, avoiding unintended usage side effects while preserving the configured recovery reduction.

1.1.0

  • Apply enabled ai.yml definitions directly to same-name loaded MonsterAI or AnimalAI creature prefabs; rename an AI to a unique non-prefab name to keep it preset-only, while explicit creature-level ai: assignments remain the higher-priority choice.
  • Preflight and track same-name AI targets through the existing transactional baseline and clone-determinism safeguards, and avoid claiming every AI field when a definition uses its own prefab as the implicit baseline.
  • Clarify in generated AI and reference headers and the README that original prefabs receive same-name overrides without a creature entry, while clonedFrom creatures retain the source baseline AI unless a clone-level same-name definition or explicit ai: assignment selects configured AI.

1.0.9

  • Limit Karma-level and Enforcer spawn/death center messages to connected, living players in the affected Karma region instead of broadcasting them to the entire world, including authoritative dedicated-server targeting and listen-host deduplication.
  • Keep dungeon Enforcers inside usable dungeon space by rejecting surface and unrelated vertical-layer spawners, snapping candidates to nearby floors, validating prefab-specific full paths, and using a same-room line-of-sight fallback while NavMesh data is cold.
  • Validate boss and minion capsule clearance with bounded retries, skip only minions that have no safe position, refresh dungeon spawner caches for Omen summons, and avoid consuming Karma or starting cooldown when no safe boss position exists.

1.0.8

  • Fix startup with Norsemen and other mods that extend Character.Faction at runtime by pairing injected enum names with their actual values instead of passing them back through Enum.Parse.
  • Resolve external faction names and IDs without taking ownership of their behavior; unmanaged factions now retain their original aggravatable and hostility logic unless they are explicitly defined in factions.yml.
  • Reject conflicting runtime faction IDs while keeping CreatureManager-managed vanilla and custom faction relationships unchanged.

1.0.7

  • Make synchronized YAML reloads transactional and last-known-good: reject invalid faction relationships, duplicate or multi-document mappings, broken clone graphs, stale clone references, and missing required prefab components before publishing, then restore prefab, faction, and clone state if application fails.
  • Make live edits deterministic: loaded creatures retain their creature, AI, attack, level, and modifier state, while newly instantiated creatures, projectiles, and ragdolls use current templates; live faction, Karma, localization, and shared texture rules remain immediate, and changing or unsafely hot-adding clonedFrom requires a restart.
  • Preserve stored level health multipliers and missing health through reload, ownership, and SetLevel paths; stop blocked Enforcer checks from extending cooldown, and pause Blamer flee/icon behavior at the regional Karma cap without consuming the modifier.
  • Bound server state and modifier traffic: limit each Enforcer candidate to 16 minions and 64 loot items, cap cm:spawn levels at 100, prune bounded Karma sector state, authorize Reaping only from observed deaths, limit Reflection/Reaping queues, and rate-limit Vortex/Juggernaut network effects.
  • Centralize and validate all 32 modifier definitions and icons, add reproducible exact-icon checks, keep Compendium icon links stable, and preserve loadout ordering and duplicate weight entries in generated references.
  • Improve partial-startup and shutdown cleanup, and automatically rebuild a failed configuration file watcher.

1.0.6

  • Remove runtime assembly loading for UnityEngine.ImageConversionModule; PNG decoding now resolves ImageConversion.LoadImage through reflection from Unity's existing compile-time type reference.
  • Restrict optional compatibility type discovery to assemblies already loaded by the game and keep UnityEngine.ImageConversionModule.dll out of the release package.

1.0.5

  • Fix dedicated-server cm:spawn and cm:karma execution for vanilla admins and Server Devcommands permissions by handling commands after authentication and resolving the invoking player from authoritative peer ZDO state.
  • Make periodic Enforcer checks and Omen summons use connected-player ZDO positions, restore boss and Enforcer blocker tracking across headless regions and reloads, and deliver Karma and Enforcer center messages to remote clients.
  • Move Blamer Karma grants to a server-validated routed RPC so client-owned creatures can contribute Karma while fleeing, consuming their Blamer budget only when regional Karma actually increases.
  • Apply biome presets, levels.yml prefab/group overrides, health, damage, scale, and additive Karma levels on the creature's owning peer while retrieving the Karma bonus from the server; modifiers now roll only after level processing completes.
  • Harden configuration reload, ownership transfer, delayed RPC, death, and retry paths so synchronized YAML and level state cannot be finalized from stale or incomplete data.

1.0.4

  • Add the server-synchronized Blink Alert Grace Period (s) option (0-10s, default 3s), delaying Blink and its extended attack range after alert while letting the grace period expire even when no attack can start; 0 restores immediate Blink behavior.
  • Track Blink alert transitions owner-authoritatively by network time, reapply the grace period only after a creature calms and becomes alerted again, and prevent repeated alert calls or failed attacks from indefinitely suppressing Blink.
  • Reduce Blink's default maximum range from 24m to 16m across Global, Boss, Enforcer, examples, and the runtime fallback.
  • Improve the 17 px Blink icon with a cyan arrow and violet portal while removing the two decorative sparks, and update the English, Korean, Compendium, and README descriptions.

1.0.3

  • Rework normal-creature and boss level HUDs with fixed 17 px stars and modifier icons: keep stars at the health-bar lower left, modifiers at the lower right, allow the blocks to overlap, and align their visible edges optically.
  • Preserve individual one- and two-star displays, compact higher levels to a star plus count, and add a fallback star when a HUD has no usable vanilla star artwork.
  • Show every forced modifier icon up to the four-modifier limit, including multiple modifiers from the same category, in both FixedCategorySlots and RightPacked layouts.
  • Improve 17 px readability of the Armored, Omen, Spirit, Undodgeable, and Unflinching artwork, and keep hover resistance text below the expanded HUD content.
  • Keep the Karma minimap label upright with rotating ZenCompass configurations by attaching it to a stable small-map root.
  • Reduce steady-state modifier HUD allocations and redundant layout work.
  • Clarify in the Biome Level Preset setting that levels.yml contains copyable preset biome distributions.

1.0.2

  • Add dedicated-server remote-admin support for cm:spawn and cm:karma, using the invoking admin's active player and returning results to their console.
  • Fix server-validated Karma credit for client-owned creature deaths, including the race where DestroyZDO arrives before the final health sync.
  • Fix Blamer flee and icon state on remote-owned creatures and add rate-limited diagnostics for rejected Karma requests.
  • Extend Omen to unambiguously player-attributed poison, fire, and spirit damage-over-time kills, target the actual connected killer, exclude the dying creature from blocker checks, and report summon rejection reasons.
  • Improve shared direct and delayed death attribution used by Karma, Omen, and Reaping, and update the English and Korean descriptions.

1.0.1

  • Skip PNG decoding and renderer material texture work on headless servers while preserving ragdoll, scale, and appearance processing.
  • Fix the Humanoid.OnStopMoving current-attack null guard that could cause a NullReferenceException.
  • Add cooldown control for Omen-triggered Enforcers and refine Karma and Enforcer defaults.
  • Declare incompatibility with CLLC, Star Level System, MonsterDB, and Monster Modifiers.
  • Improve generated level configuration guidance and the default TentaRoot modifier exclusion.
  • Generate only the Thunderstore release archive directly under Thunderstore.

1.0.0

  • Initial release
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