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Saiyaheim

Dragon Ball Z (DBZ) mod for Valheim: ki, flight, unarmed combat, Kamehameha and ki blasts, and Super Saiyan transformations gated behind the bosses.

Date uploaded 5 days ago
Version 0.9.0
Download link Hman-Saiyaheim-0.9.0.zip
Downloads 72
Dependency string Hman-Saiyaheim-0.9.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350
ValheimModding-Jotunn-2.30.0 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.30.0

README

Saiyaheim

Saiyaheim

A Dragon Ball mod for Valheim: ki, flight, unarmed combat, ki attacks and the Kaioken learned from the world's runestones, Super Saiyan transformations gated behind the game's bosses, and scouters to read anyone's battle power.

This is my first mod, and it is a work in progress. It is playable from start to finish of what it currently covers, but it is not finished — more transformations and more ki attacks are the whole point of the next versions. Feedback is very welcome, and so is patience.


What it does

Saiyaheim adds a second progression path next to the vanilla one. Turn ki on and your gear stops mattering: damage, armor, flight speed and everything else come from your own power instead. Turn it off and you are back to plain Valheim.

Ki

A resource of its own, with its own bar — not Eitr, so it works from the very first day in Meadows and not only after Mistlands.

  • Regenerates over time; the vanilla Rested buff makes it regenerate faster.
  • Hold the charge key to charge it much faster than passive regeneration.
  • Spent on punches, blocking, damage taken, ki attacks, flight and a small drain while transformed. Transforming does not cost much to hold — it costs more to fight in, and mastering that form takes the difference away.

Ki toggle

One key switches the mod's mechanics on and off per player. With ki off, the mod behaves as if you had zero ki: vanilla damage, vanilla armor from equipment and no XP. Useful for fair PvP, or for playing a normal Valheim session without uninstalling anything. Switching is instant and destroys nothing — your gear stays equipped and counts again the moment ki goes off.

Battle Power and the Power Level skill

Power Level is a custom 0–100 skill and the axis of progression while ki is on. It feeds Battle Power, a derived number built from your health and your level that decides:

  • how hard your punches hit (added to base damage, not multiplied — so it stays sane against Valheim's roughly linear enemy HP curve),
  • how much armor you have (equipment is ignored while ki is on),
  • how fast you fly.

Weighted training: all Power Level XP is multiplied by how full your inventory is, up to double at maximum carry weight (XpWeightBonus in the config). It is Goku's weighted clothing, and it limits itself — the weight slows you down, eats stamina and cuts your flight speed. Forms raise your carry limit, so the same load is worth a little less XP while transformed.

Battle Power is shown on the HUD, and enemies show theirs under their health bar, on the same scale — as long as you are wearing a scouter (see below).

Scouters

Battle Power can only be read through a scouter, worn in the helmet slot. Without one, no number shows up at all — not for creatures, not for other players, not even your own.

Each scouter reads up to a limit. Anything stronger shows as static: digits flickering where the number should be. There is one tier per biome, crafted from that biome's metal, and each one reads roughly the common creatures of its biome:

Scouter Crafted from At Reads roughly
Flint flint Workbench Meadows
Bronze bronze Forge Black Forest, except Brutes and the Troll
Iron iron Forge Swamp
Silver silver Forge Mountain, except Fenrings and Stone Golems
Black Metal black metal Forge Plains
Yggdrasil Yggdrasil wood Black Forge Mistlands
Flametal flametal Black Forge Ashlands
Bloodgold bloodgold Black Forge Deep North

The limit is about strength, not about biome, so the match is not exact: a biome's common creatures are readable from its own scouter on, but its biggest ones (Trolls, Stone Golems, Lox, Morgen) need the next tier. A biome's boss is always too strong for that biome's scouter.

  • Every tier comes in four lens colors, picked by recipe: red (raspberries), green (greydwarf eyes), blue (blueberries) or purple (thistle).
  • Hovering a scouter in the inventory shows your punch damage, block armour and ki costs, so you can compare your fists with a weapon or a shield — as long as the scouter can read your own power.
  • It gives no armor and does not hide your hair. Scouters keep reading with ki off.

