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Bifrost Breakout

Roaming monsters, migrating wildlife, warbands, unexpected encounters, and a world whose ecology changes as you progress.

CHANGELOG

Bifrost Breakout changelog

0.3.21 — Breathing Mist release cleanup

  • Finalized the tested blue Mistlands vortices as permanent Breathing Mist; appearance, frequency and lifetimes unchanged.
  • Removed retired Starfall meteors, storm controller, warning and test modes; removed the unused Odin crowd spawn entry. The tested Wraith Stalker remains.
  • Diagnostic commands are cheat-gated; verbose Stalker logs require debug mode.
  • New worlds no longer receive the altar Skygrave test fixture. Existing saved fixtures and distributed Skygraves retain their behavior and recovery.
  • Integrated Terrain Impact defaults to strength 3 and can be adjusted or disabled through Bifrost's [Terrain Impact] config. No separate mod required. The integrated version does not run when standalone Terrain Impact is installed.

0.3.20 — Ocean Growths

  • Added independent unstarred Growths (BlobTar) in Ocean after Bonemass: 8% per 600-second check, one creature per spawn, nearby cap one, day or night. Starts at the water surface and retains vanilla swimming/combat/faction.
  • Existing Ocean flyers, Mistlands atmosphere and Stalker are unchanged.

0.3.19 — Restore Mistlands wind effect

  • Restored the native particle attractor and main windup particles omitted in 0.3.18. Retains blue swirls with one brief effect every eight seconds, above nearby ground, plus the short ground-level mist pulse.
  • The windup expires before the native landing burst. Explosion/audio children stay removed and the damaging Starfall scheduler remains inactive.
  • The Stalker now fades on approach at 8–12m rather than 2–6m, with placement kept outside its fade boundary.

0.3.18 — Mistlands tornado prototype

  • Replaced active Starfall storms with local Mistlands swirls and short mist pulses. The visual retains only the native Fire Vortex and Magic Swirls parts of the old meteor windup; one eight-second effect at a time, roughly every 12 seconds. Meteors no longer descend or damage the ground from this system.
  • The Stalker, native Mistlands weather and other encounter systems are unchanged. The old Starfall settings remain inert for save/config compatibility.

0.3.17 — Blue-only Starfall

  • Removed the added Cinder Rain ash, embers and heat-distortion layer. Blue Starfall effects, impacts and brief mist pulses remain as before.
  • Retained continuous test presentation, the improved Stalker and HUD fix. Native Mistlands weather, including rain, is unchanged.

0.3.16 — Continuous Starfall test and quieter Stalker

  • Test-profile Starfall presentation stays on continuously in Mistlands, including between safe impact batches. Production scheduling is unchanged; test mode still defaults off. Stop, death, biome exit and reload clean up effects.
  • Stalker: 40%/20s → 25%/30s; slightly farther along the clearing edge, darker silhouette, 10.5–12m fallback. Gaze/approach disappearance unchanged.
  • Copy only Wraith's visual subtree, not its creature root. Prevents the CharacterDrop/Humanoid removal failure and resulting HUD/AI exceptions.
  • Heavy damaging Cinder Rain and five-minute sequencing remain deferred.

0.3.15 — Cinder Starfall and automatic Stalker (development)

  • Starfall mixes native Cinder Rain ash/embers/heat distortion with the existing blue effects, without overriding Mistlands weather or changing Ashlands.
  • Up to ten impacts, 10–13s apart, within 30–65m. First target candidates favor the player's forward sector; all existing safety exclusions remain intact. Failed candidates no longer consume the successful-impact limit.
  • Removed Lava Blob deposits and their combat patches. Previously marked prototype Blobs are retired; ordinary Blobs are untouched.
  • Mistlands Stalker now appears automatically: 40% attempt every 20s, one local Wraith silhouette at a time, closer inside the clearing edge. The six-second glimpse, gaze/approach fade and optional test command remain.
  • Repeating storms remain a profile-only test setting, off by default.

0.3.14 — Starfall and infested nests (development prototypes)

  • Independent Mistlands Starfall scheduler, local blue-tinted native meteor VFX, bounded destructive impacts, temporary 14m/6s mist pulses and capped vanilla Lava Blobs. Host-authoritative damage; server-authenticated visual RPC.
  • PlayerBase, ward and location safety checks before targeting and again before impact. Only Starfall-owned Blob explosions receive the protection veto.
  • One-time Black Forest Greydwarf nest augmentation with six wild-root slots, deterministic irregular placement, native factions and parent-linked cleanup.
  • Repeating storm test mode defaults off; no changes to native Ashlands weather, Trollstav, or existing ecology entries. Includes the manual Wraith watcher.

0.3.13 — Manual Wraith shadow watcher

  • Pauses the automatic Odin crowd and adds bifrost_shadow_test in Mistlands.
  • Uses a private Wraith visual/idle rig with all gameplay/network/physics components stripped before activation; no changes to ordinary Wraiths or Odin.
  • Bounded placement near a demister edge, screen-side framing and obstruction checks; explicit failure feedback. Six-second glimpse starts after console close.
  • Dark private materials fade in/out; approach or sustained direct gaze ends it.

0.3.12 — Mistlands Odin crowd visibility test

  • Raises only Bifrost's Mistlands Odin row to 100% chance, one-second configured interval and native nearby cap 20. Solo attempts scatter figures 12–28m away, with 2m minimum existing-instance separation and normal terrain/base checks.
  • Only Bifrost-marked Odins get an 8m close poof and 120-second lifetime. Native appearance, facing, far despawn, and ordinary Odin elsewhere stay intact.
  • This is deliberately exaggerated test tuning. Other ecology rows are unchanged.

