Valheim
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Changelog

1.2.19

  • Removed the exact EpicLoot 0.14.13 version restriction. Burst compatibility now checks the required callback signatures, writable state fields and actual Harmony registrations; the detected version is included in diagnostics rather than used to enable or disable support.
  • Allowed compatible enum changes, field visibility changes and unrelated callback overloads. Missing or incompatible contracts disable the bridge with a warning, without leaving partial suppression patches installed.
  • Preserved existing Burst ammo, conservation and reload handling, with effect calculations still delegated to EpicLoot. Added regressions for synthetic version changes and incompatible contracts; matching these checks does not guarantee unchanged behavior in future EpicLoot implementations.

1.2.18

  • Added optional EpicLoot 0.14.13 compatibility for ammo-using Burst attacks. Each actual shot now rolls multishot independently and pays the configured ammo cost multiplied by Triple Shot's projectile count; a default three-shot burst consumes 3/5/7/9 ammo for zero/one/two/three procs before conservation.
  • Moved compatible Burst ammo payment to actual firing, including delayed first shots. If the selected ammo prefab cannot cover a shot, that shot and the remaining burst stop without partial ammo payment. Same-prefab stacks can cover the cost, while custom costs and zero-ammo settings are preserved.
  • Preserved EpicLoot's one-item Ammo Conservation refund, with no refund for zero-ammo shots. The last successful shot determines whether the burst retains its loaded state, including interrupted bursts and weapon changes.
  • Applied multishot damage, accuracy, projectile count and extra resource costs around each actual shot, restoring temporary state afterward. Ordinary attacks, other presets and non-ammo staves keep their existing paths. No new configuration or required dependency is added; unreviewed EpicLoot versions or changed integration contracts disable this bridge with a warning.
  • Added HarmonyX regressions for both patch orders and original/merged DLL contract checks. Existing attack-start costs and earlier trigger durability/visual effects are not rolled back when a shot cannot fire.

1.2.17

  • Added automatic ranged presets for offensive two-handed Blood Magic staves with supported staff animations and ordinary Projectile payloads. They reuse the existing Fireball, Rapidfire and Reload settings while preserving native secondary attacks by default; summon, shield and hybrid support payloads are excluded from this new automatic group.
  • Added support for Vikings Summoner's offensive staves, reviewed against 1.5.3: Cursed Moon and its other fireball staves use the Fireball preset (default Sentinel), while Glacial Shadow uses the Rapidfire preset (default Spiral). Original projectiles and Blood Magic scaling are retained, with the existing preset resource multipliers; separate impact AOE damage remains controlled by the original mod.
  • Added optional Vikings Magic compatibility, reviewed against 1.1.8. Its seven biome staves keep their native nova/meteor secondary attacks; First Oath and its four wands remain eligible for the existing automatic presets. Explicit YAML replacements remain available, but Vikings Magic's own shared secondary cooldown and status icon still apply.
  • Preserved original attacks across YAML replacement/removal and reused world prefabs, without retaining stale snapshots of untouched native attacks. Added isolated classification and restoration regressions; no new settings, YAML keys or required dependencies are introduced.

1.2.16

  • Copied melee throws now capture the equipped weapon's appearance and style before it leaves the hand, including appearances applied by Armoire, and preserve that snapshot during flight, boomerang returns and spear-rain follow-ups.
  • Kept the original weapon, stats, damage, hit effects, drops and returned item unchanged. Arrows, spells and reflected projectiles do not use the equipped-weapon appearance override.
  • Added separate compact appearance metadata for other players, applied once per visual with support for delayed network data. Hidden, unavailable or failed cosmetic visuals fall back to the weapon's normal visual without changing item handling.
  • Kept Armoire optional, with no Armoire version gate, new required dependencies or settings; the feature reads the resolved equipped appearance rather than Armoire's private APIs.