Unarmed combat

Punching is the core of the mod. Damage does not come from multiplying Valheim's very weak vanilla unarmed hit — it comes from Battle Power, so it scales predictably from Meadows to Plains. Transformations add their own flavor on top: slash damage on SSJ and SSJ God, lightning damage on SSJ2 and SSJ3.

Flight

Standing upright, Dragon Ball style, using the game's own flying movement by construction.

  • Toggle key to take off and land, or a quick double tap of Jump to take off.
  • While flying, the usual controls apply: Jump climbs, Crouch descends, Run flies fast.
  • Flight follows your aim by default: moving forward flies where you are looking, up and down included. Alt+F switches to classic flight, where forward stays level. The choice is saved with the character.
  • Costs ki continuously. Running out in mid-air means you fall.
  • Speed scales with your Flight skill (its own custom skill) and with Battle Power, and drops with carried weight — on a curve, so a light load costs almost nothing and a full inventory costs a lot. Goku's weighted clothing, essentially.
  • Touching the ground lands you.

Transformations

Four steps today, each gated behind a boss:

Form Unlocked by Power What sets it apart
SSJ Eikthyr ×2 Yellow spiked version of your own hair, golden aura, slash damage
SSJ2 The Elder ×3 Brighter hair, blue lightning, heavier ki drain
SSJ3 Bonemass ×4 Long spiked hair (changes your silhouette), white lightning, strongest glow
SSJ God Moder ×3.5 Red hair and aura, cheaper to fight in, and passive healing that ticks three times as often and keeps going through Wet, Cold and Freezing

SSJ God is the odd one: it hits softer than SSJ3 on purpose. It is the control form, and what it buys is staying power rather than a bigger punch.

There is no activation cost, so stepping up and down is free. What a form costs is a small continuous drain plus a surcharge on everything you do in it — punching, blocking, taking hits and firing ki attacks all cost more while transformed, though the surcharge is far smaller than the power the form hands you. One key transforms straight into the highest form you have unlocked; another drops you back to base. Shift plus those keys walks the ladder one step at a time. Running out of ki drops you out of the form on its own.

Transformed characters glow, light up the terrain around them, and can be seen doing it by other players.

Mastery

Each form has its own mastery skill. It grows by fighting inside that form — damage dealt and damage taken — so standing around transformed, or flying, trains nothing. Mastery pays in ki efficiency: the drain goes down, and the surcharge the form charges you for fighting fades away. A form already pays better than your base form from the moment you unlock it, and at mastery 100 it costs nothing to keep and nothing extra to fight in, so the whole multiplier is yours.

Holding a high form also trains every form below it, so climbing the ladder never freezes the progress of the step you already use.

Kaioken

A short, expensive burst you switch on on top of any form, base form included. Forms are the state you hold; Kaioken is what you light up for a few seconds when the fight asks for it.

Five tiers — x2, x3, x4, x10 and x20 — each taught by the runestones of its own biome, and in order: a runestone only offers a tier once you know the one before it.

  • Each tier multiplies your Battle Power on top of the form, and makes you much faster, on the ground and in the air (flight still has its top speed).
  • It speeds up every melee swing: from 20% faster at x2 to twice as fast at x20. Bows, crossbows, staffs and ki attacks keep their own pace. Stamina per swing stays the same, so faster swings burn through it faster.
  • It raises your max ki and fills the extra room at once. That ki is lent: whatever you have not spent is gone when Kaioken turns off.
  • It costs stamina every second, and stamina does not regenerate while it is on. Run out and Kaioken drops, leaving you Exhausted for a few seconds.
  • Below a tier's safe level it also drains health — the further below, the faster. It never kills you: low on health, it turns off by itself. Higher forms raise the level each tier needs, and mastering the form brings it back down.
  • It has its own Kaioken skill, trained by dealing damage with it on. Pushing past your limit trains it faster, up to double.
  • A red aura while charging ki, and a red glow, reddish skin and glowing armor while it is on — all visible to other players.

