Valheim
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sighsorry-SecondaryAttacks-1.1.9
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Changelog

1.1.9

  • Fixed the final shot of the ranged Burst preset losing its weapon and attack trigger VFX/SFX, while preserving per-shot ammunition, durability, and post-trigger side effects.
  • Prevented delayed Burst animation events, zero-cooldown attacks, rapid-fire hold handling, and weapons with multiple native projectile bursts from starting duplicate Burst sequences.
  • Made ammoConsumption: -1 for Burst consume one item per repeated shot instead of scaling to the configured shot count for every shot, and safely consumed persisted reload state when a Burst is interrupted by switching weapons.

1.1.8

  • Changed secondary cooldown sharing to use automatically detected weapon families first, with independent Blood Magic summon and shield groups and per-preset fallback for unrecognized modded weapons.
  • Added localized preset descriptions to applied weapon tooltips with a client-side on/off option.
  • Hardened projectile secondary startup so cooldown, payload, resources, and the selected ammunition prefab are validated before ammo, durability, item, or reload side effects are committed.
  • Consolidated preset, weapon-family, cooldown, summon, key-hint, and weapon-trail runtime paths while preserving dynamic ObjectDB rebinding and server-synchronized admin access.

1.1.7

  • Added automatic summon-star HUD compatibility for CreatureManager, Creature Level & Loot Control, and StarLevelSystem, yielding to an active external star display while keeping SecondaryAttacks as the fallback when none is active.
  • Isolated SecondaryAttacks' extended-star objects from CLLC's level_N groups so provider changes and level updates no longer reuse or alter externally owned HUD objects.

1.1.6

  • Prevented transient TextMeshPro LiberationSans SDF warnings by keeping overhead Empower and Shield status text inactive until the Valheim HUD font has been assigned, without removing the status display.

1.1.5

  • Fixed Cleaving Thrust treating a placed training dummy's own piece collider as an environmental obstruction, allowing the special attack to damage piece_TrainingDummy while preserving real wall blocking.

1.1.4

  • Replaced the individual Quickstep tuning entries with one server-synchronized Quickstep Enabled option in General, using fixed 200 acceleration, 0.25-second duration, 0.15-second shield invincibility, 0.5-second cooldown, and 60% dodge stamina cost.
  • Made a second dodge input during Quickstep hand off to a regular roll for the same 60% cost, and added a concise localized Compendium guide for fist and knife weapons.
  • Kept quickstep state isolated from Sneak Ambush and custom crouch effects, restored vanilla player state on interruptions, and disabled the integration when the standalone Quickstep plugin is loaded.
  • Added owner-authoritative fixed-target homing to launched Sentinel projectiles, using a limited turn rate without mid-flight target searches, retargeting, or additional network messages.

1.1.3

  • Made Ranged, Melee, and Blood Magic YAML synchronization atomic through one strictly framed payload, rejecting malformed data and stale staged updates without replacing the last applied configuration.
  • Added compensating world rollback and narrowed original-state snapshots to actual mutations, preventing failed reloads from leaving mixed secondary-attack, summon-quality, or summon-prefab state.
  • Hardened StartAttack exception cleanup and direct-hit Harmony ordering so temporary cooldown/adrenaline state is restored and nested damage does not re-trigger direct-hit effects.
  • Removed the legacy generic effects pipeline, the unsupported cooldownFallback YAML field, ignored preset fields, and redundant compiler/runtime layers while preserving the active preset feature sets.

1.1.2

  • Moved the embedded MagicPlugin projectile-burst, teleport, and Character-registry compatibility fixes into the standalone InteropFixes mod, removing duplicate patch ownership from SecondaryAttacks.
  • Kept MagicPlugin as a soft integration and Harmony ordering target, so SecondaryAttacks' summon features still cooperate with it without making MagicPlugin or InteropFixes a hard dependency.

