Longhouse 2.4.0
8 October 2026. After 2.3.2.
Adds Fleyta and Svimma, for twenty-two members, and repins Vaettir, Rist, Vandi, Utangard, Jafna, Kynda, Sinka and Taum. Core stays at 1.4.0.
Most of this has been built and not played. Fleyta and Svimma in particular have not been run in a real world with other players, so expect to find things.
Fleyta 1.0.0
Stand beside a boat that is aground and press B: it slides toward the nearest water until it floats, and from there it is the game's again. It does nothing to a boat that already floats, and nothing to the raft. If there is no water within 30 metres the boat stays where it is and you are told so. A shove costs 20 stamina, and a heavier hull slides slower.
Vanilla only moves a ship from the machine that owns it, so the request goes to the owner and Fleyta has to be installed on every machine, not just the host's.
Svimma 1.0.0
Swimming no longer puts your hand items away. Melee weapons, pickaxes and fishing rods stay in your hand in deep water and can be equipped there. Bows, crossbows, staffs and building tools stay put away, each one a switch in the config. A swing in deep water costs 1.5 times the stamina, since stamina does not come back while you swim, and blocking is off unless you turn it on. Wading is not deep water and is untouched.
Only the host needs it. Requirement.HostOnly.
Vaettir 1.7.0
The hod jib is a new model, a tall mast with a railed platform and a woven cage on top, and it no
longer needs a stowing post: its reach is drawn as a circle while you place it or hold the
hammer near one, and jibs whose circles touch share their chests. The hammer now builds out of
the chests in a jib's reach, pack first and chests after. The setting is BuildFromChests and it
switches itself off when AzuCraftyBoxes, CraftFromContainers or Storage Core is installed. Jibs
already standing keep working and only change look.
Rist 1.8.0
A row of tabs on the rists page shows other players' runestones, read only, when anyone else is
on the server. The host can turn it off with ShareRanks. Fifteen capstones were replaced so each
is its own behaviour instead of more of the stone's own stat. Ranks are untouched, but anyone who
carved one of those stones to rank five loses the old capstone and gets the new one, and no pick
is refunded. The list is in Rist's own changelog. Every player and the server need this build.
Vandi 1.1.0
A boss killed three times raises the metal of its own biome by half for you, rounded up: copper
and tin for the Elder, iron for Bonemass, silver for Moder, black metal for Yagluth, flametal and
bloodgold for Fader, and the giant brains for the Queen. It applies to the player whose blow made
the drop. Vandi also gets a page in the compendium listing every boss it counts with your kills on
each. An existing config keeps its old DoubleBosses until you edit the line.
Utangard 1.5.0
The Utangard page in the compendium lists every player seen in the last 14 days with their Fighting and Discovery bars, and clicking one shows their bars in the selected biome, read only. Each client publishes its bars as percents in a global key. Also fixed: a second world joined in one session no longer publishes a false 0% Discovery, and two machines writing one character id no longer keep rewriting each other.
Jafna 1.2.0
J turns the stone fill off and on for yourself while a levelling tool is out, so on a server you can leave the stone alone even when the host allows it. The hoe's tooltip is now thirteen rows in every state and no longer grows and shrinks as you sweep the crosshair.
Kynda 1.2.0
Hover text under the batch hint says how long what is loaded will last: the queued ore at a
smelter, the coal in its fuel switch, the wood in a fireplace. ShowTimeLeft turns it off, and it
is your own setting.
Sinka 1.3.0
A torch snapped into a pole protects that pole (ProtectFrom, All by default). A standing
brazier aimed at a floor tile lands in the middle of the tile (CentreOnSurface). Neither has
been played.
Taum 1.1.0
The hover over a tamed boar or hen says Following you, Following <name> or Staying, so you
know what the next Alt+E will do.
What moved · 10
Fleyta joins at 1.0.0
1.0.0
First release, a member of Longhouse 2.4.0. Stand beside a boat that is aground and press the shove key (B by default): it slides toward the nearest water until it floats, and from there it is the game's. It does nothing to a boat that already floats, and nothing to the raft.
The direction comes from the ground under the hull, not from where you stand, so shoving from the sea side still sends the boat to the sea. If no water is within 30 metres the boat is not moved at all and you are told so; a boat left halfway up a beach is worse than one that stayed put. A heavier hull slides slower, by the square root of its mass, and every shove costs 20 stamina.
Whoever owns the boat does the pushing. Vanilla moves a ship only from the machine that owns it and discards force from any other, so the request is sent to the owner and the mod has to be installed on every machine, not only the host's.