1.2.15

  • Added thrower ID metadata for recoverable copied throws, including throws that keep their native projectile visuals.
  • FearNoSpear 1.1.2 can carry this metadata to landed weapons and prevent other players from auto-picking them up. Manual pickup and boomerang returns remain unchanged; virtual follow-up projectiles are excluded.
  • Kept FearNoSpear optional, with no new settings, required dependencies, or duplicate auto-pickup patches. Use the updated versions on participating clients.

1.2.14

  • Fixed a SpawnAbility Harmony patch initialization failure when running alongside CombatMeter 0.12.0. The transpilers are ordered so CombatMeter retains its summon observer when SecondaryAttacks replaces the creation call.
  • Preserved CombatMeter's existing damage attribution and vanilla setup for successful spawns, while spawns denied by the two-child limit skip both. CombatMeter remains optional; no new config or YAML keys are required, and summon ownership, faction and saved tracking are unchanged.
  • Added isolated regression checks using the original CombatMeter transpiler and game IL, covering both patch registration orders, successful/denied creation and unsupported IL rejection. This does not expand CombatMeter's supported summon types or multiplayer modes.

1.2.13

  • Added automatic, optional Hunter Legacy compatibility, reviewed against 1.1.4. Its bows, crossbows, slingshots and wrist crossbows retain Hunter's native attacks and input handling; both automatic SecondaryAttacks presets and explicit prefab YAML overrides are skipped. Attempted overrides warn once per prefab, while preset: none remains silent. No new config or YAML keys are required.
  • Excluded Hunter wrist crossbows from last-shield auto equip, including previously remembered selections, while preserving saved identities and normal shield behavior.
  • Prevented SecondaryAttacks preparation-only attack clones from remaining in Hunter Legacy 1.1.4's tracking table. Actual attack tracking is preserved; unreviewed versions or changed private contracts disable only this cleanup with a warning.
  • Added isolated compatibility regressions and original/merged DLL contract checks. Hunter Technique effects (Phantom Arrow and Rapid Reload) are not yet integrated with SecondaryAttacks custom projectile presets on vanilla or other mods' weapons.
  • Updated the required BepInExPack dependency to 5.4.2351.

1.2.12

  • Fixed Cleaving Thrust missing close-range and grazing character hits by extending the greatsword secondary's native collision sweeps against actual colliders, while preserving its attack angle, ray thickness, origin, aim, and environment obstruction checks.
  • Removed the multi-target damage penalty for the nearest eligible character hit by Cleaving Thrust. Other characters and destructible objects retain the existing full target-count penalty, and knockback is unchanged.
  • Simplified attack cloning through the game's public shallow-copy method and removed obsolete copied-projectile visual wrappers, preserving existing configuration, saved data, and visual setup behavior.
  • Added isolated Cleaving Thrust regressions for collision geometry, duplicate colliders, crowded scenes, first-character damage, and knockback, plus an original-game contract check for the cached melee-direction accessor.

1.2.11

  • Added optional Wizardry compatibility so automatic assignment preserves its native secondary attacks. Explicit enabled prefab YAML rules can still replace them, and preset: none restores the original attack; Surtling and Golem staves without native secondary attacks remain eligible for automatic Blood Magic presets.
  • Added the server-synced One-Handed Elemental Weapon Preset option, defaulting to Barrage, for one-handed ElementalMagic weapons with primary Projectile attacks. Existing native secondary attacks are preserved, explicit prefab YAML takes priority, and Off disables this automatic group.
  • Added MagicPlugin compatibility: its four elemental Wands use the new automatic group, while its three Scepters retain their native secondary attacks. Reverting a Scepter YAML override restores the current MagicPlugin Stamina/Eitr cost settings, and MagicPlugin projectile tuning runs before SecondaryAttacks preset firing.
  • Preserved original empty secondary attacks across reused ObjectDB prefabs so automatic assignments do not become mistaken for native attacks after world changes. Added isolated regressions for optional-mod discovery, one-handed classification, native attack restoration, and live MagicPlugin cost settings.

