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Nornforged

Give every craft a new fate. Roll from 201 perks, compare Gear Score, reforge or salvage at ordinary stations, and see strong perks awaken elemental effects. Install on the server and every client.

CHANGELOG

Changelog

0.4.3 candidate — Equipment effects rebuilt

This candidate is under visual review and is not release-approved or published.

  • Replaced the previous equipment VFX renderer with authored surface and particle shaders. Fire, frost, lightning, poison and spirit combine original-model surface effects with bounded particle accents. The strongest two qualifying channels form the visible composition; rarity and perk count do not increase its strength.
  • Added model-part masks for blades and weapon heads, cutout-texture support and dedicated armor-region geometry. Skinned overlays follow native bones and bow draw shapes; original equipment meshes and materials remain unchanged.
  • Separated attached energy from short optional movement trails. Equipment visibility, LOD transitions, replacement, teleportation and cleanup now share the new effect lifecycle. Worn network snapshots are checked against their corresponding equipment identity.
  • Fixed particles lagging behind the model during native weapon swings, double aging after emission, half-texel errors at cutout boundaries and tiny surface highlights leaking through walls at steep angles. Native item and armor displays read their saved Fateprints without changing stand data; duplicate empty slots no longer clear an occupied visual.
  • Added Windows and Linux shader bundles and the complete source authoring project. Valheim models and borrowed particle textures are read from the installed game at runtime and are not included in the bundles. Linux runtime rendering has not been tested.
  • Prepared a shorter English mod page with real Reforge and item examples, an in-engine effects clip, responsive previews and image-led Markdown. Public image hosting is required before the visual listing can be published.
  • Preserved the 0.4.2 reforge price, equipment-ingredient expansion and perk-placement rules. No new perk balance, rarity/PQS probability, Gear Score model or saved-item migration is introduced by this VFX update.

Use the same candidate package on the server and every client. Keep saves, settings, authority data and backups. See the included 0.4.3 candidate notes and visuals guide for scope and verification limits.

0.4.2 — Better reforge costs and perk placement

  • Reforge prices use 75.00% of quality-1 base crafting materials, rounded up once per combined ingredient. The quote remains authoritative; upgrades and rarity add no surcharge.
  • Equipment ingredients are expanded into their base recipe materials for rerolls. This fixes the Berserkir Axes stock mismatch without consuming another signed, equipped or favorite weapon. Thanks to MrReeD for reporting it.
  • Reviewed the entire perk catalog. Sustained carry capacity, maximum resource pools, regeneration and general travel perks now roll on continuously worn gear. Relevant weapon, defense and tool-action effects retain their roles.
  • Craftsman's Reserve, Material Harness, Steady Supplies and Overpacked are excluded from future rolls. Their existing signed copies remain intact.
  • Existing items, saved historical odds and recorded forge transactions keep their data. New perk selection pools change; rarity weights and PQS strength curves do not. Salvage remains separate from discounted reroll pricing.

Update the server and every client to 0.4.2 while retaining settings and authority data. See the included release notes and verification record.

0.4.1 — Forge fixes and clearer costs

  • Reforge material costs now group each icon, material name and right-aligned required / available quantity inside its own compact frame. Narrow panels stack each name above its quantity to keep more ingredients on one row and preserve space for all twelve perks. Whole groups wrap together when needed, so a stone cost no longer appears attached to the wood icon. Hover a group for its inventory/chest stock breakdown.
  • Corrected authorization when a nearby chest belongs to another connected player. Native open, stack and take-all responses wait until the forge releases the chest instead of being discarded. Confirmed unpaid operations offer Retry request or Cancel request; paid operations retain Recover result without another charge or roll. Unverified saved states remain protected.
  • Fixed stuck Reforge socket returns with equipment integrations. Clear item and drag-out return the same held item to a free normal inventory cell without auto-equipping a clone. Matching orphaned equipped references are released, unrelated worn gear stays intact, and rejected saves restore the previous equipment state. Return errors remain visible; returning an idle item does not require its crafting station.
  • Inventory and HUD hotbar GS labels now appear only while hovering the corresponding item. Rarity visuals, item tooltips, the equipped total and the Reforge score remain available.
  • Fixed cosmetic shield/skin recipe authorization, including client-only crafting-menu variants of Wood Shield and Flametal Shield. Variants resolve to the original server recipe while recipe, material and transaction checks remain in force. Thanks to MrReeD for finding and reporting this bug.