Not run in game yet, alone or with other players, so the request to a boat's owner is untested. The defaults for how deep the water must be before a boat counts as afloat (2 m) and for the push speed are estimates; Verbose writes the real hull masses and every decision to the log so they can be tuned.
Review follow-ups, made before this release:
- The boat's owner no longer takes a shove on trust. It checks that the hull is aground, that the sender's player is standing within reach of it (by the game's synced position, not a number in the request), and that it is not already moving, then clamps speed and time to its own limits instead of dropping out-of-range requests.
- Both ends take their limits from the same config (the longest shove is MaxDistance over MinSpeed, doubled, plus three seconds), so a longship moves the same whether you or someone else owns it. The owner now answers each request, and stamina is paid when it accepts, so a refused shove costs nothing and says why.
- The shove key also waits for the game's own input check, so it does nothing during a cutscene or while another window has taken input.
- A boat floating in shallow water is no longer treated as aground. Aground now requires the hull to be out of the water's reach by the ship's own buoyancy test, so a moored boat in 1.5 m is not offered a shove and cannot be pushed off its mooring.
- Documented that an unattended hull in the water is damped hard, which bears on FloatDepth and Acceleration; both are on the play test list.
Jafna 1.1.0 → 1.2.0
1.2.0
A switch for the stone fill, yours alone. AutoRaise is the host's rule, so on a server you could not turn the stone off for yourself. There is now StoneFill, flipped in game with J (StoneFillKey) while a levelling tool is out. Off, a swing is the hoe's alone: its free metre, no stone taken, no price on the panel. The key says what it did in the top left. The host's AutoRaise stays the upper bound, so off there is off for everybody, and the panel says so. The switch is personal: Core never syncs it, and it is kept in your cfg between sessions. jafna stone on|off does the same from the console, for the scenario.
The hoe's tooltip stays one size. The build panel used to grow and shrink as you swept the crosshair, because lines came and went (a warning, a price, the 8 m note) and some were long enough to wrap. It is now thirteen rows in every state, in three groups under a single warning slot: Ground (how far the ground comes up and goes down, how wide the swing is), Height (the crosshair, the height the swing uses, where that came from) and Cost (stone, the workbench, whether stone fill is on). A row with nothing to say holds a dash, and the warning slot reads All clear until the one thing that is wrong replaces it. No row is longer than 40 characters, so nothing wraps. Raise up to and Lower up to are new rows.
Three wordings changed to fit: the stone row reads carry 20, need 14 Stone, the short-of-stone message moved into the warning slot as Short of stone, fills only the middle, and the held height reads HOLDING until LeftAlt. A key name over 14 characters is cut to 14 on that row. The panel is rebuilt only when something it shows changes, and scrolling to another entry of the same hoe no longer shows the old entry's numbers for a frame.
Two development console commands ship with it, jafnareadout and the stone switch one. They only read or flip your own setting and are not cheats. Two Devkit scenarios cover this, jafna-stone-switch and jafna-readout-one-size. Both compile; neither has been played in game yet.
Kynda 1.1.2 → 1.2.0
1.2.0
Added
Hover text says how long what is loaded will last (LHM-48). One grey line under the batch hint: the queued ore at a smelter-type station (queue time minus the progress already made), the coal in its fuel switch, and the wood in a fireplace. It is the game's own timing read from the station, since Kynda never changes throughput. With ore queued the line is the smaller of the queue time and the time the coal lasts. There is no line for a windmill (its speed follows the wind), for a station with ore but no coal, for coal with no ore queued, for a fireplace that is off, blocked or under water, or for a station that needs a roof or a clear chimney and has none.
discussShowTimeLeftunder[Batching]turns it off. It is your own setting: it is declared withSuite.Local, so a host that leaves it on cannot put it back on a client that switched it off. With a Core older than that call it behaves like the other settings and the host's value wins. Built, not played in game.
Rist 1.7.1 → 1.8.0
1.8.0
Built, not yet played: none of this has been run in game, and the scenarios have not been run on this build.
