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SkeletonCommander
Superseded by Summon Commander (skeletons + Spirit Caller spirits). Track and command your Dead Raiser skeletons: minimap pins, HUD panels with HP bars, team loadout (sword & shield / bow), follow/stay/dismiss hotkeys and summon limit fixes.Changelog
1.10.0
Changed
- Summon Commander is the successor of this mod: it does everything Skeleton Commander does, also for the Spirit Caller's spirits, and lets you walk through your summons. When Summon Commander is installed, Skeleton Commander does not load.
1.9.1
Fixed
- The license link at the end of the README led to a 404 page on Thunderstore.
1.9.0
Added
- Dismissing the weakest skeleton – when a new summon goes over the summon limit, the skeleton with the
least HP is dismissed instead of the oldest (the oldest on a tie), and the new summon gets the weapon of
its team slot. The same applies when you come back to more skeletons than your limit. The newest skeleton
is never dismissed.
Summon.DismissWeakest = falsedismisses the oldest as in the base game. - Skeletons stay with other players – far skeletons are no longer dismissed while another player is near
them, so they keep fighting alongside your friends, e.g. after you die or use a portal. They don't count
toward your summon limit while you are away; when you come back to more skeletons than your limit, the
extra ones are dismissed.
Summon.KeepNearOtherPlayers = falsedismisses them anyway, as in 1.8.0.
1.8.0
Added
- Skeleton panels in the HUD – the detailed list shows a panel per skeleton: number and name, weapon,
distance and state, and an HP bar colored by health with
HP / maxon it.HUD.Style = Textbrings back the one-line list. - Staff of Protection barrier – a protected skeleton gets a blue bar with the barrier left, its
capacity and the seconds remaining (
HUD.ShowShield); also shown in the text list and/sk list. - Team loadout – pick each team member in
Summon.TeamSlot1–TeamSlot4(Random, SwordAndShield or Bow). With a summon limit of N (1–4 by Dead Raiser upgrade level) the team is slots 1 to N, and each new summon gets the weapon the team is missing, e.g. a new archer when an archer dies. The HUD shows the team status (HUD.ShowTeam).Summon.TeamEnabled = falsegives random weapons as in the base game. - Dismissing skeletons left behind – skeletons more than 100 m away (
Summon.DismissBeyondDistance, 20–120 m) or outside the area the game simulates around you are dismissed, also when you use a portal or die far from them. Skeletons left in an area the game unloads could otherwise exceed the summon limit. - If you come back to more skeletons than your summon limit, the oldest are dismissed.
- Each dismissal of a far skeleton is written to the BepInEx log (name, distance, owner).
Changed
- Larger text in the skeleton panels.
- Plugin GUID changed to
xmordax.valheim.skeletoncommander(author renamed to xMordax); the previous config file is taken over automatically. - The Thunderstore package now includes this changelog.
Removed
Summon.NextSummonLoadoutand itsHotkeys.CycleNextSummonLoadouthotkey (Left Alt + K); the team slots replace them (e.g. set all four slots to Bow for an all-archer team).
Fixed
- Dismissing a skeleton that no player owned (near the edge of the loaded area) did nothing; the mod now takes it over first.
- The "LiberationSans SDF Font Asset was not found" warning for the mod's HUD texts.
1.7.1
- README: noted that the mod is client-side; removed the build-from-source instructions.
1.7.0
- First public release as Skeleton Commander (previously Skeleton Tracker).
- Minimap pins, HUD counter and detailed list (every part can be hidden, adjustable font size), always-visible health bars colored by HP, glow and death notifications.
- Follow / stay / dismiss for all skeletons or the one you aim at, with hotkeys and
/skchat commands; hotkeys work while other keys are held, and the game ignores F/G while Alt is held. - Choice of weapons for the next summons (random, sword & shield, bow), verified on the items actually given.
- Skeletons told to stay count toward the summon limit.