Update the server and every client to the same 0.4.1 package. Keep existing settings, character/world saves and Nornforged authority data and backups. Saved Fateprints and roll probabilities are unchanged. See the included release notes and recovery guide for pending requests or items already held in the socket.

0.4.0 — The raven forge

  • Reforge material costs now keep each icon, material name and right-aligned required/available quantity together in a compact native inset. Separate gaps and responsive wrapping prevent one material's cost from appearing beside the next material's icon. Hover a group for its inventory/chest stock breakdown.

  • Corrected nearby-chest interruptions: native open, stack and take-all responses are deferred during a forge lease and replayed after release. A confirmed unpaid request now offers Retry request or Cancel request and explains that no materials have been spent; a paid request keeps Recover result. Unverified saves remain protected and do not offer cancellation. Pending text updates immediately when the payment state changes.

  • Corrected socket returns for equipment integrations that could auto-equip a clone instead of returning the held item. Clear item and drag-out place the same saved item into a free normal inventory cell, independently of crafting-station eligibility. A matching orphaned equipped reference is released without touching unrelated worn gear. Rejected saves restore the prior equipment flags and references as well as item data. Transfer failures now remain readable through refresh/reopening instead of closing recursively or being replaced by a station warning. Pending paid operations remain protected.

  • Fixed equipment craft authorization for cosmetic recipe variants, including AAA Crafting's separate shield-style entries when only the client has that menu mod. Known variant and Unity clone names resolve to the server's original recipe and exact item prefab; valid native seasonal recipes use Valheim's current-season rules. Reforge uses the same recipe validation. Disabled, upgrade-only, missing and conflicting recipes now report a specific cause; material checks and saved transaction identities remain intact. Thanks to MrReeD for reporting the cosmetic shield/skin recipe rejection affecting Wood Shield and Flametal Shield.

  • Reroll attempts now gather, hesitate and accelerate with different durations before each reveal. Each disclosed perk receives a green Success beat, its matching impact sound, icon transition and Gear Score update. The final unsuccessful continuation shows red Failed with a distinct damped-metal sound; all 12 perks finish successfully. Final counts stay concealed, and Show all and reduced effects remain available.

  • The raven Roll button stays visible in its original position throughout preparation, processing and reveal. Reforge now matches the actual spacing between the native Craft and Upgrade tabs, including UI scaling.

  • The enabled Damage Meter temporarily hides behind inventory, crafting stations and other interactive game or mod windows, and returns once all are closed. Damage tracking and display preferences stay intact.

  • Rebuilt Gear Score around an explicit progression catalogue for 390 native equipment prefabs: every item has a base rating, upgrades increase it, and useful perk effects add or subtract points. Bronze axes and bronze maces now share a 100-point quality-1 foundation and 130-point quality-4 foundation; axes no longer collect a second full woodcutting baseline. Supported native equipment traits count once. Unknown equipment receives a disclosed stat-based estimate.

  • Gear Score model 3 keeps those foundations and values offensive perks by their actual modeled output improvement. Defensive and utility effects receive role-aware budgets, so useful survival perks on weapons are not suppressed by a tiny base allocation. Opening Cut and Executioner use discrete eligible hits in a stated encounter mix; same-hit and one-hit bonuses respect their trigger and cooldown. Native elemental pools, instant Shield Composure recovery and support-staff casting cadence now have distinct treatment. This remains a practical benchmark with disclosed assumptions, not a universal build ranking.

  • Every Gear Score display now uses exactly two decimals, including item icons, the equipped total, animated Reforge values, signed changes, perk explanations and F6 components. Calculations retain their precision; differences are rounded only for display. Aligned digits and bounded layouts keep small gains and large scores readable. Gear Score is not capped at 100.

  • F6 separates Base equipment from the signed Perks contribution. Equipped scores combine equipped foundations and evaluate shared perks, caps and set effects together. Rarity, perk count and PQS alone still grant no score; saved items and gameplay values are unchanged.

  • Reduced Roll reveal work: score prefixes come from one evaluation, existing perk rows remain in place, and only newly revealed rows are created. Forge layout updates stay local to the panel. Metal-impact samples are prepared off the main thread during the charge, with faster synthesis and unchanged audio. Focus recovery now also handles Unity clearing a selected button when it becomes unavailable.

