Adds secondary attacks for bows, staves, bombs, melee weapons, and Blood Magic, with auto presets, per-prefab overrides, summon tools, cooldown HUD, localization, and optional quickstep for knives and fist weapons.
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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