Added
Other players' runestones (LHM-65). When anyone else is on the server, a row of tabs sits above the rists page: yours first, then one per character, each with its level and a dot that is green when they are online and grey when they are not. Online characters come first, then every character the server has a record for, highest level first, up to 40. Picking a tab shows that character's stones with the rank after each name, their level, how many stones they have carved and how many marks, and the column beside the field still follows the cursor. It is read only: there is nothing to carve, the next-rank line is gone and the foot of the column says so. Nothing is sent until the page opens. It then asks the server once, and the server answers with one line per character in the same text its ledger already uses, so there is no new storage and nothing is broadcast. A character who is not online has no name to show, because the ledger keeps none and the server only knows the names of the players connected, so they are shown as "Char" and the last four digits of their character id, and the page says so. The host can turn the whole thing off with
discussShareRanksin the Plate section of the cfg (on by default); off, the server answers with an empty list and the page looks as it did. Every player and the server need this build, as the request is new.
discussrist othersprints what the page was told, one line per character, andrist others asksends the request the page sends. Used by the new scenarios,rist-others-soloand the pairpaired-rist-others-viewerandpaired-rist-others-peer.The other-players list and the character state are accepted only from the server (or from yourself when you host), so another player on the server cannot send your client a forged list or a forged level. The list is also dropped if it is longer than 64 KB. The list no longer carries each character's exact XP, which nothing read, so a line is
discussid|online|name|level|cards; the feature is new in this update, so no released version speaks the old form. Two unnamed characters whose ids end in the same four digits are told apart by longer tails. The note under another character's page now has room of its own below the stones instead of being drawn over them, and the tab strip is measured again when your own level gains a digit.
Changed
Steady arm: the capstone is now Last blow. The swing that kills gives half its stamina back (it was all of it in the first draft;
discussLastBlowSharein the cfg). It used to be +20% parry bonus, which the stone has nothing to do with. The price is read where the game works it out, after every discount, and the kill is read from the creature's health a moment after the hit rather than from its death, so it works the same when another player's machine owns the creature. One refund per swing: a sweep that kills three gives it back once. A weapon that charges nothing for the shot refunds nothing.Keen hand: the capstone is now Combo holds. A weapon combo chains from a swing up to 0.6 seconds late, where the game drops it back to the first hit after 0.2. It forgives your rhythm instead of adding speed to a stone that is already about speed. It used to be +5% damage on every weapon, close to Keen edge's own effect, so melee damage no longer comes from this stone at all. Melee weapons only, and the axe counts as a tool, the same split the swing-speed cards use.
discussTurned blade: the capstone is now Return blow. A good parry, a block in the first quarter second with a shield or weapon that has a timed block bonus, makes your next melee swing cost no stamina, if you take it within five seconds (
discussReturnBlowSeconds). One swing spends it, and a swing the game refuses keeps it. It works at an empty bar, since the price is read as nothing from the moment the swing starts. Melee only: swords, knives, clubs, polearms, spears, fists and axes; pickaxes and the other tools, bows and staffs do not count. A block that stamina or stagger broke through is not a good parry and arms nothing. It replaces Riposte, the first draft, which threw a quarter of the blocked damage back at the attacker; that code is gone. The -8% block stamina the capstone always gave stays, as a companion, so nobody who carved the stone loses it.
discussrist parrypretends a good parry just happened andrist swingstarts a swing with what is in hand, so Return blow has a scenario.rist showprints what the last swing was priced and what it paid.Quick draw: the capstone is now Second nock. Loose a shot and the next draw you begin within a second and a half starts 15% full, so the follow-up arrow comes quicker and a lone shot is drawn as it always was. It used to be +5% damage from bows and crossbows, a number on a stat the stone does not own. It is still a draw-speed effect on a draw-speed stone, so it is the closest of these capstones to its stone's own stat; what is new is that it rewards the second arrow and not the first. Bows only; the crossbow keeps the reload speed from the ranks. The head start is 15% of the bow's real draw time at your skill and composes with the ranks' faster draw. It started at 30% in the first draft and the capstone review cut it to 15%; the share is
discussSecondNockSharein the cfg.Thick-hided: the capstone is now Bruise cap. No single hit can take more than half of your maximum health, so a character at full health cannot be killed by one blow, and a boss still wears you down over a fight. It replaces Shrug (a hit under 4% of your health does nothing), the first draft of this capstone, and it used to be another 5% armour before that. The cap is applied to the final damage of one hit, after armour, resistances and the world's damage-taken setting, and the whole hit is scaled down, so its stagger shrinks with it. Damage over time is not capped: burning, poison, smoke, cold, drowning, lava and ocean heat tick as hits of their own types and are left alone, as are the edge of the world and your own health costs. A fall is capped, as any other single hit: the fall system only decides how much damage there is, so nothing breaks, and a drop that would have killed a full-health character now leaves them at half. The share is
discussBruiseCapSharein the cfg (0.50). Thick-hided's armour from the ranks is unchanged.