  • Roll now displays its preparing state before starting transaction work and avoids a duplicate material scan on click. Repeated clicks are blocked; closing before dispatch cancels the request. All authoritative eligibility checks, material revalidation and durable saves remain in place.

  • Accelerated map serialization during forge checkpoints with bounded bulk writes that retain the native saved bytes, map pins and compression. Ordinary saves keep their native path; unsupported serializer layouts and conflicting patches fall back safely. Character save verification and authority receipts remain intact. Perk-name mist now refreshes after text rendering instead of recursively requesting another graphic rebuild.

  • Fresh immediate reforges save their signed result and completion cleanup in one verified atomic character checkpoint, removing a redundant save without skipping payment or recovery safeguards. Legacy pending operations and salvage keep their existing recovery paths.

  • Release polish: clearer empty, processing and locked socket states; a separate Return item action preserves favorite protection. Salvage starts with Review salvage, and unavailable controls move focus to a safe available action. Material quantities align right.

  • Smoothed raven-button press/release feedback and Gear Score gain/loss colour recovery. Completion messages hold briefly for reading, then fade as one strip. Low-PQS names avoid creating unused mist graphics. Existing per-perk audio growth and stronger +4/+8 effects remain.

  • Improved explanation handoff and live refresh, corrected small-screen and perkless-item layouts, and clarified held Shift/F6 controls. F6 tabs no longer imply unsupported number-key shortcuts.

  • The F9 ledger now shows On / Off states, the selected rolling window and current HUD size, with disabled size controls at their limits. Welcome and ledger have draggable reading scrollbars and Page Up / Page Down navigation.

  • Inventory and HUD hotbar icons show a compact gold GS value only while the mouse hovers over that item. Idle icons keep their rarity frames and perk-count badges without a persistent Gear Score label. Ordinary equipment also has a score. Item tooltips, the equipped total beside the inventory and the Reforge score remain available; Reforge reveals its icon score in step with the perks.

  • Fixed equipment particles appearing away from the weapon. Surface positions now respect imported model scale, including rotated and mirrored equipment. Frost drift stays in world-sized units; changing scale remaps existing particles without restarting the effect. Perk/PQS activation rules and saved items are unchanged.

  • Fixed a missing camera-fade material parameter that could hide frost mist in the actual game camera while leaving isolated ice accents visible. Soft intersections and opaque-wall depth testing remain enabled.

  • The original steel raven-and-hammer logo is now the large Roll action beside Gear Score. Frost-to-ember light stays inside its silhouette, followed by a travelling metal glint and directional sparks; the steel artwork remains visible without expanding rings or pulsation. Salvage retains its native confirmation controls; the same raven action exposes Retry request before payment and Recover result after payment or when the saved state needs verification.

  • Perk names start white at 0.00% saved PQS and reach their full element or role colour at 50.00%. Above 50.00%, slow, subtle colour-matched mist increases behind the name. Forge, hover, popup and F6 stay consistent; comparison markers keep their meaning and reduced effects disable motion.

  • Item hover restores the full vertical native stat lines on the left beside one complete perk list. Item hover and the forge use one compact row per perk, with all 12 visible without scrolling. Name, Value and Description widths are measured once for each visible list, with 6 px gaps and shared positions across its rows. Values align right with tabular digits; F6 before/after numbers and numeric value fields also align right. Shift keeps added, removed and changed rows intelligible. Secondary mechanics move into a separate native-style explanation with PQS, saved odds and Gear Score contribution. Moving from the item icon into the sheet keeps it open; F6 retains the complete inspector.

  • Standardized displayed percentages to exactly two decimals, including PQS, perk values, limits, comparison percentages and saved odds. Positive odds below 0.01% show <0.01%, while exact zero shows 0.00%. Stored values and probability calculations remain unchanged; Gear Score uses the separate two-decimal display rule above.

  • Added brief, smooth hover darkening for perk rows and material hints, with immediate reduced-motion feedback. Explanation popups stay outside clipped content, remain bounded by the screen and re-clamp after resizing. The forge keeps Gear Score and its value together in a native-style frame above Salvage.