0.3.11 — Vanilla Odin sightings in Mistlands

  • Replaces the custom Stalker visual/movement system with the real vanilla Odin.
  • Mistlands-only supplemental spawn: 40% every 30 seconds, cap 1, group 1, native 35m placement ring, day and night, no additional boss-key requirement.
  • Keeps native appearance and close/far despawn. Bifrost-only apparitions have a 45-second lifetime so an unnoticed sighting does not block retries for minutes. Ordinary Odin encounters elsewhere and all other ecology entries remain untouched.
  • Corrects the startup version message.

0.3.10 — Mistlands Stalker visual repair

  • Fixes the case-sensitive vanilla odin prefab lookup.
  • Clones only Odin's visual child with a local Animator, leaving the native networked root and its behavior untouched.
  • Stalker timing, placement, appearance and encounter balance are unchanged.

0.3.9 — Public identity cleanup (release candidate)

  • Uses the public ChorusReef plugin identity; existing settings migrate automatically.
  • Preserves existing encounter saves using their original numeric ZDO key hashes.
  • Fixes the Mistlands Stalker's disappearance effect using the native Odin EffectList API.
  • Requires BepInExPack Valheim 5.4.2351, matching the current test environment.
  • Retains the current Night Shift, Skygrave, terrain impact and 10%-health Ghost Ships.

0.3.8 — Terrain impact compatibility and Skygrave proxy repair (development)

  • Qualifying creature impacts use the original native terrain helper so an unrelated companion NPC-terrain blocker cannot suppress Bifrost's digs. Strength 3, ward/no-build checks, cooldown and player tools are unchanged.
  • Recognizes the empty client-side Skygrave support proxy separately from the saved networked tree parts; preserves tree scale and alignment.
  • Newly spawned Ghost Ships begin at 10% of native Karve maximum hull health.
  • Mistlands Stalker behavior and ecology/spawn balance remain unchanged.

0.3.7 — Every-biome Night Shift (development)

  • Adds/strengthens biome-appropriate night encounters in Swamp, Mountains, Mistlands, Ashlands and Ocean. Deep North remains excluded.
  • Mistlands retains its heavy hitters and gains night Seeker Soldier squads and rare fixed Ghost hunting parties; no Wolves or werewolf invasions.
  • Foreign Ashlands-creature chances rise 25%; dedicated Ashlands-only copies retain existing local supplemental rates. Native spawning remains intact.
  • Rare Plains Wolves and existing BF/Plains night tuning are preserved.

0.3.6 — Integrated Terrain Impact (development)

  • Incorporates Terrain Impact's creature-ground-impact implementation with fixed strength 3, 1.5m radius, 10-second global cooldown, and no Stone drops.
  • Retains native terrain access checks and the terrain-settings RPC extension. Player pickaxes remain unchanged; Deep North impacts are excluded.
  • Standalone Terrain Impact takes precedence if present, preventing duplicate terrain operations. No extra package dependency or console presets are added.

0.3.5 — Rare Plains Wolves, broader daytime chaos (development)

  • Removes ordinary Wolf and Wolf Alpha templates from Plains. A day-only single-Wolf encounter replaces them: 1% every 900s, cap one.
  • Matches the Black Forest daytime intruder roster/rates in Plains, except for rare Wolves and stronger Fulings. Existing flyers keep their gates.
  • Plains six-member Fuling war parties: 12% every 600s, cap one, eligible day and night. Basic vanilla and supplemental Fulings remain unchanged.
  • Night-only Vile/Shaman pairs in Black Forest and Plains: 60% every 180s, cap one. Existing nighttime Fenring/Ulv and Cultist/Bat squads unchanged.

0.3.4 — Corrupted Ward instance scoping (development)

  • Restricts the dark corrupted Ward appearance to guardstones carrying either Bifrost's Draugr-village Ward marker or Ashlands-fortress Ward marker.
  • Vanilla and Mountain-stronghold Dvergr guardstones retain their original appearance and behavior.

0.3.3 — Plains daytime chaos and Night Shift Viles (development)

  • Halves the chance of Bifrost's ordinary roaming Wolf, fixed Wolf Alpha pack, and Meadows Wolf wildcard encounters without changing their composition, levels, caps, or AI.
  • Adds conservative day-only Plains intruders: Greydwarves, Draugr, Blobs, Bears, Troll warbands, and Seekers. These restore daytime faction variety while leaving vanilla Plains ecology intact.
  • Makes Viles meaningfully observable at night. Solo Viles are more eligible in Meadows/Mountains, while the existing Vile/Shaman pairs occur more often in Black Forest and Plains. Their fixed compositions and cap of one leader remain unchanged.

0.3.2 — Ghost Ship hull durability (development)

  • Ghost Ship Karves now begin at 50% of their actual vanilla maximum hull health instead of exactly 1 HP. Maximum health, repairs, cargo, Wraiths, placement, frequency, and all other Ghost Ship behavior are unchanged.

0.3.1 — Skygrave guardian, escape window, and isolation (development)

  • Restores exactly one persistent, unstarred vanilla Abomination to the top of every undefeated Skygrave. Tar-pit guardians remain separate and two-star.
  • Prevents the normal five-second Skygrave maintenance pass from treating a live collapse as reload recovery. The tree now remains for the intended full 30-second window before removal and Elder Bark creation.
  • Increases Skygrave minimum separation from 600m to 2000m while retaining 48 requested world locations. Tree/Leviathan offsets, height, scale, and yaw are unchanged.