1.2.10

  • Added Magic Supremacy compatibility so automatic ranged assignment preserves native secondary attacks on its weapons. Explicit enabled prefab rules can still replace them, and preset: none restores the native attack.
  • Detects Magic Supremacy weapon prefabs from its loaded asset bundle, with a 3.1.1 name fallback. Weapons without a usable native secondary attack remain eligible for automatic assignment.
  • Updated the original-game compatibility verifier to recognize Harmony constructor patch attributes.

1.2.9

  • Added automatic support for immediate child creatures created through SpawnAbility by tamed creatures newly summoned directly with a Blood Magic staff. Children are tamed and use the PlayerSpawned faction, without changing the original monster prefabs or adding config/YAML options.
  • Limited these children to two living creatures per parent. Further creation is skipped until a child dies or its destruction is confirmed; saved parent/child identifiers, rebuilt world-load references, and guarded server replies preserve tracking across reloads and network ownership changes.
  • Kept unrelated wild/tamed casters, grandchildren, and other spawning paths unchanged. Existing casters must be resummoned; child levels, drops, lifetime, and parent-death cleanup retain the original creature behavior.
  • Added production-code regressions for summon admission, save/load, missing network data, RPC authorization, and delayed replies, plus merged-DLL transpiler checks against original game IL.

1.2.8

  • Made Blood Magic summon quality presets follow actual staff quality, including Idol upgrades, up to a fixed level/count cap of 10, while preserving each item's normal crafting upgrade limit. Existing summon.maxQuality YAML keys remain accepted but are ignored.
  • Fixed repeated summon-limit enforcement removing multiple existing summons in one cast by excluding destroyed or pending-removal summons from subsequent counts, while retaining bounded retry behavior for delayed or failed network removal.
  • Added merged-DLL regression coverage for legacy Blood Magic YAML, quality boundaries, crafting-limit ownership, and local or delayed-network summon replacement sequences.

1.2.7

  • Gave the vanilla Club, which has no native secondary attack, a usable automatic launchSlam by borrowing MaceIron's one-handed club secondary attack when the slot remains empty.
  • Preserved existing Club secondary attacks supplied by the game or another mod, and documented the fallback in the default melee YAML.

1.2.6

  • Added the client-only Auto Equip Last Shield option, enabled by default. The exact most recently equipped shield is remembered and equipped alongside a one-handed weapon when the left hand is empty, without replacing torches or other left-hand equipment.
  • Persisted the selection through namespaced player and item save data, skipped ambiguous duplicate identities, and disabled the feature when ShieldMeBruh is loaded to avoid competing equipment patches.

1.2.5

  • Reused the world-applied secondary-attack template when rebinding inventory weapons, while preserving per-item attack instances, apply revisions, dynamic-original cooldown fallbacks, and the legacy build fallback for incomplete snapshots.
  • Removed a redundant per-frame cooldown expiration pass and reused the existing Creature Level & Loot Control level_<digits> compatibility predicate without changing HUD provider priority or ownership checks.
  • Co-located embedded default YAML loading with the YAML domain registry and removed stale publicized-assembly path settings; configuration keys, YAML resource names, dependencies, and runtime behavior remain unchanged.

1.2.4

  • Added Valheim 1.0.7 compatibility for the expanded ItemDrop.ItemData.GetTooltip signature, while preserving tooltip patch order and preventing duplicate secondary-attack descriptions in appended item tooltips.
  • Updated the bundled ServerSync build input for Valheim 1.0.7's constant ZRoutedRpc.Everybody contract. The guarded build step patches only the verified bundled binary copy before merging and leaves the vendored source DLL unchanged.
  • Preserved configured secondary-attack Eitr costs after Valheim 1.0.7 changed the private cost calculation to read the primary attack, and applied the new world durability-rate multiplier to secondary attacks that consume durability directly.
  • Excluded SP_BowDraugrFang from automatic ranged presets because its ArrowIron payload is an item prefab rather than a Projectile; existing local YAML remains user-controlled.
  • Rebased the three publicized compile references on the installed original game assemblies without modifying or packaging the game DLLs, and added client/server contract checks for direct references, Harmony targets, reflection members, and movement transpiler field loads.
  • Updated the required BepInExPack dependency to 5.4.2350.