  • Added Gear Score for weapons, armor and tools, plus a jointly calculated equipped score in a screen-bounded badge beside the inventory. Actual base stats, supported perk values, usefulness, conditions, cooldowns, shared limits and synergies matter; rarity and PQS do not grant automatic points. F6 explains components and limitations. It is a role-specific benchmark, not a guarantee for every encounter.

  • Reforge now holds the actual item outside the inventory in a saved socket. Drag it back or clear the slot to return it; rarity frames, backgrounds and animations remain visible. An idle item returns on close if space permits; otherwise it stays saved for the next visit. Pending transactions remain protected.

  • Reforge hides the final rarity and perk total until the reveal completes. A smoother, bounded anvil strike leads into the reveal; each perk advances the icon styling and its actual Gear Score contribution together. Short glints and arcing sparks confined to the margins replace full-height yellow side effects, keeping names and values clear. Cosmetic intervals vary slightly without changing the saved result. Rolls below 12 finish with one unsuccessful continuation beat; +12 receives a maximum-result seal. Negative and capped score contributions remain honest. Reduced effects and explicit skipping remain available.

  • Fixed a false material-capacity failure when an incompatible, disabled AzuEPI assembly was present alongside active Extra Slots. Only enabled equipment integrations are consulted; reserved cells remain protected and integration errors are distinguished from a full inventory.

  • Improved the visibility floor for neutral perk VFX while preserving native particle assets and smooth fading. The 25.00% qualifying-PQS threshold remains unchanged.

  • World VFX now follow perk quality and actual strength on every equipment rank. Positive perks awaken effects at 25.00% PQS; rarity and perk count add no visual multiplier. Elemental and defensive perks choose fitting colors, and mixed elements remain independent.

  • Rebuilt effects around Valheim's native animated flames, frost and sparks. Surface samples follow weapon shapes, drawn bows and worn armor; corrected imported armature scaling, indoor frost visibility, sheathing and resource cleanup. Native item meshes, materials and textures remain unchanged.

  • Reforge now owns its content area: native recipe/detail backgrounds and requirement slots hide while that tab is active, then restore exactly. The character summary no longer protrudes from behind the crafting panel.

  • New raven-and-hammer identity and clearer listing icon. In-game windows use Valheim's native wood textures, buttons and fonts with warm gold accents. The welcome guide, comparison and damage displays retain their controls and layouts; rarity and green/red comparison colors keep their meaning.

  • A short transparent logo reveal precedes the automatic welcome guide on safe world entry. Escape, Space or a click skips the sequence. Disable it with Welcome.IntroAnimation; reduced-effects preferences also skip the animation. No startup sound, camera movement or pause is added.

  • Open Reforge, the third inventory crafting tab beside Craft and Upgrade, and drag one equipment item into its socket. Roll spends the full ordinary base crafting cost once and immediately replaces all perks and the rarity on the same item. The saved result reveals its perks in sequence; Show all skips the presentation. Quality, upgrades, crafter fields and durability percentage are retained. A roll can be worse, and no extra item is created.

  • Rebuilt reveal audio as twelve distinct original forged-metal impacts. Every successive perk increases the weight and volume, independently of PQS, and varies the impact texture. Installed Valheim metal-hammer variants blend into the sequence. The fourth perk introduces a larger impact and bounded shake; the eighth begins ultra audio, brief edge glints and directional margin sparks, escalating through +12. Timing remains cosmetic. Reduced effects skip the reveal; local audio settings and Valheim's audio mixer control its sound.

  • Switch the socket to Salvage, inspect the returned materials and confirm permanent removal of that one item. Equipped items and existing favorites are protected. The default refund is 20.00% of each base ingredient, rounded down, with no upgrade or rarity bonus. The server may configure the percentage from 0.00–50.00%. Materials return to the player's inventory; nearby chests do not provide payout space.

  • Reforge spends eligible inventory materials first, then accessible native chests through optional AzuCraftyBoxes support. Counts and payment respect its range, access and item restrictions, Leave One Item, and supported character/chest toggles. Equipped, favorite, locked and Fateprint-bearing ingredients remain protected. Drawers and bags are not included. Required station and recipe rules remain in force; no orbs, currency, stations or recipes are added.

  • Forge requests use durable authority receipts and character checkpoints. New paid rolls are committed directly without a Keep/Apply step. Reopening or recovering retrieves the same saved outcome without another charge; the reveal follows durable item replacement. Only an unpaid request can be cancelled. Unfinished paid choices from earlier 0.4.0 test builds preserve their original item on recovery. Keep coordinated character/world/authority backups.

