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ProgressivePowers
The Forsaken powers become permanent passives that deepen as you kill bosses.
| Date uploaded | a week ago |
| Version | 0.3.3 |
| Download link | MidnightMods-ProgressivePowers-0.3.3.zip |
| Downloads | 6421 |
| Dependency string | MidnightMods-ProgressivePowers-0.3.3 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350ValheimModding-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: 2.30.0ValheimModding-YamlDotNet
Shared version 16.3.0 of YamlDotNet from Antoine Aubry and contributors, net47 package for use in Valheim mods. Maintained by the ValheimModding team.
Preferred version: 16.3.1README
Progressive Powers
The Forsaken powers stop being a button you forget to press. They become permanent passives that deepen as you kill bosses.
- Nothing is activatable. (configurable) No keybind, no 20-minute cooldown, no five-minute burst.
- You are attuned to one power at a time (configurable up to several) Choose the vanilla way, by interacting with a boss trophy hook at the Sacrificial Stones.
- Every power has 7 features, unlocked one mastery level at a time, so the powers you pick up early keep pace with the late game.
- Levels are earned with boss kills, tracked per character.
How mastery works
Each power's seven levels have their own kill requirements. By default level 1 of the Eikthyr power needs one Eikthyr kill, level 2 needs an Elder kill, and so on down the boss order — so the power you have been carrying since the meadows keeps growing as you clear the game.
Powers whose boss comes late have fewer bosses left to draw on, so their later levels ask for repeat kills instead. All seven powers can reach 7/7; some just take a second visit.
Requirements can mix bosses freely:
Eikthyr:
1: { Eikthyr: 1 }
2: { Eikthyr: 2 }
3: { Eikthyr: 3, TheElder: 2 }
Levels are cumulative — reaching level 3 also requires levels 1 and 2 — which is why each level only lists what it adds.
The boss stone and the buff tooltip both show your current mastery, every feature, and exactly what you still have to kill for the ones that are locked.
Attuning to several powers
By default you hold one power at a time, as in vanilla. Raise Max Attuned Powers and a character can hold several at once, up to all seven, each at its own mastery level. Their passives stack like any other buffs: most bonuses add together, and for each resistance the strongest one applies.
- Using the stone of a power you do not hold attunes to it. With every slot taken, it replaces the power you attuned to longest ago; the stone names that power before you commit.
- Using the stone of a power you already hold releases it.
- The HUD shows every attunement's icon, name and mastery level: your most recent in the usual power spot, and the rest stacked above it from newest to oldest.
Attunements are saved on your character. Lowering the limit sets the oldest aside rather than forgetting them, so a visit to a stricter server costs you nothing; they are only dropped when you attune or release a power under the lower limit.
Configuration
| File | What it is |
|---|---|
BepInEx/config/MidnightsFX.ProgressivePowers.cfg |
The general settings below, plus every feature's magnitude. Editable in-game with Configuration Manager. |
BepInEx/config/ProgressivePowers/Levels.yaml |
The kill requirements for each power's levels. |
BepInEx/config/ProgressivePowers/Powers.yaml |
Every power's levels as free-form effect lists, as many levels per power as you like. Only used while Enable Advanced Power Config is on. |
All three are watched while the game runs: saving one applies it without a restart, and on a server the change is pushed to everyone who is already connected.
All gameplay settings are admin-only and synchronised from the server, including the YAML. On a dedicated server, edit the files on the server: a client's own copies are replaced by the server's, and editing a client's YAML file logs a warning that says so.
General settings
| Setting | Default | What it does |
|---|---|---|
| Max Attuned Powers | 1 |
How many powers a character can be attuned to at once, from 1 to 8. |
| Kill Credit Range | 200 |
How close you must be to a boss when it dies, in meters, for the kill to count. 0 is unlimited. |
| Block Power Activation | true |
Stops the powers from being activated. Turn it off to allow vanilla activation on top of the passives. |
| Show Locked Features | true |
Lists the features you have not unlocked yet, greyed out, with the kills still needed. |
| Show Passive In Status Bar | true |
Shows each attuned power's passive as an icon in the status effect bar. |
| Enable Advanced Power Config | false |
Hands the power definitions over to Powers.yaml; see Advanced configuration below. |
| Config Apply Delay | 1 |
Seconds to wait before applying a changed setting, so a burst of edits is applied once. 0 applies instantly. |
The Client config section also holds Debug Level Override, which forces every power to one
mastery level for testing. It only takes effect with devcommands enabled, on a world you host.
Every feature's strength is a single config entry in its power's Power N section. Defaults are
tuned to roughly half the vanilla burst values, on the grounds that these are always on. Set a
number to 0, a resistance to Normal, or a toggle to false to switch a feature off entirely.