1.1.1

  • Fixed Harvest Sweep missing valid crops and foraging targets on the Default and Default_small layers, and expanded its collider search capacity for unusually dense planting areas.
  • Updated Groundwork compatibility to use Groundwork's native scythe-harvest eligibility and farming hooks, so cultivated pickables and range-pickup suppression behave consistently.

1.1.0

  • Added a localized in-game Compendium guide with icons and detailed descriptions for every ranged, melee, Blood Magic, and summon-quality preset, including skill-scaled cooldowns and Sneak Ambush scaling.
  • Consolidated cooldown and charge feedback into a dedicated HUD that supports dynamic rows and a stable top anchor, fixed its scale at 2, set its default horizontal position to 0.615, and removed the scale configuration.
  • Expanded Summon Empower to scale walking, running, flying, swimming, acceleration, turning, attack animations, weapon attack intervals, and the AI minimum attack interval.
  • Reworked live .cfg and YAML reloads with stable-file reads, bounded retries, watcher recovery, strict validation, atomic world application, and stale cooldown/effect cleanup.
  • Fixed Sticky Detonator charges following moving targets, stale Magic Summon Quality state after rules stop matching, and summon health restoration when overrides are removed.

1.0.11

  • Restored near-immediate live application for the six ranged presets and Magic Summon Quality without waiting for long-lived projectiles, summons, or other asynchronous secondary-attack work to finish.
  • Replaced leading-edge config and YAML reload throttling with a 250 ms trailing debounce, so burst save events reliably reload .cfg and Ranged/Melee/BloodMagic YAML changes while the last valid YAML snapshot remains active if compilation fails.

1.0.10

  • Rebuilt dedicated-server Cleaving Thrust extended-trail synchronization as a single owner-authoritative visual session with sequence and stale-payload validation.
  • Observers now scale the trail only at its sampling point and reliably restore local state, so other players can see the full extended two-handed sword secondary attack without layered hit or animation workarounds.

1.0.9

  • Fixed a 1.0.8 projectile-impact cleanup regression in the overcharged-bomb Harmony patch that could throw NullReferenceException when postfix/finalizer cleanup ran twice, including immediately before leaving dedicated servers.

1.0.8

  • Hardened secondary attack state cleanup so projectile, reload, skill-scaling, crouch, and copied-throw overrides are restored even when patched methods fail.
  • Consolidated configuration compilation, world application, projectile cascades, boomerang behavior, and cooldown fallbacks while removing redundant runtime and debug layers.

1.0.7

  • Fixed dedicated-server cleavingThrust observer trail length by applying its range scale at the exact MeleeWeaponTrail sampling point, preventing remote animation or equipment refreshes from restoring the normal-length arc.

1.0.6

  • Improved dedicated-server cleavingThrust observer trail scaling by refreshing the visual scale at the trigger timing and reapplying it when remote weapon visuals are created late.
  • Added MagicPlugin summon cleanup compatibility to remove stale destroyed summon references before MagicPlugin update spam can repeat.

1.0.5

  • Improved dedicated-server observer visuals for riftTrail by sending sampled weapon trail ribbons instead of only a fallback fan.
  • Added observer trail scaling for cleavingThrust so other players can see the enlarged attack arc.

1.0.4

  • Added spinningSweep damageFactor and pushFactor options, defaulting to 0.75 damage and 0.5 push per loop attack.

1.0.3

  • Kept vanilla Blood Magic skill gain active while adding optional health-cost based bonus skill gain.
  • Added owner-safe Sneak Ambush smoke/awareness handling for multiplayer.
  • Added visual-only observer RPCs for spinning sweep, harvest sweep, and riftTrail on dedicated servers.

1.0.2

  • Improved preset cooldown timing precision so the HUD counts down smoothly on dedicated servers instead of stepping in large intervals.

1.0.1

  • Added a client-side admin option that lets host or server-admin players use presets without preset cooldowns.
  • Cooldown HUD/status cleanup now clears stale cooldown displays while admin cooldown bypass is active.

1.0.0

  • Initial Release.
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