One key turns it on and steps up a tier; Shift plus that key turns it off.

Ki attacks

Aimed where you are looking, costing ki whether they hit or not. Each one is learned from the runestones (see below):

Attack
Ki Blast A quick shot that explodes on impact
Kamehameha Charges up, with three charge tells on the hands, and fires a beam
Kienzan Charges a spinning disc over your head while you move, then throws it through everything in its path

One key fires the selected attack, Shift plus that key cycles through the ones you have unlocked.

Radial menu

Forms, Kaioken and ki attacks are also on Valheim's own radial menu, the wheel you already open to switch weapons, eat or emote. The mod adds three groups to it — Forms, Kaioken and Ki attacks — so it costs you no extra key, and the hotkeys above keep working for anyone who prefers them.

  • Every item shows what you need to know before you click it: a form shows its ki drain per second, an attack shows its ki cost and which one is currently selected.
  • Picking an attack selects it, it does not fire. You aim and fire with your own key afterwards, which is the point — it replaces cycling blind through Shift+V.
  • Picking a form transforms you. The form you are already in is not on the wheel, and while transformed a Base form item is there to drop back.
  • Picking a Kaioken tier switches straight to it, up or down, from any form. Each tier shows its power multiplier and what it costs right now, in stamina and, past your limit, health. While it is on, a Kaioken off item turns it off.
  • Only what you have unlocked shows up. A group whose items are all still locked does not appear on the wheel at all, so the menu grows as you progress.

Runestones

The lore runestones scattered around the world can teach you new abilities — for now, the ki attacks and the Kaioken tiers. Read one and you may learn something; if you do not, keep exploring:

  • Each biome has its own things to teach.
  • Every runestone that teaches nothing makes the next one in the same biome likelier, so bad luck does not last forever.
  • A runestone you already read recharges after a few in-game days and can be tried again.
  • Learning is per character: each friend has to find their own.

Boss gating

Forms are unlocked with Valheim's own global keys, which means they are per world, not per character. Whoever joins your server later arrives with whatever the world has already unlocked. For a world played with friends this is the intended behavior.


Default keys

All of them are configurable.

Key Action
K Toggle ki on/off
R (hold) Charge ki
F Take off / land (or double tap Jump to take off)
Alt+F Switch between classic and aim flight
T Transform into your highest unlocked form
Shift+T Step up one form
Z Drop straight back to base form
Shift+Z Step down one form
V Fire the selected ki attack
Shift+V Cycle ki attacks
Y Turn Kaioken on / step up a tier
Shift+Y Turn Kaioken off
G (vanilla) Open the radial menu, where the Forms, Kaioken and Ki attacks groups are

Keys the base game already uses

The mod picks keys that Valheim leaves free where it can, but it cannot avoid every clash, and your own rebinds may create new ones. When two things share a key, both of them fire — the mod does not steal the press from the game. Some of these are harmless; others are not, so it is worth a look before you play.

Known cases with the default bindings:

  • G — the radial menu. The mod used to drop you back to base form with G too. Since 0.4.0 it uses Z instead, but a config file generated by an older version keeps G: if the wheel opens while you power down, set PowerDownKey to Z yourself.

To change them: the game's own keys are in Settings → Controls, and the mod's are in com.hman.saiyaheim.cfg (ChargeKiKey, TransformKey, KaiokenKey and friends, all in the 1 - General section). The config file is read while the game runs, so a keybind change applies without a restart.


Installation

Install with a mod manager (r2modman or Thunderstore Mod Manager) and it pulls the dependencies for you. Manual install: drop Saiyaheim.dll into BepInEx/plugins/.

Requires:

  • BepInExPack Valheim
  • Jotunn

Multiplayer

It works, and everyone on the server needs the mod at the same version — the plugin enforces that. Transformations, auras, glow and ki attacks are synchronized, and boss unlocks come from the world itself.

That said, multiplayer is the least tested part of the mod: it has only been played by a handful of friends on one server. If something desynchronizes, please report it — see Bugs and feedback.