0.3.0 — Skygrave and Meadows tar separation (development)

  • Splits Skygraves from tar pits. Skygraves are now independent Meadows locations containing only the giant corrupted tree, dead Leviathan, infestation, collapse, meteor damage, copper, bark, and persistent state.
  • Persists one immutable Skygrave anchor and yaw. Reload recovery uses only that transform and deterministic local offsets; it no longer searches for a new altar position or creates a synthetic tar LocationProxy.
  • Restores standalone Meadows TarPit1, TarPit2, and TarPit3 anomalies at 16 requested locations per variant with 600m shared separation. Their native tar, Growths, and terrain lifecycle remain intact.
  • Moves the two-star Abomination guardian exclusively to tar-pit encounters and retires loaded legacy Skygrave summit guardians.

0.2.9 — Skygrave anchor overlap and tar comparison (development)

  • Moves the vertical 3x SwampTree2 from local +35m to +30m for intentional visual overlap with the +90-degree Leviathan flank.
  • Replaces the unsafe first tar audit with a lifecycle comparison applied to both Skygraves and ordinary TarPit1/2/3 instances. It distinguishes inactive templates from active/network-valid volumes, verifies initialization of the private depth grid before querying the surface, and reports all candidates.
  • Does not initialize, refill, reposition, or otherwise alter tar.

0.2.8 — Skygrave final tree inset (development)

  • Moves the vertical 3x SwampTree2 5m inward, from encounter-local +40m to +35m. Leviathan rotation, terrain filtering, tar diagnostics, and all gameplay behavior remain unchanged.

0.2.7 — Skygrave flank and terrain cleanup (development)

  • Rotates the Leviathan exactly +90 degrees in local yaw while retaining its tar-centered position, 55m height, and the tree's local +40m offset.
  • Tightens only Meadows Skygrave placement from the vanilla tar-pit maximum 1.5m terrain delta to 0.75m across each variant's full exterior radius. Vanilla pits and non-Meadows Bifrost tar anomalies are unchanged.
  • Adds one delayed diagnostic per loaded Skygrave distinguishing a missing tar LiquidVolume from a present volume whose center is dry on unsuitable terrain. No liquid behavior or terrain is modified at runtime.

0.2.6 — Skygrave tree clearance II (development)

  • Moves the vertical 3x SwampTree2 another 10m outward, from encounter-local +30m to +40m. No other geometry or gameplay behavior changed.

0.2.5 — Skygrave tree clearance (development)

  • Moves the vertical 3x SwampTree2 from encounter-local +20m to +30m so its trunk stands outside the Leviathan shell while remaining close enough for the intended player-built final hop.
  • No other Skygrave geometry, gameplay, collapse, creature, or reward behavior changed.

0.2.4 — Authored Skygrave geometry (development)

  • Replaces branch/crown alignment with a deterministic authored setpiece: the Leviathan remains 55m directly above the tar-pit origin and the 3x SwampTree2 stands vertically 20m beside it.
  • Records each natural tar location's actual world-generation yaw and applies the tree offset in encounter-local space, so tar, corpse, and tree rotate as one composition instead of drifting apart in naturally generated locations.
  • Advances the layout revision so loaded undefeated Skygraves rebuild their support at the authored position. No infestation, collapse, impact, reward, tar, or creature behavior changed.

0.2.3 — Skygrave boarding alignment (development)

  • Aligns each Skygrave to the actual loaded 3x SwampTree2 collider/render bounds instead of assuming the location anchor is the tree's center.
  • Places the Leviathan beside the tree with an 8m center offset and 3m crown overlap, preserving a climbable/buildable route while avoiding the tree piercing the middle of the island.
  • Advances the layout revision so active, undefeated fixtures can adopt the corrected placement. Collapse, tar, infestation and impact behavior are unchanged.

0.2.2 — Skygraves (development)

  • Converts the 48 requested Meadows tar-anomaly slots into Skygraves: vanilla tar and Growths below, a 3x infested tree through the center, and the corrupted Leviathan directly overhead. Black Forest and later-biome tar anomalies remain unchanged.
  • Makes Skygrave the only distributed aerial-Leviathan encounter. Every Skygrave uses one-at-a-time unstarred Oozers instead of Ticks and places one dormant unstarred Abomination on the summit.
  • Gives every encounter independent collapse, copper, support-removal, bark, and completion state so one destroyed Skygrave cannot complete the others.
  • Converts the Sacrificial Stones showcase into an altar Skygrave test fixture with its own vanilla TarPit1.
  • Approximately doubles the requested WoodVillage1/2 population through supplemental clones while leaving the vanilla village entries untouched.

0.2.1 — Deadly night shift (development)

  • Moves the Sacrificial Stones Sky Leviathan 12m closer to its enlarged InfestedTree01 support and advances the layout revision so existing prototype worlds rebuild the support and reposition the Leviathan.
  • Makes night a reliably dangerous ecological shift rather than an occasional rare roll: Meadows undead surge after dark, while Black Forest and Plains receive frequent Fenring packs, Cultist covens, Wraiths and Ghost parties.
  • Makes Plains Fenrings the dominant nocturnal invader, with Cultists as common support and Vile/Shaman pairs remaining the rarer elite encounter.
  • Extends the existing two-star Ghost hunting party to Plains and raises its night frequency without changing its fixed composition or vanilla AI.
  • Replaces thousands of identical SpawnSystem registration lines with one startup summary. With DebugLogging=true, every successful Bifrost world spawn now records its template, prefab, biome, position and player distance.
  • Does not change Drake, Deathsquito, Gjall or Volture rows, the Ocean flyer table, vanilla spawners, factions, aquatic systems, Mistlands ecology or Deep North exclusions. The land Wraith row is intentionally part of night.

