Ketanol-Still_a_Viking icon

Still a Viking

Still a Viking? Prove it. Survive biome arenas, enemy waves and bosses solo or with friends. Shared loot, EpicLoot equipment rewards and automatic English/Russian language. Formerly DreadRifts.

By Ketanol

CHANGELOG

Changelog

0.1.10

  • Rename the visible mod to Still a Viking? and add the approved skull-and-rift icon to the package and arena menu.
  • Update the hammer category, gate/key display names and HUD branding.
  • Keep the existing plugin GUID, assembly name, save paths, prefab identities and network identifiers to preserve continuity with DreadRifts.
  • Include the automatic Russian/English localization from 0.1.9.
  • Compile only; no automated or gameplay tests run.

0.1.9

  • Add Russian and English localization, selected independently from each client’s Valheim language; use English for other languages.
  • Localize arena menus, readiness circles, storage labels, tooltips, progress and server notifications on the receiving client.
  • Refresh the arena interface when the game language changes; preserve native Valheim and EpicLoot item localization.
  • Build only; no automated or gameplay tests run. Not published.

0.1.8

  • Show the recorded biome and checkpoint level when attempting to withdraw from a warehouse locked after defeat, including Take All.
  • Consolidate compatible stored resources incrementally, including existing single-unit coal drops. Preserve reserved entries and custom item data.
  • Normalize irrelevant durability when comparing non-durable stackable items.
  • Replace new boss material rewards with genuine EpicLoot Epic equipment plus independent Legendary/Mythic bonuses at the agreed difficulty rates.
  • Select weapon/armor bases from EpicLoot's configured tables for the completed arena biome; Ancient remains a distinct, excluded rarity.
  • Add versioned, once-only equipment grants to existing personal boss-reward records. Preserve existing items and defer unavailable generation without marking it complete.
  • Build only; no game tests or automated tests were run.

0.1.7

  • Replaced the custom warehouse window with Valheim's native chest interface, tooltips, drag-and-drop and stack-splitting dialog.
  • Storage rows grow automatically with the contents; no fixed storage slot cap.
  • Fixed withdrawals requiring an empty slot when compatible carried stacks still had room.
  • Added partial deposits and withdrawals, keeping the remaining quantity in storage and preserving native item metadata.
  • Added native Take All and batched Stack All actions; deposits onto compatible stored stacks consolidate when possible.
  • Reused unchanged decoded items and skipped rebuilding unchanged contents during refresh.
  • Kept authoritative server storage, item reservations and durable character receipts before commit.
  • Production compilation only; gameplay tests were not run at the user's request.

0.1.6

  • Replaced the package icon with the approved glowing rift and crossed axes.
  • Added a chest-style warehouse window with item icons, quantities, item selection, drag-and-drop, Shift-click and double-click stack transfer.
  • Added separate warehouse and character inventory grids with scrolling; storage has no fixed slot cap and only a bounded visible window is transferred/rendered.
  • Preserve native item payloads, including quality, durability and enchantment data.
  • Removed redundant character reloads and the extra save after commit acknowledgement. Native save success remains mandatory before warehouse commit.
  • Quick resource deposits prepare one stack per frame and save up to eight receipts together; commit requests are processed one per frame.
  • Cached receipt decoding and item previews, avoided repeated bulk-transfer UI rebuilds and unnecessary committed-transaction rewrites.

0.1.5

  • Fixed endless arena preparation after digging or terrain damage.
  • The server now re-levels damaged arena ground even when its terrain compiler already carries the arena preparation marker.
  • Included checkpoint support in the repair decision so damage beneath the arrival point can recover too.
  • Repair reuses the existing reserved arena and replicated native terrain data without resetting expedition progress.

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.