Configuration

Everything that can be balanced lives in com.hman.saiyaheim.cfg, generated on first launch: multipliers, drains, ki costs, XP rates, HUD positions, colors, keybinds and the global key each form and attack is gated behind. Gameplay values are server-enforced; keybinds and HUD tweaks are per client.

The config file is watched, so editing it while the game runs applies the change without a restart. Handy for nudging the HUD around.


About the art (and my limits)

I am a programmer, not an artist, and the visual side of this mod is where that shows. I would rather say it up front than have you find out.

The hair is generated by a script. I do not know how to use Blender. The spiked hair of the Super Saiyan forms is not sculpted by hand — a Python script reads Valheim's own hair meshes, grows strands out of them, and the result gets packed into an AssetBundle. It is good enough to read as Super Saiyan from a distance, which is what I was after, but it is not the work of an artist and I know it.

The visual effects are Valheim's own prefabs. I do not know how to author new particle effects either, so nothing here is made from scratch: the auras, the ki charge, the lightning, the blast and the beam are all existing game effects, recolored, rescaled, sometimes stripped down to a piece of themselves and recombined. It goes further than it sounds — the game has around 1200 effect prefabs, and a fair amount of this mod's look came out of digging through them — but it is still assembly, not creation.

I would like to improve both later, either by learning the tools properly or with help from someone who already has. If you are a 3D or VFX artist and any of this makes you wince, I am genuinely open to advice.


Roadmap

The mod is far from done. What I want to add next, roughly in this order:

  • More transformations — the ladder is designed to grow, and each new step is mostly configuration.
  • More ki attacks — the radial menu is already there to pick them from.
  • More items — the scouter is the first; more gear and consumables of its own, so ki progression has things to find and craft instead of only numbers to raise.
  • Polish: better visual effects, sounds, and eventually better hair.

Bugs and feedback

Thunderstore pages have no comment section, so there are two places to reach me.

The issue tracker on GitHub:

github.com/HenriqueANunes/Saiyaheim/issues

Or, if you would rather not open a GitHub account, the mod's page on Nexus, which has a tab for each: Bugs for something broken, Posts for everything else.

Either one works for anything — a crash, a form that will not unlock, something desynchronizing in multiplayer, a number that feels wrong, or advice on the art. For a bug, the useful things to include are your Valheim and Saiyaheim versions, whether you were on a server or in singleplayer, and your BepInEx/LogOutput.log.

Balance complaints are welcome too, and you do not have to wait for me: almost every number in this mod lives in the config file, so you can try your own value first and tell me if it plays better.


Credits and disclaimer

Built with BepInEx and Jotunn. Visual effects reuse Valheim's own prefabs.

The scouter model is "Scouter - Dragon Ball Z" by Yanez Designs, licensed under CC BY 4.0. Modified: scale, materials, lens colors and transparency.

Dragon Ball is the property of Akira Toriyama, Shueisha, Toei Animation and Bird Studio. This is a free, non-commercial fan project with no affiliation to any of them, made because I wanted to throw a Kamehameha at a troll.

CHANGELOG

Changelog

0.9.1

  • Changed: Kaioken key is now Q (Shift+Q turns it off) instead of Y; existing configs still on Y move to Q, a key you remapped is kept.

0.9.0

  • Added: scouters — headgear that reads battle power up to a limit, in eight tiers from flint to bloodgold and four lens colors; hovering one shows your punch damage, block armour and ki costs. Idea by NathanBakker and MisterMusashi.
  • Changed: battle power is only shown while wearing a scouter — for creatures, other players and your own number under the minimap.
  • Added: SSJ God heals at least 1 health per second, even with no food (adjustable with HealthRegenMinimum).
  • Fixed: typing a map marker name no longer triggers the mod's keys. Reported by MisterMusashi.
  • Changed: battle power ignores damage that only hits trees, rocks and buildings, so Trolls, Stone Golems, Lox, Asksvin and Morgen show a lower number, and an axe or pickaxe no longer counts as a strong weapon.
  • Changed: creature battle power counts every attack a creature has and poison only for the damage it actually deals, so wolves, seekers and the charred read higher, blobs and leeches lower, and each biome's common creatures read stronger than the previous biome's.

