Valheim
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1.0.1
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Changelog

1.0.1

Added

  • Requirements and installation instructions in the README.

1.0.0

First release as Summon Commander, the successor of Skeleton Commander 1.9.1.

Added

  • Spirit Caller support – spirit wolves, boars, moose and bears get everything skeletons have: follow / stay / dismiss hotkeys and commands, minimap pins (Spirit Caller icon in the species' HUD color, labeled by species), HUD panels, health bars, glow, death notifications and the summon limit fixes (each creature type keeps its own limit, as in the base game).
  • Walking through summons – the collision between you and Spirit Caller spirits is removed, so a group of spirits can no longer box you in (Movement.PassThroughSpirits, on); the same for skeletons with Movement.PassThroughSkeletons (off).
  • Following at a distance – following summons stop Movement.FollowDistance (4 m) from you, measured from their edge, instead of pushing to within 3 m of your position, and step away when closer than Movement.PersonalSpace (1.5 m). Movement.ImprovedFollow = false restores the base game's following.
  • Spirit species in the HUD – Spirits: wolf 2/3 · boar 3/3 · moose 1/3 · bear 0/3: your spirits of each species against the Spirit Caller's limit (N of each at upgrade level N), full species highlighted (HUD.ShowSpiritSpecies).
  • HUD grouped by species – a panel per species (skeletons, wolves, boars, moose, bears) in its own color, with its count against the summon limit, and a compact one-line row per summon (number, name or weapon, HP bar, distance, staying). The list shrinks when it would not fit on the screen. Lists and /sc list are grouped the same way, with names in the species' colors.
  • The chat command is now /sc [list|follow|stay|dismiss] [all|skeletons|spirits].
  • Choosing the spirit species – Summon.NextSpirit makes the Spirit Caller always summon a wolf, boar, moose or bear instead of a random species (Random, the default, keeps the base game's behavior); at that species' limit the new spirit replaces one of the same species. Hotkeys.NextSpirit (Left Alt + K) switches it in game, and the HUD's spirit line shows the choice (next: wolf).
  • Polish translation – the mod's HUD, messages, hover hints, minimap pins and chat output follow the game's language: Polish when the game is in Polish, English otherwise. Species panels are headed in the plural (Skeletons, Wolves, Boars, Moose, Bears / Szkielety, Wilki, Dziki, Łosie, Niedźwiedzie); other creature names still come from the game's own translations. Chat commands and config settings stay in English.
  • HUD.PanelWidth sets the width of all species panels (0, the default, fits the longest name). In a set width the HP bars keep room for their numbers and the names get the rest; text that does not fit shrinks a little before it is cut with an ellipsis.

Changed

  • HUD.ShowStateSummary is off by default: the counter no longer adds "(N following, M staying)".
  • HUD.ShowState is off by default: the HUD panels' HP bars take the space of the "staying" column, which is only reserved while the option is on.
  • The name column of each HUD panel fits its longest label (e.g. "#4 Kjettil · sword & shield"), and all panels are as wide as that needs; spirit panels, whose labels are only numbers, give the space to longer HP bars.
  • Settings that only concern skeletons are named so: Summon.TeamEnabled and Summon.TeamSlot1–4 are now SkeletonTeam.Enabled and SkeletonTeam.Slot1–4, HUD.ShowTeam is HUD.ShowSkeletonTeam. Values under the old names (e.g. from a copied Skeleton Commander config) are moved to the new ones.
  • Plugin GUID xmordax.valheim.summoncommander; Skeleton Commander's config file is copied on first launch. If Skeleton Commander is also installed, Summon Commander takes over: Skeleton Commander 1.10.0+ does not load, and older versions are turned off at startup.

Fixed

  • HUD panels no longer cut species names with Polish letters (and other letters the HUD font lacks) down to their first letters: "Niedźwiedź", "Łoś" and the skeletons' header showed as "Nie…", "Ł…" and "K…".
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