Advanced configuration
The .cfg gives every built-in feature one number but keeps the features themselves fixed.
Turn on Enable Advanced Power Config and Powers.yaml takes over instead: each power's levels
become lists of effects, and any effect the mod supports can go on any power at any level,
several per level.
Eikthyr:
1:
RunStaminaCost: -0.3
JumpStaminaCost: -0.3
2:
Resistance: { Frost: Resistant }
ColdResistance: true
3:
DamageDealt: { Melee: 0.05, Pierce: 0.05 }
SkillLevel: { Bows: 10 }
The file is written with the built-in defaults the first time the mod runs, and its header documents every effect: stamina costs, movement, jumping and falling, wind, regeneration, armor, carry weight, stealth and noise, adrenaline, stagger and timed blocks, resistances and damage dealt by type, skill levels, skill gain and attack damage by skill, a health tick, and the cold-immunity, sailing, impact and taming attributes. Like the levels file it is server-synced and applies live on save.
While the toggle is on, the file replaces the .cfg's Power N sections for every power it
lists. A power left out of the file keeps its .cfg features.
The file also sets how many levels a power has: the highest level listed for it, up to 100. The
defaults list seven, so add levels to lengthen a power or remove them to shorten it, and the HUD
and tooltips follow (3/10, say). A level skipped below the highest still counts, it just grants
nothing new. Give any level past seven its kill requirements in Levels.yaml as well; a level
with no requirements there unlocks for free once the levels below it are met.
Features by power
| Power | Theme | Levels 1-7 |
|---|---|---|
| Eikthyr | Endurance and motion | run / jump / swim stamina, movement speed, stamina regen, fall damage, dodge stamina |
| The Elder | Harvest and vitality | health regen, chopping, pickaxe, carry weight, Woodcutting, Pickaxes, regeneration tick |
| Bonemass | Fortitude | blunt / slash / pierce resistance, block stamina, poison resistance, armor, stagger |
| Moder | Wind, cold and water | frost resistance, cold immunity, sailing tailwind, carry weight, speed, wind at your back, swim speed |
| Yagluth | Wrath | lightning resistance, melee damage, Farming, elemental damage, skill gain, armor multiplier, all damage |
| The Queen | Eitr and shadow | poison resistance, sneak stamina, eitr regen, stealth, noise, Elemental Magic, Blood Magic |
| Fader | Fury | fire resistance, adrenaline, stagger, attack stamina, armor, timed block, health regen |
Installation (manual)
Drop ProgressivePowers.dll into BepInEx/plugins. Requires:
- BepInEx
- Jotunn 2.30.0+
- YamlDotNet 16.3.1+
Notes
- Progress and attunements are stored on your character, so they travel with you between worlds.
- Installing on an existing character seeds one kill per boss you had already defeated, so you do not start over.
- Kill credit requires you to be within 200 m of the boss when it dies (configurable).
CHANGELOG
Changelog
0.3.3
- Mod is now allowed client side if not installed on the server
- If the mod is installed on the server it is server-synced, and required on clients
- Added localizations for Valheim supported languages
0.3.2
- Fixes multiple attunements being shown in the compendium. Now multiple entries are condensed to show the summary of all selected
0.3.1
- Allows adding/removing power levels (maximum number of levels for a power is 100, it requires the yaml configuration)
- Max level displayed on the tooltip is the number of the final level
- Levels do not need to be sequential, eg: 1,2,7, is valid and will display 1/7, 2/7 and 7/7
0.3.0
- New
Enable Advanced Power Configsetting. When on,Powers.yamlreplaces the built-in feature table: every power's seven levels become free-form effect lists, with any effect the mod supports on any power at any level, several per level. The file is written with the built-in defaults on first run, is server-synced, and applies live on save like the levels file. - New
Max Attuned Powerssetting (1-8, default 1). Above 1, a character can be attuned to several powers at once and their passives stack. Using the stone of a power you hold releases it, and attuning with every slot taken replaces the oldest attunement. Attunements are saved on the character, and each one gets its own icon, name and mastery level on the HUD, stacked above the usual power display. - Config hot-reloading improved
0.1.0
Initial release.
- The seven Forsaken powers are now permanent passives; activation is disabled.
- Each power has 7 features, unlocked by mastery level.
- Mastery levels are driven by per-character boss kill counts, configured in
ProgressivePowers.Levels.yaml. Requirements may mix bosses and repeat kills. - The boss stone and buff tooltips list every feature and what is still needed to unlock it.
- The power slot in the HUD shows mastery (e.g.
4/7) instead of a cooldown. - All feature magnitudes are server-synced config entries.