Scouter model: "Scouter - Dragon Ball Z" by Yanez Designs, CC BY 4.0, modified.

0.8.0

  • Added: runestones — reading the lore runestones around the world can teach you new abilities, learned by each character on their own. For now they teach the ki attacks, which bosses no longer unlock. Idea by NathanBakker.
  • Added: Kaioken — five tiers (x2 to x20) learned from the runestones, switched on over any form for more power, movement speed and melee attack speed at a cost of stamina, and of health when pushed past your limit. Kaioken skill, trained by dealing damage with Kaioken on.
  • Added: a Kaioken group on the radial menu, next to Forms, to pick any learned tier or turn it off.
  • Changed: existing characters lose the Ki Blast, Kamehameha and Kienzan and must learn them again from the runestones.
  • Removed: the MinPowerLevel setting from forms, ki attacks and flight (it was never used).

0.7.0

  • Added: Kienzan, a new ki attack unlocked by Bonemass — charge a spinning disc over your head, then throw it through every enemy, tree and rock in its path (pierce damage).
  • Changed: form mastery no longer slows to a crawl at higher levels (mastery XP settings moved to "3 - Transformations" and reset to the new defaults).
  • Added: SSJ God takes 25% less blunt damage.
  • Fixed: the flight key now work while running (holding Shift).
  • Fixed: Power Level and SSJ God can be used in raiseskill/resetskill (as PowerLevel and SSJGod).
  • Fixed: bear traps, frost and tar now slow flight too, so flying no longer escapes a trap (adjustable with MovementDebuffStrength in "5 - Flight").

0.6.0

  • Changed: new aura when charging ki and when transforming;
  • Fixed: the Kamehameha no longer stops at the water surface; it now hits enemies underwater.
  • Added: punches and ki attacks break trees, rocks and ore; the stronger you are, the harder the material you can break (based on BP).
  • Added: ki attacks break harder materials than punches (based on BP).

0.5.1

  • Changed: the Kamehameha reaches a full charge in 4 seconds instead of 5.
  • Changed: hovering in place while enemies are alerted nearby now costs 3x ki instead of 2x.
  • Changed: aim flight is now the default; Alt+F switches to classic flight. Characters that already picked a mode keep it.
  • Changed: a kill now restores half of your ki bar and a parry a quarter;
  • Fixed: you can no longer gain altitude while charging ki in flight; rising or diving now interrupts the charge.
  • Fixed: you can no longer charge ki while charging a Kamehameha.

0.5.0

  • Added: the SSJ God, a fourth form, unlocked by defeating Moder. It hits a little harder than SSJ2 and a little softer than SSJ3, and what it buys instead is staying power: less ki drain, half the combat surcharge on punching, blocking and taking hits, and passive healing that ticks three times as often and keeps going through Wet, Cold and Freezing.
  • Added: aim flight. Alt+F switches between classic flight and flying where you look, up and down included.
  • Fixed: you can now take off while swimming; you pop out of the water and start flying.
  • Fixed: going through a portal or a dungeon entrance no longer drops your form or your flight.

0.4.3

  • Fixed: on a server, players now use the server's config instead of their own.
  • Fixed: changes to the server's config apply live, without a restart.
  • Fixed: typing in the build menu's search field no longer triggers the mod's keys.
  • Fixed: flying over a creature no longer ends the flight.

0.4.2

  • Changed: fighting inside a form costs far less ki. A form used to charge its whole power multiplier as a surcharge on every punch, block and hit taken; it now charges a fifth of it (CombatFormKiShare 1 → 0.2), so a 4x form lands 2.5x the damage per point of ki. Mastery still clears the surcharge at level 100.
  • Changed: form mastery levels much more slowly — XP per point of damage went from 0.25 to 0.0125, and the per-hit cap from 25 to 1.25. The boss catch-up bonus for older forms now climbs to x4 instead of x2 (MasteryXpBossMultiplierMax). Flight and Power Level are unchanged.
  • Changed: existing config files are moved to these values on load even if you had tuned those keys — they are one balance pass, and half of it is worse than none. The log says what your old values were.