discussrist hurt <n> [enemy] [full]takes a plain hit through the game's own damage path and prints what it took off the health bar and as a share of maximum health, as a creature's hit withenemy, after topping the health up withfull. It exists so Bruise cap and the other health-reading capstones have a scenario.Steady footing: the capstone is now Footing back. For three seconds after you recover from a stagger, nothing staggers you again, so a stagger can no longer be chained into the next and the next. It used to be another 5% armour, which is Thick-hided's stat. The first stagger is exactly as dangerous as before; the guard only ends the chain behind it. This is the alternative offered for Rooted, on purpose. Rooted as proposed, no knockback from a creature's hits, is too strong a capstone: a Troll or a Lox that cannot shove you is a lot more than a stagger bar, it would have made the stone the obvious pick, and knockback is how a fight is escaped as well as how it is lost. Steady footing's ranks are unchanged.
discuss
discussrist staggerstaggers the character the way a creature's blow does, for the scenarios that need one.Swift-mending: the capstone is now Patch-up. Ten seconds after your last swing or hit taken, you recover a quarter of the health you lost in that fight, over five seconds. It is regen that arrives when the fight ends, so it saves potions and not lives, and it does nothing to soften a death in the middle of one. It used to be +2 flat armour, which is another stone's job. What was lost is counted from your health falling and shrinks by any other healing, so a mead drunk mid-fight does not get healed a second time, and a hit or a swing while it is mending cancels the rest. The 8% health regen from the ranks is unchanged.
discussLong wind: the capstone is now Second wind. The first time your stamina runs out, a quarter of the bar comes back at once, and it cannot happen again for 90 seconds. It is the gasp that buys one more roll or swing, and it is not regen speed, so it no longer doubles the stone's own stat. It used to be another 10% stamina regen on top of 8% a rank. Running dry on a sprint triggers it as well.
discuss
discussrist spend <n>spends stamina the way swinging does, and a large number empties the bar. For the Second wind scenario.Soft step: the capstone is now Lose them. A creature that has lost you gives up the hunt after 12 seconds instead of 30, where "lost" means it has neither seen nor heard you for that long. Bosses and creatures that hunt players are left alone. It used to be -10% noise, which is exactly Quiet wake's effect, so the two stones were each other's capstones. A creature's AI runs on whichever machine owns the creature and that machine holds only its own player's stones, so the stone is published as a flag on your character that every client reads; that flag is the shared plumbing for Soft step, Weatherly, and it is written only when it changes. Soft step's ranks, -8% detection each, are unchanged.
discussQuiet wake: the capstone is now Silent step. Crouched and moving no faster than a crouch-walk, or standing still, you make no noise at all. The stone's ranks already make every noise 8% smaller each (the game's own noise modifier); this drops the noise before it is recorded. The exact rule: the local character is crouching, and its flat speed is at most the crouch-walk speed with ten percent of slack; then the game's two noise entry points,
discussCharacter.AddNoisefor your own sounds andCharacter.RPC_AddNoisefor the ones another machine reports for you (a tree you hit), are skipped. A vanilla crouch-walk is already silent on foot, so what this removes is everything else a creeper does at that pace: a swing, a plank, a rock struck, a roll. Standing up or moving faster than a creep leaves the game's own noise, ranks included. A bow drawn from a crouch stands you up for the animation, so a shot is not silenced; Low draw is that stone's job.SilentStepin the cfg switches the capstone off. It replaces Sleepers sleep on, the first draft, which kept sleeping creatures asleep and mattered only where creatures sleep; that code and its flag are gone, and the shared flag Soft step and Weatherly use no longer carries a Quiet wake bit. It used to be -10% detection, Soft step's own effect. Quiet wake's -8% noise a rank is unchanged.
discussrist crouch [off]crouches or stands the character andrist noisemakes a noise of range 30 from a cleared slate and prints what the game recorded, so Silent step has a scenario.Long stride: the capstone is now Momentum. After five seconds of running in a straight line you run 5% faster, until you stop or turn sharply. The bonus grows in over one second so it does not pop. Running means the stamina-draining sprint, so sneaking never counts; swimming, a ship's helm, a ship's deck, riding and rolling do not count either, and the speed must stay above walking pace, so running into a wall ends it. A jump does not end it. A sharp turn does, which means the direction you travel comes 40 degrees away from the line you were on, and a gradual curve does not. It replaces Steep ground, the first draft, which raised the slide angle from 38 to 46 degrees; that patch is gone. The stone's old 15% jump height (
discuss*jumpheight) and the landing guard that measured a raised jump are gone with it, since nothing else used them; this takes the jump height away from anyone who carved Long stride to rank five. The landing roll that shares the code is untouched. A catalogue line naming*jumpheightis skipped with the usual warning. Momentum is a second speed source, on purpose. Long stride's ranks are +2% a rank and stay the cap's 10%, and Momentum is 5% on top of that while the streak lasts, so a full run at rank five is 15% over a jog. The reason the cap exists, a bonus that is always on and never noticed, does not apply to a bonus that is earned and lost; the numbers areMomentumSeconds,MomentumBonusandMomentumRampin the cfg.rist showno longer prints a jump height or a slide angle.