0.2.0 — Night shifts and the Mistlands Stalker (development)

  • Gives Meadows, Black Forest and Plains distinct nighttime populations while preserving Swamp's existing all-day Fuling-versus-undead war and Mistlands' heavy-creature ecology.
  • Moves generic Meadows Draugr pressure to night, makes Ghost and Surtling parties night-only, and makes every manually created follower inherit its night-only leader's native dawn-despawn behavior.
  • Separates Mountain creatures into Fenring/Ulv hunting packs, standalone Wolf packs, and Cultist covens with four ★★ bats.
  • Adds rare ★ Vile + ★ Fuling Shaman pairs to Black Forest and Plains nights, plus an exceptionally rare Ashlands ★★ Vile supported by two Shamans.
  • Adds the phase-one Mistlands Stalker: a non-networked, client-local Odin shadow that uses camera-frustum and terrain-occlusion checks, relocates only while unseen, approaches slowly, and poofs at close range. It has no creature AI, faction, health, loot or persistence.

0.1.39 — The Village centered guardian (development)

  • Returns the ritual Abomination to the detected Village center and migrates an existing marked guardian once without affecting ordinary Abominations.
  • Prevents Draugr, Abominations, and other Undead attackers from damaging the marked 100 HP Village ward. Player and non-Undead damage remains vanilla.

0.1.38 — The Village objective tuning (development)

  • Sets the exposed evil ward to 100 HP and clamps already-created live wards down to that maximum without reviving destroyed wards.
  • Moves new ritual Abominations 14m outward from the ward, away from the longhouse, and provides a one-time migration for an existing marked creature.
  • Opens every loaded Village door once when a player enters the trap, using persistent native networked door state rather than repeated interaction.
  • Applies the same instance-only cursed ward appearance to Bifrost's Ashlands fortress guardstone without changing fortress gameplay.

0.1.37 — The Village siege objective (development)

  • Moves the evil ward from the longhouse roof to terrain 3m beyond the actual entrance-facing building footprint. Terrain height—not the highest physics collider—sets its vertical position.
  • Restores the ward's normal 35m settlement protection, area marker, PlayerBase effect, and vanilla protected-building flash while retaining player containment until the ward is destroyed.
  • Grounds the four green ritual torches around the new objective and migrates already-created roof wards, demisters, and torches on reload.

0.1.36 — The Village containment and demolition (development)

  • Replaces the ritual ward's unintended 35m building protection with a 35m player-containment boundary that arms on entry and disappears with the ward.
  • Lets the ritual Abomination damage ordinary village buildings. Destructible networked Draugr spawners retain the narrow Undead-friendly-fire exemption; non-destructible spawners are accepted as inherently safe.
  • Makes unavailable Mistlands dressing and the demister optional instead of preventing encounter completion. The current Valheim 1.0 runtime reports no safe MistArea source, so the core Village now proceeds without mist.

0.1.35 — The Village activation repair (development)

  • Adds a loaded-scene discovery path for saved/console-instantiated Meadows Draugr villages that are absent from ZoneSystem.GetLocationList(), while retaining and deduplicating the normal world-location path.
  • Keeps the ritual altar and green torches optional so unavailable decoration prefabs cannot suppress the ward, mist, protected Draugr spawner, or Abomination.
  • Adds the optional vanilla altar dressing and gives only Bifrost's marked ritual ward a dark cursed-wood treatment with restrained green accents.

0.1.34 — Sky Leviathan meteor footprint (development)

  • Replaces every collapse projectile and rolling-log damage carrier with one deterministic, server-authoritative 42m meteor footprint beneath the island.
  • Reuses the genuine Trollstav pre-impact and impact effects without summoning a troll. The footprint applies 10,000 blunt, chop, and pickaxe damage to vulnerable trees, mineable rocks, creatures, fallen logs, and construction.
  • Protects the marked enlarged support tree from the blast. It remains for 30 seconds, then disappears directly into 40 Elder Bark; the four support logs from 0.1.33 are removed.
  • Terrain, invulnerable geometry, and ordinary Trollstav behavior are unchanged.

0.1.33 — Sky Leviathan lifecycle and support collapse (development)

  • Extends the enlarged infested-tree support lifetime from 15 to 30 seconds. It then disappears into four upright networked PineTree_log bodies which receive small outward impulses and topple naturally; the 40 Elder Bark reward remains.
  • Applies the Egg Sac label to every MineRock, MineRock5, and child HoverText source on the marked prototype. Wild ocean Leviathans remain unmarked and unchanged.
  • Restarts the prototype spawn/recovery coroutine whenever a new ZoneSystem awakens, fixing the missing Sky Leviathan when switching directly from one world to another without restarting Valheim.