0.4.1

  • Changed: form mastery and the flight skill now level at half the speed. Mastery XP per point of damage, dealt and taken, went from 0.5 to 0.25 for every form (and the per-hit cap from 50 to 25, so it still bites at the same damage), and flight XP went from 0.15 to 0.075 per metre. Power Level is unchanged. Existing configs are updated on load, even if you had tuned these keys yourself — the log says what your old values were.
  • Fixed: parrying the training dummy (T.W.I.G.) now gives ki, like any other parry. A parry that fails — no stamina left, or staggered by the hit — still gives nothing.

0.4.0

  • Changed: ki is now the fuel for fighting, not a tax on existing. Holding a form used to cost the same whether you were crossing the map or trading blows, which pushed everyone into standing still to charge ki before they could play. The drain is now small (1 / 2 / 3 per second for SSJ / SSJ2 / SSJ3, down from 5 / 10 / 15) and the cost moved to what you do inside the form: punching, blocking, taking hits and firing ki attacks. Living in a form is cheap; fighting in one is what costs. Thanks to everyone who wrote this up in the issues.

  • Changed: a form charges a surcharge on every combat cost, and its mastery pays it off. At mastery 0 a form with 4x power costs 4x the ki per action — the same damage per bar as base form, so what the form buys you there is the bigger hit, not efficiency. At mastery 100 the surcharge is gone and the whole multiplier is profit. Tune with CombatFormKiShare and MasteryFormCostReduction.

  • Changed: form mastery now trains by fighting inside the form, from damage dealt and taken, instead of by seconds spent transformed. Standing around transformed — or flying — no longer trains anything. MasteryXpPerDamageDealt and MasteryXpPerDamageTaken replace MasteryXpPerSecond.

  • Changed: the flight skill now trains by distance flown, not time airborne. Hovering in place pays nothing, and flying out and back pays for both legs. XpPerMeter replaces XpPerSecond.

  • Changed: early flight is no longer a grind wall. The base cost went from 5 to 3.5 ki/s, and the skill discount is now linear instead of back-loaded (KiSkillCurve 2 → 1), so level 25 already flies 24% cheaper instead of 4%.

  • Changed: transforming now makes flying cost more, not just go faster — the surcharge matches the speed the form gives, and fades to nothing as you master that form (FormKiShare).

  • Fixed: blocking and taking hits got cheaper the stronger you were, and transforming made it worse — in SSJ3 a block stopped over three times more damage for the same ki. Those two costs no longer take the punch's power discount (DefenseKiCostPowerReduction), and their rates were recalibrated (BlockKiCost 0.5 → 0.3, DamageTakenKiCost 1 → 0.6).

  • Changed: hovering in the air is no longer cheaper than flying, and hovering while something hostile is alerted nearby now costs double (HoverKiMultiplier, CombatHoverMultiplier, CombatHoverRange). Hanging out of reach while a boss cannot touch you was the one thing the mod was actively paying you to do — it cost half price. Flying in combat is untouched: diving, circling and pulling out is air combat, and that is the point. Only holding still is charged.

  • Changed: your existing config file is updated to the new balance automatically. Keys you never touched are moved to the new values; keys you tuned yourself are kept, and the log says which. The balance keys of this rework are the exception — they are overwritten either way, because half of this rework is worse than none of it, and the log tells you what your value was so you can put it back. Two keys are reset even though their default did not change — KiCostPowerReduction and MasteryFormCostReduction — because the formula around them did, and a number tuned against the old one no longer means what you meant by it.

  • New: a radial menu for your forms and your ki attacks. Two groups sit in the game's own wheel, next to consumables, weapons and emotes, so the mod costs you no extra key. Forms show their ki drain, attacks show their ki cost, and picking an attack selects it — you still fire it with your own key, after you aim. Only what you have unlocked shows up, with its own artwork; the old keys keep working.