discussrist momentum [s]pretends the run has lasted that long and reads the game's own run speed factor with and without Momentum, andrist run [s]runs straight ahead in place of input and keeps the speeds before and after the streak.Far sight: the capstone is now Spyglass, and the stone's own radius is 10% a rank instead of 5%. Hold a key (Z by default,
discussSpyglassKeyin the cfg) and the view zooms far ahead like binoculars: the field of view eases down to a quarter of its normal value (SpyglassZoom, 0.25) and eases back when you let go. The mouse look slows by the same factor while you are zoomed so the view can still be aimed (SpyglassSlowTurn). It works in first and third person, on foot, on a ship or on a mount, and not while chat, the console, a text field or any window is up, not while you are placing a building piece, and not in a cutscene. The key, the zoom and the slow turn are your own settings even on a server, and Z was checked against the vanilla bindings and every other mod here. It composes with the game's own field of view changes instead of replacing them. It replaces Lookahead, the first draft, which uncovered a second map circle ahead of you; that code is gone, and so is the radius-prefix guard it needed. The ranks are now +10% explore radius each, 50% at rank five (it was 5% a rank, 25%), and the stone's line reads "Each rank: the map reveals 10% further." Anyone with ranks keeps them and gets the larger circle.
discussrist spyglass [off]holds the spyglass as its key does, andrist showprints the zoom, the target field of view and the camera's own.Tide-borne: the capstone is now Gasp. After your stamina runs out in water, drowning damage waits twelve seconds before its first tick instead of one, which is time to reach a boat or the shore. The ticks after the first are the game's own. The capstone review doubled the wait from six seconds to twelve (
discussGaspSeconds) and added a second bite: swimming costs 25% less stamina at rank five (GaspSwimStamina), so a swimmer also lasts longer. The +6% swim speed a rank is unchanged.Weatherly: the capstone is now Rides the waves. Slams into waves do no hull damage while you hold the helm, and collisions with rocks, ice and the shore cost the hull half as much (
discussRidesTheWavesCollision, added by the capstone review), which is the other half of staying afloat in weather: the ranks bend the sail to windward and this keeps the hull. Only the water impact is spared; a ship that is upside down and the Ashlands still hurt it. The ship's physics run on whichever machine owns the ship, so the stone is read from the flag the helmsman publishes, and a passenger's stone does nothing. It used to be 20% rowing speed, a second kind of speed on the stone's own job.*rowspeedis still a supported special for a catalogue that names it.Sure hand: the capstone is now Whetted. Axes and pickaxes lose 40% less durability, so a tool outlasts the vein. It used to be +12% stamina regen, which is Long wind's job. What a swing wears off the tool is read around the attack and 40% of it is put back, never more than was spent, so it cannot mend a tool. It is by skill, so an axe swung in a fight wears less too, and the hammer and the hoe are not covered. The tool swing speed is now +5% a rank, 25% at rank five, up from +3% (the capstone review).
discussThe ones to watch, after the review. Thick-hided's Bruise cap is the new strongest: half of the maximum health as a ceiling on one hit makes a full-health character unkillable by any single blow, which is most of what a boss fight is, and the share is
discussBruiseCapShareif it proves too much (0.6 or 0.7 still stops a one-shot from a bad trade). Long stride's Momentum is the first second speed source, past the 10% cap by 5 points while a run lasts;MomentumBonusis the knob, and the cap's note in cards.txt says why this one is allowed. Turned blade's Return blow is a parry build's, and the stone keeps its block stamina as a companion; dropping that is one line inCard.Companions. Tide-borne's Gasp is stronger than its first draft, a 12 second wait and 25% cheaper swimming, and Rides the waves now also halves rock and ice damage to the hull.Level, around a 3. Footing back (it ends stagger chains, and nothing else about a stagger), Second wind, Lose them, Second nock (halved to a 15% head start). The 90 seconds of Second wind is
discussSecondWind.Cooldown.Around a 2. Last blow (halved to a 50% refund), Combo holds, Patch-up (it saves potions and not lives), Whetted (with Sure hand's swing speed now 5% a rank), Silent step.
discussThe weakest, on purpose and by nature. Spyglass is a view, not power, and the radius of the stone is now 10% a rank, so it is the only Utility capstone that is felt every time the key is held. The Utility stones were already the weakest picks and still are. Raising them was not attempted: a capstone that is only ever felt in one place is the right size for a stone that is felt in one place.
