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DreadRifts
Biome arena expeditions with enemy waves, altar defence, bosses, shared storage and reusable gate keys. Early release with a Russian interface.
By Ketanol
CHANGELOG
Changelog
0.1.4
- Added native arena music: ambient preparation, continuous wave combat music and biome boss themes in round 10. Uses installed clips and the game music volume.
- Reduced resurrection waiting time from 120 to 60 seconds.
- Added ally spectator view instead of the death blackout, with left/right arrow target selection and an arena overview when no ally remains.
- Clearing a wave or completing a round with a surviving ally releases fallen participants from the remaining resurrection wait.
- Preserved server authority, checkpoint spawning and existing inventory/skill protection.
0.1.3
- Restricted the new enemy counts, star progression, elite proportions and faster arch releases to Meadows and Black Forest.
- Restored the previous combat balance for every later biome.
- Kept automatic loot collection and physical readiness circles in all biomes.
0.1.2
- Added physical party readiness circles with a three-second countdown; leaving cancels readiness immediately.
- Start battles and advance after victory without interface confirmation. Arriving at a new arena requires fresh entry into its circle.
- Automatically deposit enemy loot into shared storage after victory, preserving native item data and enchantments. Personal carried items and personal rewards remain separate.
- Added brief visual loot streams toward the warehouse.
- Set solo Viking enemy totals for rounds 1–9 to 10/15/20/25/30/35/40/45/50; preserved difficulty and party scaling.
- Increased starred enemy proportions and arch release speed through the rounds; retained defence, elite and boss encounters.
- Preserved existing active combat spawn budgets when upgrading a save.
0.1.1
- Added the authored stone gate shell and its construction icon.
- Separated opening the outside gate from entering the arena. Each player enters by walking into the rear rift with a valid key for that gate.
- Kept the doorway and front vestibule freely walkable in both directions.
- Replaced the separate wooden arena exit portal with a matching, permanently open gate behind the arrival checkpoint.
- Added an individual return route through the arena gate without requiring a key, available between levels.
- Oriented arrival toward the arena and protected arrival, return and respawn from immediate repeated transfers.
- Kept arena services clear of the return gate, including on saved layouts.
- Included expedition trials, the central next-level circle, shared warehouse controls and personal rewards.
- Prepared the early-release package with English and Russian instructions.
The latest gate-route validation passed on Valheim 1.0.12. Full multiplayer playthrough and complete progression balance testing remain in progress.