0.1.32 — Sky Leviathan forest-impact pass (development)

  • Raises the infected-Leviathan trigger from three destroyed Egg Sacs to twelve, closer to a full vanilla Leviathan mining encounter.
  • Keeps the seven visible catapult-rock impacts and adds six stock networked PineTree_log destruction bodies. They launch downward and radially with high momentum, tumble through the canopy, and retain Valheim's native rolling ImpactEffect so they can continue damaging trees and creatures after the first collision.
  • Leaves the five mineable copper nodes, delayed support-tree conversion, persistent rewards, and reload reconciliation unchanged.
  • Ordinary tree/log prefabs remain unchanged; the stronger impact settings apply only to the six collapse instances.

0.1.31 — Sky Leviathan destructive collapse (development)

  • Finishes the already-tested three-Egg-Sac warning sequence. Existing worlds left armed by 0.1.28–0.1.30 automatically replay the warning and continue.
  • After the three native rumble/shake pulses, launches seven vanilla Catapult_Ammo_Projectile rocks downward with catapult impact, chop and pickaxe damage so the falling debris can smash trees, structures and creatures. Catapult_projectile is a runtime fallback.
  • Removes only the marked Sky Leviathan, then creates five persistent vanilla MineRock_Copper nodes across the impact field six seconds later.
  • Fifteen seconds after the island breaks, removes the marked 3x InfestedTree01 carrier/network parts and creates four stacks of ten vanilla ElderBark at its grounded base.
  • Persists collapse, copper, support and bark phases as world keys. Reloading during an interrupted sequence reconciles the final persistent rewards and cleanup without replaying transient impact projectiles or respawning the island.
  • Ordinary Leviathans, catapults, copper nodes and trees remain untouched.

0.1.30 — Draugr-village mist and completion (development)

  • Adds a Bifrost-owned temporary mist volume to each augmented Draugr village. At runtime the source is accepted only when a vanilla MistArea candidate exposes Mister, a configured MistEmitter particle system, and no ZNetView; the source is then cloned locally around a persistent hidden network anchor.
  • The mist covers a 68m-radius, 32m-high village pocket. The existing 35m demister keeps the ritual center clear while the ward lives. Destroying the ward removes that demister immediately, allowing the vanilla mist to close over the arena.
  • Ward destruction starts a persistent ten-minute maximum mist lifetime. Killing both the ritual ward and its marked Abomination permanently completes that village and shortens remaining mist time to 90 seconds.
  • Completed villages do not recreate Bifrost wards, demisters, Abominations, mist anchors, or green ritual decorations on revisit/reload. Their vanilla Draugr spawner returns to ordinary damage handling.
  • Existing 0.1.29 augmented villages gain the mist/completion layer when their generated village is next loaded. Doors, buildings, creature AI, factions, and world-generation registration remain unchanged.

0.1.29 — Draugr-village ritual prototype (development)

  • Recognizes placed vanilla WoodVillage1/2 locations but augments only a loaded village that actually contains Draugr creature spawners.
  • Finds the procedurally generated meadowsvillage_greathall or largest meadowsvillage_longhouse at runtime instead of relying on fragile fixed local coordinates. Existing worlds are supported when the village loads.
  • Adds a persistent 35m Undead-faction Dvergr ward, an invisible co-located 35m large-Dvergr demister, four optional vanilla green ritual torches, and one ordinary unstarred Abomination using its native dormant presentation.
  • Marks the nearest Draugr pile's own Destructible component and ignores only Undead-faction damage to that spawner. Buildings, the ward, and other village objects retain ordinary damage behavior.
  • Destroying the ritual ward permanently removes its linked demister. Houses and doors are never opened or otherwise modified by Bifrost.
  • Temporary Mistlands mist and the uncertain Swamp altar asset are deferred until this structural prototype is observed in game.

0.1.28 — Sky Leviathan Egg Sac trigger (development)

  • Renames only the marked Sky Leviathan's red AbyssalBarnacle mine-rock hover identity to Egg Sac; ordinary ocean Leviathans remain unchanged.
  • Removes the three decorative Sky Leviathan Seeker eggs. Existing marked eggs are deleted when loaded and no new ones are created.
  • Hooks the verified MineRock.RPC_Hide destruction event, persists the destroyed Egg Sac count, and arms the collapse after exactly three sacs.
  • The armed trigger plays three native Leviathan reaction/groan effects and synchronized shake animation pulses over nine seconds.
  • This validation stage does not yet remove the island, convert it to boulders, or destroy the infested-tree mooring.

0.1.27 — Sky Leviathan infestation prototype (development)

  • Tints only the marked Sky Leviathan's cloned barnacle materials dark red; ordinary ocean Leviathans and shared materials are unchanged.
  • Adds one lightweight server-authoritative Tick source: one unstarred Tick attempt every 12 seconds when a player is within 60m, emerging from an intact barnacle, with a strict cap of three living Ticks within 45m.
  • Places three persistent, destructible, non-hatching vanilla SeekerEgg objects on raycast-confirmed shell surfaces using Bifrost's existing egg settlement support.
  • Leaves the successful full-size Leviathan and 3x InfestedTree01 geometry unchanged. Collapse, boulders, copper and bark rewards remain deferred.

0.1.26 — Scale detached infested-tree parts (development)

  • Confirms the correct InfestedTree01 now appears; its red bark veins and green guck sacks are native to the vanilla location.
  • Fixes the remaining normal-size result. Valheim's full location spawn detaches the actual tree and guck objects from the temporary root, so scaling that root could not affect them.
  • Snapshots the synchronous location spawn, scales every newly created top-level location object and its anchor-relative position to 3x, and stores final scale/transform values on its network ZDOs for reload and multiplayer.
  • Removes nearby unscaled SwampTree*/GuckSack* remnants from the failed 0.1.25 prototype before creating the corrected support.