discussOne was not built. Rooted for Steady footing was replaced by its alternative, Footing back, as set out above.
discuss
1.7.2
Fixed
The mouse stuck to the middle of the screen on the runestone page, for real this time (LHM-64). The 1.7.1 fix aimed at the wrong thing. With the inventory hidden, the game locked the cursor every frame and Rist unlocked it every frame. On Windows you never see that. On Linux a lock puts the pointer back in the middle of the window, so on a Steam Deck it was re-centred sixty times a second. Rist now takes over that one check while the page is open and frees the cursor the way the game's own windows do, so nothing gets locked. Found by reading the code. It is not reproducible on Windows and has not been confirmed on a Deck.
discuss
Added
The runestone page works with a controller. The game has no cursor for a pad on PC, and this page has no buttons for it to walk focus between. The left stick now moves a pointer of the page's own, A carves the stone under it and B closes the page. The mouse or a trackpad takes the page back as soon as it moves.
discussThe first time the page opens in a session, the log names the input device the game thinks is active and what the cursor was doing. With Verbose on it does this on every open.
discuss
Sinka 1.2.0 → 1.3.0
1.3.0
Added
A torch snapped into a pole protects that pole (LHM-41).
discussProtectFromunder[Sockets]:All(default) ignores every hit on the pole while a paired torch stands in it,Fireignores only fire (Ashlands cinders, burning, the fire share of a mixed hit),Offdisables it. Nothing is stored. Each time the pole is hit, the owner checks whether a paired torch has its socket on the pole's top point, so the protection survives a logout and goes when the torch does. A torch set on top without snapping protects nothing, and the torch itself is not protected. The hook isWearNTear.ApplyDamage, so the wear that destroys a pole with nothing under it is left alone and a torched pole still falls when its support goes. A protected pole still plays its hit effects and shows damage numbers, it just loses no health. The pole's owner decides, so on a server the protection holds only while that player runs Sinka. If the check fails for any reason the hit goes through.A standing brazier centres on the surface you aim at (LHM-14).
discussCentreOnSurface(on),CentrePropsunder[Centring]. Aimpiece_brazierfloor01orpiece_brazierfloor02at the top of a floor tile and it lands dead centre on the tile instead of where the crosshair was. The target is whatever piece the crosshair is on, as long as the face it hit points up, so wood floors, stone floors, a table top, a chest lid and modded pieces work with nothing named. Only the two floor braziers are inCentreProps: the bonfire and hearth names are not confirmed against a running game, so add them by name if you want to try. Gated on aim like the torch socket, and the place-without-snapping key puts it where you aim.
Svimma joins at 1.0.0
1.0.0
First release, a member of Longhouse 2.4.0. Swimming with no ground under you no longer puts your hand items away, and you can equip them there. Melee weapons, pickaxes and fishing rods are allowed, bows, crossbows, staffs and building tools are not, and each of those is a switch in the config.
Vanilla blocked this in three places, all of them one call to IsSwimming inside a longer
condition: Humanoid.UpdateEquipment hid your hands every frame, Humanoid.EquipItem refused
to equip anything, and the hide key in Player.Update would not draw your items again while
you swam. Nothing else stops an attack in the water, so those three are the whole change.
Torches are still put away, and so is everything that is not a hand item.
A swing in deep water costs 1.5 times the stamina, set by DeepSwingStaminaMultiplier, because
stamina does not regenerate while you swim. Blocking is off in deep water unless AllowBlocking
is on. Wading, standing on the bottom with the water at your chest, is not deep water and is
untouched.
Built and compiled, not yet run in game, alone or on a server. Whether the swing animation looks right while swimming
and whether a blow reaches something in or under the water are only answerable there. A Devkit
scenario (scenarios/svimma-deep-water-keeps-the-weapon.txt) checks the equip, the hand items
staying out and the price, and lists the manual checks.
Taum 1.0.1 → 1.1.0
1.1.0
Added
The hover says whether the animal is following or staying (LHM-49). A tamed boar or hen shows
discussFollowing you,Following <name>orStayingabove the Alt+E line, so you know what the next press will do. It reads the follow state the game already keeps on the animal, which every client receives, so it is right on a server for everyone and Taum keeps no copy of it. Built, not played in game.
Utangard 1.4.0 → 1.5.0
1.5.0
Built, not yet played: the two-client scenarios have not been run on this build.
