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CombatMeter

Multiplayer combat meter for Valheim showing damage, DPS, contribution, and damage taken.

CHANGELOG

Changelog

1.0.0

  • First stable CombatMeter release for single-player and Listen Host multiplayer, with host-authoritative per-player Damage Done, contribution percentage, personal active-time DPS, and Damage Taken.
  • Added optional Largest Hit immediately after DPS and optional Deaths as the final column; both are disabled by default and configured locally.
  • Independent Combat Clusters keep separate fights separate, merge when PvE interactions connect groups, and do not split again during that encounter. Later encounters can be independent again.
  • Recovery remains host-authoritative and cluster-local, including independent periods for multiple dead players.
  • Peer-specific snapshots use distance-independent session identity routing and clear stale encounter views. CombatSnapshot v2 carries authoritative Largest Hit and Deaths; all participants must use the same current version.
  • Deterministic player colors, contribution bars, and a draggable configurable HUD remain available.
  • Fall, Drowning, and Smoke are excluded from combat statistics and encounter activity; other environmental damage retains its existing policy.
  • Performance diagnostics remain explicitly opt-in and disabled by default.

0.12.1 — Distance-independent multiplayer snapshots

  • Fixed missing damage tables when the Listen Host was far from connected clients.
  • Recipient identity is retained from the vanilla network session instead of requiring the client's Player object to remain instantiated on the host.
  • Remote combat continues to route to the correct Combat Cluster when the remote Player entity unloads on the host.
  • Disconnect invalidates identity bindings; reconnect requires fresh establishment, and conflicting mappings remain fail-closed.
  • DamageCommit transport and CombatSnapshot v1 are unchanged.
  • Successfully validated the fix in a two-PC Listen Host multiplayer test.

0.12.0 — Combat clusters and multiplayer routing

  • Added independent combat clusters based on actual PvE interactions; unrelated simultaneous fights no longer share one global table.
  • Added per-player authoritative snapshots from the Listen Host, with clusters merging when combat interactions connect them.
  • Improved encounter finishing and stale HUD clearing through cluster routing and empty snapshots for players without a current cluster.
  • Kept Recovery local to each combat cluster, including independent Recovery periods for multiple dead players.
  • Added deterministic player colors to Damage contribution bars.
  • Excluded Fall, Drowning, and Smoke from combat statistics and from starting, extending, or resuming encounters and Recovery.
  • Added lightweight performance instrumentation with a separate opt-in diagnostic switch, disabled by default; disabled telemetry bypasses measurement and counters.
  • Successfully validated the peer-specific snapshots, environmental policy, and player-color runtime candidate in a two-PC Listen Host multiplayer session.

0.11.2 — Public test build

  • Added synchronized Damage Done, DPS, contribution percentage, contribution bars, and Damage Taken.
  • Added personal Active DPS Time so long idle gaps do not continually reduce DPS.
  • Added host-controlled encounter, recovery, and DPS timing.
  • Added draggable and configurable local HUD presentation.
  • Added summon and elemental attribution for the currently supported provenance paths.
  • Clarified local UI versus host combat configuration authority.
  • Renamed the public plugin and DLL to CombatMeter.
  • Added one-time migration from the previous development config.
  • Disabled verbose diagnostic categories by default while keeping them available for testing.

Known limitations

  • Dedicated servers are not supported.
  • Multiplayer validation is ongoing.
  • Some unsupported or pre-existing summon/magic sources may remain unattributed.