  • New signed Fateprints retain the crafter's original roll odds. The rarity chance appears once in the header; each compact perk row shows its saved Drop chance at the right edge, and its separate explanation shows PQS · Drop chance, meaning the chance of that PQS or higher for that perk. Repetitive perk-inclusion probabilities are hidden. Older items show Drop: — with Roll odds not saved in the explanation instead of receiving invented historical odds. Saved rolls and generation remain unchanged.

  • English forge controls and bounded layouts through 4K. Reforge inherits the crafting panel's position and scaling; other movable windows retain their saved positions and the detailed F6 inspector keeps its scrolling. Tab or inventory changes preserve the committed roll without an additional input lock.

0.3.1 — Compare and understand your equipment

  • Hold either Shift key while hovering equipment to see green or red differences directly beside native values and perk amounts. Release Shift to return to the normal hover; the quick view always uses matching equipped gear. F6 keeps the detailed inspector.
  • The Shift hover starts with a compact swap summary naming added, removed and changed perks. Candidate perks carry clear status labels; removed effects retain their full values. Extra gear actually displaced by a hand-slot change, such as a shield, is identified separately.
  • Fixed verified private Test Lab items incorrectly appearing inactive in comparisons. Rejected or unverified items remain inactive; the comparison never rerolls or rewrites an item.
  • Faster, consistent mouse-wheel scrolling across Nornforged windows, with smooth fractional input and screen-aware sizing from small displays through Full HD, ultrawide and 4K. Existing Valheim canvas scaling is respected.
  • Rebuilt F6 as a draggable, scrollable equipment comparison window with three views: comparison, perk explanations, and saved values and rules. It follows the game's German or English language setting.
  • Automatically compares matching equipment slots and roles, including held and sheathed equipment. A remembered reference also lets you compare two items in your inventory. Normal, Default and inactive items remain inspectable.
  • Shows native item values, useful differences, and perks added, changed, removed or unchanged. Conditional effects, ammunition, skills, shared caps and displaced shields are identified instead of collapsed into a misleading overall power rating.
  • Added plain explanations and worked examples for all 201 perks. Hover summaries stay compact; F6 explains triggers, quality scores, cooldowns, stacking and limits using the item's saved rolls and current server limits.
  • Added stable high-quality perk-name highlights, readable small-screen layouts, remembered window position and safe input handling. Inactive rolls remain clearly marked and are never repaired or rerolled by comparison.
  • This update changes presentation only. Saved Fateprints, crafting probabilities, perk ranges and gameplay configuration remain unchanged. The authority protection from 0.3.0 and MrReed's Rested fix remain included. Update server and clients together.

0.3.0 — Safer updates and recovery

  • Moved authority identity and crafting records outside ordinary configuration to BepInEx/NornforgedData/authority/. Existing legacy authority data is copied on host startup while its original files remain intact.
  • Added automatic local backups in BepInEx/NornforgedBackups/authority/, covering signing identity, transaction receipts and prepared-craft configuration snapshots. A recoverable missing or damaged primary can use a matching backup; conflicting identity evidence stops authority startup without replacing it.
  • Added clearer authority and inactive-Fateprint diagnostics. Pending-item recovery distinguishes unfinished transactions from completed items whose original signing authority is missing or different; completed outcomes are never rerolled or re-signed.
  • Added an update and recovery guide. A key already lost before this update still requires an original backup. Thanks to MrReed for reporting the update-related loss of active perks.
  • Existing Fateprints, perk values, rarity chances and gameplay configuration remain unchanged. The 0.2.9 Rested fix remains included. Update the server and every client together.

0.2.9 — Rested regeneration fix

  • Fixed Nornforged overwriting native status-effect modifiers, which removed the Rested stamina-regeneration bonus even without perk equipment. Thanks to MrReed for reporting this bug!
  • Health and Eitr regeneration, stamina costs and fall-damage modifiers now preserve the native result before applying perks. Resting bonuses, Wet penalties and native cost limits also remain effective.
  • Existing Fateprints, perk values, crafting chances and configuration remain unchanged.