  • Changed: dropping back to base form is now Z, and stepping one form down is Shift+Z. They used to be G, which current Valheim versions also use to open the radial menu. If you already have a config file, yours keeps G until you change it — new installs get Z.

  • Changed: new artwork for the skill icons — Power Level, Flight and the three Super Saiyan forms. They now carry a transparent background, so they sit on the skill wheel and the HUD without the black square around them.

  • Fixed: SSJ2 and SSJ3 no longer spam Light was null! This should never happen! into the log.

  • Everyone must update: players on 0.3.x can't join a 0.4.0 server.

0.3.0

  • New: gain ki by fighting well. A successful parry gives the ki cost of 2 punches, and landing the killing blow on a creature gives 4. Both scale with your power, like the punch cost. Only with ki on; tamed creatures and players give nothing. Tune with KiOnParryPunches and KiOnKillPunches (0 turns each off).
  • New: the ki blast explodes on impact, hitting everything within 2 m for full damage — buildings included (ImpactRadius, per attack; the Kamehameha stays at 0). To make up for it, its damage went down 10% (DamageBase 10 → 9, DamageFromPower 0.04 → 0.036). Servers with an existing config keep the old damage until those two lines are updated.
  • New: the flight skill now softens falls. With ki on, fall damage drops with your flight level, up to 80% less at level 100 (FallDamageSkillReduction). Turning ki off takes the protection away.
  • Changed: transforming now shows in your power rating. SSJ reads 2x your base form, SSJ2 3x and SSJ3 4x. Before, the form only showed through the armor and punch it adds, and since it gives no health, SSJ read about 1.3x. Your base-form number is unchanged. Tune with RatingFormShare (0 hides the form, 1 is the full multiplier).
  • Fixed: with ki on, equipping a weapon no longer inflates your power rating. The number used to add the weapon's damage on top of the ki punch bonus, a hit that never happens: the bonus only applies to unarmed strikes. With ki on it now reads the unarmed punch plus the bonus; with ki off it still reads the equipped weapon. Expect the number to drop if you carry a weapon.
  • Fixed: charging the Kamehameha now holds you in place. On the ground you can no longer walk or run while charging; in flight you hover still, with no climbing or diving. Aiming stays free. You can't block or attack while charging. Jumping or dodging on the ground drops the charge without firing.
  • Fixed (multiplayer): other players' ki blast and Kamehameha impacts now show in the attack's color, without smoke. They used to show as the game's raw purple, smoky explosion.
  • Everyone must update: players on 0.2.x can't join a 0.3.0 server.

0.2.0

  • Other players' power rating now shows under their health bar, the same way enemies' does. Each player computes their own number and shares it over the network, so what you see on a friend matches the number under their minimap. Like the enemy number, it only shows while your own ki is on.
  • Everyone must update: players on 0.1.x can't join a 0.2.0 server.

0.1.3

  • Transformation mastery XP bonus from bosses is now capped at x2. A form still trains faster once the world has killed a boss past the one that unlocked it, but it no longer climbs to x3, x5 and beyond as more bosses fall. The new MasteryXpBossMultiplierMax key (per form) sets the cap; 1 turns the boss bonus off.

0.1.2

  • Fixed (multiplayer): other players' ki blasts and Kamehameha now show the configured color, size and trail on your screen. Before, only the shooter saw the custom look; everyone else saw the raw projectile from the base game. Every player needs this version for the fix to show.

0.1.1

  • HUD power label is now BP: (Battle Power) instead of PB:, on both the player readout and the enemy nameplate.
  • Fixed: hitting with a vanilla weapon no longer trains Power Level. Only punches and ki attacks pay XP for damage dealt; damage taken still pays regardless. The new XpWeaponFactor key brings weapon XP back for anyone who wants it.

0.1.0

First public release.

  • Ki as a resource, with regeneration and a HUD bar.
  • Flight.
  • Unarmed combat scaling with power.
  • Ki attacks: Kamehameha and ki blasts.
  • Super Saiyan transformations gated behind the game's bosses.
  • Power level readout on the HUD and over enemies.