0.1.25 — Authoritative infested-tree creation (development)

  • Runtime diagnostics showed the 0.1.24 location proxy contained no active renderers or colliders, explaining why no support tree was visible.
  • Creates InfestedTree01 once through Valheim's authoritative ZoneSystem.SpawnLocation SpawnMode.Full path, matching the proven location lifecycle used by Bifrost's Surface Seeker Nest.
  • Retains the marked proxy for reload/persistence presentation and preserves the 3x support scale, full Leviathan, native location behavior and no-ramp design.

0.1.24 — Runtime-bounds support grounding (development)

  • Runtime logs proved InfestedTree01 did instantiate at 3x, despite no tree being visible at the intended support point.
  • Grounds the scaled location by its real active collider bounds: their bottom-center is moved onto the selected Meadows ground anchor after deferred location materialization.
  • Logs the pre-correction base, corrected base, final size, and active native collider/renderer counts for the next visual test.

0.1.23 — Three-times infested-tree support prototype (development)

  • Replaces the failed visible-root/hidden-ramp experiment with the actual vanilla InfestedTree01 Swamp location, including its green guck growths.
  • Uniformly scales the complete location instance to 3x while retaining its native renderers and colliders; no invisible ramp or replacement collider remains.
  • Resolves the location's real runtime SoftReference name before creating its persistent LocationProxy, then scales the instance after Valheim finishes deferred location spawning.
  • Keeps the full-sized Leviathan at the tested 55m origin height. Copper, Ticks, infestation and collapse remain deferred.

0.1.22 — Solid root-ramp correction (development)

  • Moves the invisible ramp onto Valheim's static_solid layer, which is part of both character grounding and hammer placement ray masks.
  • Widens the ramp from 6m to 8m, thickens it from 0.8m to 1.5m, and lowers the route from 35 degrees to approximately 31 degrees.
  • Rolls the visible curved Yggdrasil root 90 degrees around its aligned long axis so its bend follows the traversal plane instead of rising beside it.
  • Raises the walk surface 4m from the visual centerline and logs its actual runtime world bounds, layer, enabled state, and trigger state.
  • No other Sky Leviathan or Bifrost gameplay behavior changed.

0.1.21 — Root-and-hidden-ramp traversal prototype (development)

  • Replaced the failed InfestedTree01 location experiment with one visible YggdrasilRoot and one deterministic invisible BoxCollider ramp.
  • Measures the root's actual runtime renderer bounds, detects its longest local axis, uniformly scales it to the desired route, and aligns that axis from dry Meadows ground toward the Leviathan shell.
  • Disables only the marked root instance's irregular vanilla colliders. The replacement ramp is 6m wide, approximately 54m long, and about 35 degrees.
  • The hidden collider is recreated identically on every peer as a child of the persistent marked root; no custom climbing or player movement patch exists.
  • Removes failed marked LocationProxy, SwampTree2, and YggaShoot2 supports during migration. Leviathan height and behavior remain unchanged.

0.1.20 — Correct infested Swamp-tree support (development)

  • Replaced the incorrect leafy SwampTree2 support with the verified vanilla InfestedTree01 location: the tall, invulnerable Swamp tree dressed with green GuckSack nodes.
  • The support now uses a marked persistent LocationProxy, allowing the whole vanilla location composition to load without modifying its original assets.
  • Explicitly removes marked SwampTree2, YggdrasilRoot, and YggaShoot2 supports from earlier prototypes while retaining the hardened Leviathan keeper-ID duplicate cleanup.
  • No encounter, copper, collapse, or infestation gameplay was added.

0.1.19 — Sky Leviathan swamp-tree support prototype (development)

  • Kept the successful full-sized Leviathan at its tested 55m origin height.
  • Replaced the misplaced Mistlands YggdrasilRoot with the bulbous vanilla SwampTree2, upright at 1.5x uniform scale beneath the shell's near edge.
  • Added cleanup for the retired Yggdrasil support and hardened keeper-ID checks so a late-loading stale Leviathan cannot survive the ZDO duplicate sweep.
  • Added one concise runtime collider-bounds log for the support so the next visual test can be tuned from its real in-game height instead of guessing.
  • No infestation, copper, collapse, Tick, artificial motion, or combat behavior was added.

0.1.18 — Sky Leviathan visual prototype (development)

  • Added one persistent full-sized vanilla Leviathan near the Sacrificial Stones in each test world. Its origin is now 55m above nearby Meadows ground so its enormous underside clears and towers above the tree canopy.
  • Replaced the unreliable YggaShoot2 branch route with one 44m environmental YggdrasilRoot, placed at a 45-degree diagonal from the ground into the shell edge. The marked instance can later be network-destroyed without modifying the global vanilla root prefab.
  • Replaced loaded-object duplicate detection with prefab-specific marked-ZDO enumeration. Existing duplicate Sky Leviathans and roots are reduced to one persistent instance even when an older object has not instantiated yet.
  • Suppressed water-level alignment and retreat only for the marked aerial prototype. The model, colliders, barnacles and platform body remain vanilla.
  • Added no artificial bobbing, building-layer override, copper substitution, Ticks, red barnacles, collapse sequence or falling boulders. Those ideas await visual playtesting.
  • The completed 0.1.17 ecology rebalance and all unrelated systems are unchanged.