1.2.3

  • Moved Blood Magic and Sneak skill tooltips beside the visible Skills panel, following the hovered row with an 8 UI-unit gap and screen-edge protection. Preserved the vanilla 250-unit text width, added separate background padding, and centered section headings while left-aligning descriptions.
  • Changed the fresh-configuration defaults for Sneak Visibility Skill Effect Factor and Sneak Movement Speed Skill Factor to 2; existing saved values remain unchanged.
  • Reduced duplicate summon HUD compatibility searches and simplified secondary-attack definition dispatch and per-weapon revision tracking while preserving preset selection and retry behavior.
  • Ensured temporary summon ability settings are restored even if registering newly spawned summons or enforcing summon limits throws an exception.
  • Added regression checks for skill tooltip layout, heading formatting, definition compilation, and weapon rebinding, plus explicit build options for local DLL deployment and verification without packaging.

1.2.2

  • Added localized SecondaryAttacks sections to the Blood Magic and Sneak skill-icon tooltips, preserving the vanilla description and other mods' appended text while showing only enabled skill-related mechanics.
  • Changed the fresh-configuration defaults for Quickstep Enabled and Keep Crouching During Elemental Damage Over Time to On; existing saved values remain unchanged.

1.2.1

  • Fixed Burst follow-up projectiles being deflected by movement after the player body turns toward the current aim, restoring the eye's world-space yaw and pitch before trigger and launch direction sampling.
  • Consolidated each Burst follow-up into one ordered execution path, applying recoil, self-damage, item consumption, and other trigger side effects only after a projectile shot succeeds while preserving delayed source bursts, per-shot costs, effects, reload cleanup, animations, and observer replication.

1.2.0

  • Allowed Blood Magic Summon Lifetime Seconds to disable lifetime assignment, restoration, expiration, and HUD timers with 0, while keeping 1200 seconds as the fresh-configuration default and retaining positive per-staff summon.lifetimeSeconds overrides.
  • Made ranged Burst attacks keep the player's body aligned with the current aim throughout attack animations and immediately before trigger effects and projectile spawning.
  • Fixed Burst follow-up shots on weapons with m_perBurstResourceUsage so each successful shot consumes its stamina, eitr, and health costs, while resource-starved shots stop before consuming ammo, durability, or presentation effects.
  • Simplified config reload, YAML normalization, generated-damage, targeting, projectile, effect, HUD, and Rift visual paths; unsupported legacy-shaped melee YAML options now warn explicitly instead of being silently ignored.

1.1.10

  • Added owner-authoritative lifetimes for player-cast Blood Magic summons, using a 1200-second server-synchronized base, linear Blood Magic skill scaling, a configurable skill-100 multiplier, and optional per-staff summon.lifetimeSeconds overrides; existing summons keep their assigned deadlines.
  • Added a synchronized summon countdown beside the health bar on the active star row, including CreatureManager, Creature Level & Loot Control, StarLevelSystem, and SecondaryAttacks star HUD layouts.
  • Replicated ranged Burst follow-up animations and local-only VFX/SFX to other clients, including dedicated-server observers, with bounded presentation traffic, network-effect filtering, and a 32-shot Burst limit.
  • Added the server-synchronized Keep Crouching During Elemental Damage Over Time option so nonlethal Fire, Spirit, and Poison ticks can preserve crouching without changing direct-hit, stagger, knockback, or lethal-damage behavior.
  • Reorganized generated config groups into 1 - General, 2 - Blood Magic, 3 - Ranged, and 4 - UI, moved the admin cooldown convenience into General, and intentionally omitted legacy migration; existing custom values under old groups must be entered again.

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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