0.2.8 — Armor effects and equipment fixes

  • Fixed worn effects inheriting the player skeleton's 95x import scale. Helmet effects now use the native helmet socket; all armor slots and moving leg effects stay close to their equipment through animation and re-equipping.
  • Failed or broken blocks no longer activate successful-block perks. Barriers, regeneration, retaliation and stamina refunds require damage actually stopped by the native block.
  • Freyr's Garden checks the full nine-plant stamina cost using the world's stamina-rate setting.
  • Added MyDirtyHoe 2.1.1 brush interoperability. Signed perk-expanded operations avoid its duplicate radius packet, while ordinary MyDirtyHoe operations retain their native behavior.

0.2.7 — Cleaner perk counts

  • Removed the translucent background behind perk counts in inventory and hotbar icons. Only the small rarity-colored number remains.
  • Raised the count by ten UI pixels to keep it clear of the durability bar.

0.2.6 — Equipment inspector and movement fix

  • Fixed movement bonuses repeatedly multiplying accumulated physics velocity, including upward jump velocity. Tempo bonuses now modify native walking speed inputs once; jumping, falling and momentum retain native behavior.
  • Equipment hover uses a dedicated screen-bounded panel with native stats, compact colored perk cards, smaller Valheim fonts and mouse-wheel scrolling. Large rolls use two perk columns when space allows.
  • Removed repeated native tooltip title rewriting and overlapping native/custom rendering. Reused slots, gamepad selection, F6 handoff and live stat refresh retain a single stable display.
  • Hover takes over only once the replacement is visible. Gameplay input blocks no longer hide inventory information; unavailable custom UI restores the native tooltip.
  • Fixed missing perk cards in the actual game world: the inspector uses its own layer on the native inventory canvas, independent of Jotunn's transient invalid main-scene canvas dimensions.
  • Beneficial perk names gently shimmer from 90% saved PQS, with stronger sheen from 99%. Text never moves; penalties stay static. AnimatedPerkNames and ReducedEffects control this display.
  • Inventory and HUD hotbar share rarity borders, tier backgrounds and Transcendent decoration. Optional small numbers show actual perk count, such as +8, in rarity color at the lower right. Toggle ShowPerkCount locally.
  • Saved items, perk rolls, crafting probabilities and authority data remain unchanged. Update server and clients together.

0.2.5 — Elemental flames and frost

  • Replaced coplanar weapon surface overlays and legacy armor aura meshes with original elemental particles from Mythic (+9). Native item textures remain intact.
  • Fire, frost, lightning, poison and spirit have distinct forms. Mixed perks retain their own channels; both saved PQS and actual rolled percentages determine intensity.
  • +9 through +12 increase effect density, size and radiance. Full armor coordinates its rhythm while preserving each item's element and strength.
  • Effects follow held, back-carried and dropped weapon geometry, including skinned deformation. Bone-attached armor includes moving leg anchors. Unlit, depth-tested materials support indoor visibility without showing through walls.
  • Particle and reduced-effect preferences bound world effects. Inventory borders/background thresholds, gameplay balance and saved rolls are unchanged.

0.2.4 — Maintenance

  • Updated player documentation and release packaging.
  • Gameplay, saved items, perk values and drop chances remain unchanged.

0.2.3 — Weapon surface glow and compact perk quality

  • Hover tooltips now keep each perk in one compact paragraph: colored bold name, neutral effect description and a subdued Perk Quality Score (PQS). PQS averages the perk's saved parameter scores; it is not reconstructed from current ranges or presented as a percentile. F6 retains the complete triggers, exact values and individual scores.
  • The current six-package profile uses Jötunn 2.30.1; the declared minimum remains 2.30.0.
  • Weapon rarity effects now follow the native mesh through an unlit surface pass from Epic (+6), including held, back-carried and ground equipment. Seven increasingly vivid profiles culminate in prismatic aurora across the actual weapon; weapon surfaces emit no particles.
  • Saved elemental percentages still determine color and intensity. Native geometry, UVs, skinning, materials and existing effects are preserved. Unreadable or over-budget meshes use a uniform surface pulse with the same native geometry.
  • Hand/back cosmetic snapshots now include the native prefab identity. New models wait for matching metadata, and native replacement hooks immediately clear the old owned overlay. This covers Valheim's separate hidden-item records and back clones.
  • Armor anchors, coordinated set palette, inventory decoration and gameplay remain unchanged. The release keeps the 0.2.2 gameplay defaults and does not introduce a configuration migration or reroll existing items.
  • Added native weapon mesh, skinning, visibility and material checks, focused held/back lifecycle fixtures and native-camera preview coverage. See the current testing report for executed evidence; live-world and multiplayer appearance remain separate checks.