Added
See how far everybody else has got. The Utangard page in the compendium now has a list of every player seen in the last 14 days down the left, you first, with two small bars each for Fighting and Discovery averaged over the locked biomes. Click a player and the page shows their two bars in the biome you have selected, what each has earned back and whether they have the boss that opens it, the same way it shows yours, read-only. Online players are marked. A player on an older build shows as "no data", never as zero.
discussEach client publishes its character's bars for the locked biomes into one global key,
discussutangard_f_<character id>, as percents only: no position and no map. It is written only when a bar has moved and at most once in 30 seconds. The README works out what that costs the server's key list and the character files.
discussFoothold.PublishStep, the step in percent that other players' bars are published in, default 1: other players' numbers are exact. The worst case in the README, ten players with every step written on its own, is about 4.2 MB of character file per client (about 4.9 MB with the Ocean keyed), and a step of 5 cuts it to a fifth.
discussutangard playersin the console lists every tab with the numbers it holds.Two scenarios for two clients,
discusspaired-utangard-players-aand-b, that check each client's numbers reach the other, update, and show on the other's page without anything being squeezed.
Fixed
A second world joined in one session no longer publishes a false 0% Discovery. The previous world's finished count was still read for the first moments of the next, which wrote a 0 and then the real number, two permanent strings per join and a wrong figure on everyone's page. Nothing is published for Discovery while the count runs, your own tab says it is reading your map, and the map count now starts before the first publish.
discussTwo machines writing one character id (a copied character file, or someone writing on purpose) no longer keep each other rewriting every 30 seconds. A client answers a world that disagrees with what it wrote at most once in five minutes, and the write time is kept to the nearest ten minutes so a rewrite of the same bars is the same string.
discussA published time that is not a plain number, is before 1970 or is more than a day ahead is read as no data, and "updated N minutes ago" can no longer overflow.
discussA character id of 0 is never listed, a name with a
discuss|in it matches the online list again, and two characters with one name are no longer both shown online when only one is.The list uses the same per-boss window as the gate, and the page opens on your own tab.
discussThe tight list keeps the 3 px selected border clear of the mini bars, and a player who has slid past the ninth tab while being viewed takes the last tab's place so something stays highlighted.
discussA failure in publishing the heartbeat or the bars is logged once and no longer skips the food drain and the messages after it.
discuss
Changed
The page is laid out as mockup B: the biome buttons are in two rows of four, the page says at the top whose progress it is, and under another player's boxes it says how old their numbers are. Your own page keeps the rules line.
discussA thicker border: the panel's own edge is 2 px instead of 1, and the selected player and the selected biome are 3 px instead of 2.
discuss
Vaettir 1.6.5 → 1.7.0
1.7.0
Added
The hod jib stands on its own and shows its reach (LHM-77). It no longer looks for the nearest stowing post. Its circle,
discussHodRangeacross, is drawn on the ground while you place one (green when it would join a network, blue when it would stand alone) and on built jibs while you hold the hammer within twice that distance or look at one. A jib built with its centre inside another's circle joins it, and that chains: a row of jibs, each on the edge of the last, covers the union of their circles. A bench is served by the chests in its own network, and separate networks never mix. The build menu and hover text no longer mention a post, and the jib loses the upgrade star. Jibs already standing beside a post keep working.The hammer builds out of the chests in a jib's reach (LHM-76). Within
discussHodRangeof a jib the build menu greys pieces by pack plus chests, the requirement panel showshave/need +chest, and placing spends your pack first and the chests after, with the same boss rule and chest exclusions as the bench. A chest another player's game owns is asked rather than written to: the click asks and is refused with theBuildFetchMessagetext, and the next click builds. New host ruleBuildFromChests(true). Away from every jib it is vanilla. It switches itself off when AzuCraftyBoxes, CraftFromContainers or Storage Core is installed. Repair costs no material in the game, so it is unchanged.Console readouts for the jib scenarios, all read-only:
discusshod ring,hod skin,hod bounds(one line per collision box with its part, centre, size and rotation),hod cost <piece>andhod build.hodbuild on|offis the one that writes (BuildFromChests) and is a cheat command likehodkey, reached through Devkit'smodstep.Scenarios
discussvaettir-jib-chain,-networks,-hammer,-limits,-ring,-skinand-collider, andscenarios/jib.playlistwith the order to run them in.vaettir-holds-button-clear-of-cellsnow walks to each chest first, because the window shuts beyond 4 m.