0.1.17 — Regional ecology identities (development)

  • Rebalanced supplemental Meadows encounters around forest/nature creatures versus undead, while retaining late-biome outsiders as rare wildcards.
  • Added a rare Wraith-led Meadows hunting party while preserving the existing two-star Ghost/Wraith/Skeleton squad unchanged.
  • Reduced the four dominant Black Forest early-creature checks so its broad multi-faction roster has more room to appear.
  • Recast Swamp supplemental pressure as Fulings versus reinforced undead: added five-unit Draugr and Surtling squads, increased Fuling pressure, and removed Wolves and unrelated heavy intruders from the Swamp masks.
  • Plains identity and rates, Mistlands heavy-hitter ecology, Ocean systems, Mountain strongholds, vanilla AI/factions, and vanilla spawners are unchanged.

0.1.16 — Deep North exclusion (development)

  • Excluded Deep North from every Bifrost supplemental terrestrial world-spawner.
  • Prevented Bifrost warbands, shoreline Bonemaw origins, and Trollstav meteor encounters from being created in Deep North biome cells.
  • Ocean-only Serpents, Ghost Ships, and post-Bonemass flyers remain unchanged; an Ocean creature may still naturally reach the Deep North shoreline.
  • Vanilla Deep North spawning and ecology remain untouched.

0.1.15 — Ashlands Fortress courtyard Ward (development)

  • Set the Bifrost fortress Ward protection radius to exactly 65m.
  • Moved the single vanilla Dvergr guardstone from the fortress center into the open courtyard lane at local (0, ground, 8), oriented from the loaded exterior-gate axis and grounded on the highest actual courtyard collider.
  • Existing surviving Bifrost fortress Wards receive the new persisted placement once. Health, Demon ownership, destruction persistence, PlayerBase handling, commander, defenders, barriers and sortie behavior are unchanged.

0.1.14 — Physics-settled surface-nest eggs (development)

  • Replaced the failed terrain-height/raycast correction with temporary gravity on Bifrost nest eggs. The server-owned ZDO adds a short-lived root Rigidbody and ZSyncTransform, locks horizontal movement and rotation, and lets the existing convex egg collider land on the finished excavation collision.
  • Stable eggs persist their final position and rotation to the ZDO, mark that settlement complete, then remove the temporary physics/sync components. Existing marked nest eggs are eligible for the same correction on load.
  • Encounter composition, horizontal egg layout, placement density, objective, defenders, spawning and permanent mist clearing are unchanged.

0.1.13 — Existing-world surface grounding recovery (development)

  • Replaced the one-shot 0.1.12 heightmap correction with a retryable, server-authoritative recovery path for existing 0.1.11/0.1.12 nests.
  • Egg and objective ground height now comes from a downward physics query restricted to the rebuilt Heightmap terrain collider, then updates both the live transform and persistent ZDO position.
  • Added rate-limited diagnostics for one loaded nest: recovered object counts, terrain/rebuild state, representative old/sample/new heights, ownership, ZDO persistence, and later position reversion.

0.1.12 — Surface nest egg grounding (development)

  • Corrected the vertical placement of the central objective and all 30 small eggs after the Mistlands_Excavation3 terrain modification finishes.
  • Egg owners now wait for the excavation's central terrain modifier, a completed heightmap rebuild, and three stable post-modification height samples before persisting the corrected ZDO position. Horizontal layout and encounter balance are unchanged.
  • Existing 0.1.11 nests narrowly recover their six previously unmarked hatchable eggs by scanning only SeekerEgg objects inside the Bifrost pit.

0.1.11 — Surface Seeker nest excavation redesign (development)

  • Rebuilt the existing surface nest encounter inside the abandoned vanilla Mistlands_Excavation3 dig-site shell, which has a central excavation and no Giant Skull. Its vanilla Seeker spawners and Dvergr guardstone are suppressed.
  • Filled the pit with 30 small Seeker eggs: six retain vanilla hatching and 24 are destructible non-hatching nest dressing around the existing 2.5x central objective.
  • Promoted the one-time Seeker Soldier guardian to level 3/two stars while retaining four unstarred Seekers and the existing basic-Seeker renewal rules.
  • Protected only the marked central objective from damage whose HitData resolves to Seeker, SeekerBrute, or SeekerBrood.
  • Preserved the proven 18-location/700m generation architecture and permanent 33m mist clearing.

0.1.10 — Native supplemental spawning (development)

  • Completed the migration of all 35 Bifrost supplemental world-spawner rows to the existing native SpawnSystem implementation without balance changes.
  • Removed Bifrost's hard Spawn That dependency and retired its active Spawn That config. Spawn That may remain installed for unrelated mods.
  • Preserved spawn_template_id, fixed/inverted star behavior, all four template-specific squads, vanilla AI/factions, and every bespoke encounter.

0.1.9 — Fortress ward-radius adjustment (development)

  • Repaired natural fresh-world placement of Bifrost_SurfaceSeekerNest by separating its count and 700m similarity checks from its internal Mistlands_Excavation1 SoftReference placeholder. Added focused placement diagnostics; nest density and encounter behavior are unchanged.
  • Increased only the Bifrost Ashlands fortress ward protection radius from 45m to 64.8m (1.44×). Fortress placement, spawning, sorties, gates, defenders, factions, AI, and all unrelated systems are unchanged.