Changed
The hod jib is the roost cage (LHM-77). A tall mast with a railed platform, a hoist boom and basket on a cord, and a woven cage on top that shows the heartwood through its weave, crowned with prongs. About 3.3 m high, where the old jib was 1.56 m. The prefab name
discusshod_jibis unchanged, so a jib already standing keeps working and only changes look. Its collision is fifteen oriented boxes, one per physical part, instead of one box wrapped round the arm; cords, rails and prong tines are not solid, and the basket is. The build menu icon is re-rendered.The jib has no fern, no stone feet and no iron plates. Each leg is cut flat so it sits flush on level ground (the old model was sunk 13 cm into it), and cord lashings replace the plates. The pulley is built into the end of the hoist boom, with the rope hanging vertical from its lowest point to a knot over a basket centred under the wheel. On a slope the flat feet leave a gap under the downhill side.
discussThe jib's wood is the workbench's own planks, iron is the stonecutter bench's metal, and wicker and cord are the village container weave. Each material is borrowed whole, never with its texture swapped, and borrowed again in every world because Valheim 1.0 destroys them at logout. A group whose donor is missing falls back to the workbench planks and says so once in the log. The post, rail and perch are unchanged.
discuss
Vandi 1.0.0 → 1.1.0
1.1.0
- A boss killed three times raises the metal of its own biome by half, for you. The third
kill is the one summoned at two stars. Copper and tin for the Elder, iron for Bonemass, silver
for Moder, black metal for Yagluth, flametal and bloodgold for Fader, and the giant brains'
Softtissue (the Eitr refinery's input) for the Queen, worked out from what the furnaces take in
rather than listed. The bonus is x1.5, rounded up, so a stack of one becomes two. It follows the
metal and not the place, so a Mistlands copper deposit pays out for the Elder's player. Iron
scrap, scrap piles and a fuling's black metal scrap count, bars never do. Eikthyr gives nothing,
since the Meadows have no metal. New settings
DoubleAtKills,DoubleBossesandNeverDouble(the names predate the cut from x2 to x1.5 and stay, because saved files are keyed on them), andvandi metalin the console. - The Queen is in and bloodgold is in.
DoubleBossesnow listsdefeated_queen, andNeverDoubleis empty. Bloodgold is the prefabGoldOre: the oldBloodGoldOre, BloodGoldentries named no prefab, so they never held anything back. The Deep North has no boss of its own inBossBiomesyet, so Fader's kills raise bloodgold until it does. - Existing config files keep their old values. BepInEx writes every entry on first run and
the saved value beats a new default, so a profile whose
[Metal]section is already on disk keeps the oldDoubleBosses(no Queen) andNeverDoubleuntil the line is edited or deleted. The x1.5 is in code and applies everywhere. No local profile had a[Metal]section yet. - It happens when the drop is made, to the player whose blow made it. Never on pickup, so a friend cannot mine for you. A vein Malmr breaks goes to the player whose swing filled the bar. The machine that owns the rock makes the decision from the world's global keys, so a client that does not own it is covered. Not run in game yet.
- A creature's metal is raised from its drop list, made when it dies. Most creatures drop their loot from a ragdoll a moment after death, and the first version only looked while the creature itself dropped, so a fuling's scrap almost never rose. A blow that breaks a deposit inside another (a scrap pile that spawns a rock) no longer ends the outer blow's credit, a drop that fails to rise is left as the game made it and logged once, and the metal list is built when the world loads instead of at the first drop.
- A Vandi page in the compendium. It is the third entry, after Active Effects and Logs, so
opening the compendium still lands where it always did. The left side lists
every boss Vandi counts, grouped by biome, with your own kill count on each. Pick one and the
right side shows what each kill adds to the star chance in its biome, which kill the boss
comes back with a star on, the stars the next summon will have, and where you stand on the
ladder. Either side scrolls on its own, with the compendium's scrollbar, when it is taller than
the window. Every figure comes from the same functions the star roll and the altar use, so the page
cannot say something the world does not do.
ShowCompendiumPagein the config turns it off, and it stays each player's own setting under Core. - Malmr's unlocks show on it. With Malmr installed, a boss that gates one of its metals says what that metal is waiting for: how many more kills, the Pickaxes level, or that it is open. The other bosses that still gate a metal are listed under The road ahead. Without Malmr there is no Malmr line and nothing else changes. Vandi reads Malmr's own table and gate for this by reflection, so the two stay in step, and a Malmr it cannot read costs only those lines. It is read once each time the page is opened, a failed read is tried again after a few seconds, and only the third in a row, or a Malmr that lacks a member the page needs, ends it for the session.
- Two Devkit scenarios:
vandi-compendium-pagemakes a real kill at an altar and checks the page's numbers move, andvandi-compendium-malmr-linechecks the Malmr lines against seeded kills. Both include thetallchecks that catch a label squeezed to no height. - The page is built only from code, with no bundle asset, and is rebuilt for every new compendium. Its only borrowed look is a copy of the compendium's scrollbar. It was written without being run in game; the first look is the first test.
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