0.1.8 — Mistlands surface-nest repair (development)

  • Restored the pre-0.1.7 supplemental Mistlands eligibility and rates for Seeker, SeekerBrute, and Gjall; vanilla world spawners remain untouched.
  • Replaced the shared-identity Mistlands_Excavation3 clone with a uniquely saved Bifrost_SurfaceSeekerNest location built from vanilla infestation floor cover and Seeker eggs.
  • Each nest begins with one unstarred Seeker Soldier and four unstarred Seekers. While its central egg lives, it replaces one missing basic Seeker every 20 seconds up to four within 30m.
  • The 2.5x, 500-health central egg no longer hatches. Destroying it permanently stops nest spawning and creates the existing invulnerable 33m Dvergr mist clearing.
  • Added marked-ZDO recovery so a cleared nest recreates its permanent demister if that object is unexpectedly missing on a later load.
  • Preserved the requested 18 Mistlands locations and 700m minimum separation. A fresh world remains the reliable test path.

0.1.7 — Mistlands demolition ecology (development)

  • Added one persistent dormant two-star Abomination guardian to each newly instantiated native TarPit1, TarPit2, and TarPit3 in Plains, using the same center/floor placement and no-respawn state as anomaly guardians.
  • Narrowed Mistlands supplemental ground intruders to Trolls, Abominations, Lox, Stone Golems, Asksvin, and Morgen; native Mistlands spawns and meteor Trolls are unchanged.
  • Added rare surface Seeker nests by cloning the vanilla infested Mistlands_Excavation3: six existing one-shot Seeker spawners, a strengthened central Seeker egg objective, and egg dressing.
  • Destroying the nest objective permanently records the victory and creates an invulnerable persistent dverger_demister_large with a 33m mist force-field range.
  • Completed the post-Bonemass land-flyer layer with Drakes and Voltures, removed supplemental native-biome duplicates, and extended Wraiths and Gjalls into Plains. The existing Ocean flyer table is unchanged.
  • Preserved aquatic encounters, Ghost Ships, meteor Trolls, Mountain Dvergr, Plains faction systems, Charred Fortresses, and existing tar-anomaly rates.

0.1.6 — Active Charred Fortresses (development)

  • Promoted each fortress's guaranteed central Charred_Mage to a persistent two-star commander. Killing that commander permanently disables only that fortress's automatic sorties.
  • Added a destructible 45m fortress Ward based on the vanilla dverger_guardstone, with Demon ownership and its PlayerBase spawn-suppression child disabled so Effigies continue working normally.
  • Added repeating sorties at eight inside defenders: both exterior barriers open for 30 seconds, defenders receive one initial player target, and vanilla AI controls everything afterward.
  • Distinguished the two exterior Ashlands_Fortress_Gate_Door barriers at 19m from the central treasure barrier at 4m; the treasure barrier is never controlled.
  • Preserved every existing Effigy spawn rate, Charred faction/AI setting, and unrelated Bifrost system.

0.1.5 — Guardians and wilderness encounters (development)

  • Bifrost Plains hunting-party Ulvs begin awake; cave Ulvs remain unchanged.
  • Added one dormant two-star Abomination to each newly generated Bifrost anomaly tar pit, without a Draugr entourage. Native Plains pits are excluded.
  • Corrected supplemental tar-pit quota counting and persisted anomaly origins. After runtime testing, Meadows requests increased from 8 to 16 per variant and separation decreased from 800m to 600m; other biomes remain unchanged.
  • Centered each dormant Abomination inside the actual tar liquid instead of on the dry outer rim.
  • Added rare deep-Ocean Ghost Ships: a repairable vanilla Karve at exactly 1 HP, three Wraiths, and four independently randomized valuable stacks. Minimum 60 minutes between encounters.
  • Added rare post-Moder Trollstav meteor encounters outside PlayerBase coverage. Minimum 30 minutes between encounters; normal summoned-troll AI and stats.
  • Existing aquatic encounters, Ocean flyers, Mountain strongholds and Spawn That balance are unchanged.

0.1.4 — Tar-pit anomalies

  • Added rare intact vanilla tar-pit locations to Meadows, Black Forest, Mistlands, and Ashlands.
  • Preserved all three vanilla pit variants, their Growths, tar resources, terrain modification, and drainage behavior.
  • Left the original Plains tar-pit definitions and all creature-spawner balance unchanged.

0.1.3 — Regional factions and warband variety

  • Restricted supplemental Dvergr patrols to Mountains and gave the Plains a focused Goblin-versus-werewolf identity.
  • Doubled the independent spawn chance of every post-Bonemass Ocean flyer.
  • Reworked the Ghost hunting party and Fuling Berserker war party with fixed mixed-role compositions.

0.1.2 — Aquatic ecology separation

  • Restricted the recurring two-star Serpent to deep water in the Ocean biome.
  • Removed wading, shoreline movement, and shoreline construction from Sea Disturbance.
  • Added independent 15-minute successful-spawn cooldowns for Bifrost Serpents and Bonemaws.

0.1.1 — Presentation and privacy cleanup

  • Reworked the Thunderstore description and README for readability.
  • Removed local development and machine-specific information from public documentation and package contents.
  • Preserved the full sanitized development history outside the public package.
  • No gameplay changes.

0.1.0 — Initial public alpha

  • Introduced the Bifrost Breakout public identity.
  • Added the mixed-biome intruder ecology, warbands, special squads, Mountain Dvergr strongholds, shoreline Bonemaws, the recurring two-star Serpent encounter, and post-Bonemass Ocean flyers developed during the earlier Hellworld experiment.
  • Preserved vanilla spawners, creature factions, and normal combat AI wherever possible.

Development assistance from Sol and Codex. They eventually convinced the eggs to obey gravity.