0.2.2 — Rarity curve fix

  • Corrected the lower positive rarity progression: Common 25%, Uncommon 15%, Rare 6.6%. Default stays 35%, all negative ranks and +4 through +12 stay unchanged, and the table totals exactly 100%.
  • Complete untouched 0.2.1 gameplay defaults upgrade automatically with a backup, alongside existing 0.1.0/0.2.0 migrations. Custom configurations, already prepared crafting transactions and existing items keep their original data.
  • Added regression coverage for strictly decreasing positive rarity chances and an exact three-weight-only configuration change.

0.2.1 — Arsenal & Fortune

  • Normal Default equipment returns at 35%, with zero perks, native stats and no added icon border, background, sound or VFX. Its signed outcome stays permanent through upgrades and recovery.
  • Reviewed uncapped percentage maxima expand again from +9: 1.5×, 2×, 2.5× and 3× through +12. Extreme values still require the separate rare strength roll; probabilities and bounded mechanics are excluded.
  • Expanded to 201 implemented perks, including 23 weapon/shield effects with native capability and attack-type restrictions. Noncombat tool pools remain separate.
  • Compact colored perk descriptions distinguish Standard, Special, Ultra and penalties. Compact values trim trailing zeros; F6 retains full numerical precision, conditions and limits. Tooltip definition lookup is cached across draws and refreshed with authority configuration.
  • Wider positive percentage ranges, with far less frequent high-strength rolls: 80% in the bottom tenth of the range, 0.02% in the top five percent. Probability, cost and other structural caps remain.
  • Rarer high ranks: +4 at 3%, +6 at 0.75%, +9 at 0.18%, +10 at 0.15%, +11 at 0.12%, +12 at 0.1% (1 in 1,000). No pity counter or existing-item reroll.
  • Stronger original world VFX begins at +6, escalating through +12; redesigned upper-tier forms retain saved elemental colors and intensity.
  • Inventory icons replace perk-count/rank badges with rarity-colored borders for every non-Default rank. Static colored backgrounds begin at +6, animated backgrounds at +9; +12 adds a distinct aurora, four corner runes and four orbiting sparks. Animation can be frozen locally.
  • Dedicated worn-slot anchors cover texture-only armor. Full sets share elemental colors, timing and one central motif while preserving each piece's strength and rarity; the installed ObjectDB equipment catalog is audited beyond craftable recipes.
  • Guide, damage ledger, F6 details and HUD are movable by their title/header. Local positions persist; uGUI windows adapt to screen/scale changes. The HUD can be dragged while the pointer is available, for example with inventory or F9 open.
  • Current profile review targets AzuEPI 2.5.1, AutoStore 3.1.6 and CraftyBoxes 1.8.22 with Jotunn 2.30.0. Removed optional mods impose no ingredient-conflict restrictions in this profile.
  • Untouched 0.1.0 and 0.2.0 gameplay defaults upgrade with a backup. Custom configurations, existing Fateprints and prepared transaction snapshots are preserved.

0.2.0 — The Living Forge

  • Expanded from 107 to 178 implemented perks with deliberate item roles and native capability checks. Building tools no longer receive combat filler. Wider independent strengths allow exceptional Ultra rolls while all eighteen rarity chances remain unchanged.
  • Four escalating high-rarity shiny flame forms. Actual saved elemental percentages control intensity; mixed elements produce readable gradients, including fire/frost. Equipped and ground profiles retain bounded shared resources and reduced mode.
  • Native damage totals and additional colored per-perk contributions display three decimals. Actual removed health, armor, overkill, direct procs and delayed elemental ticks feed a bounded rolling damage ledger without double-counting.
  • Continuous five-minute DPS/total HUD, configurable windows and display settings, F9 breakdown, and character-inventory combat record.
  • Colored rank badges above durability, animated high-rarity inventory backgrounds and eighteen original rarity sounds for reveals and actual drops.
  • First-entry early-access guide with all rarity odds, gameplay tips and native Norse-font “Developed by RYN”.
  • Fixed pending Fateprints when auto-equip moves or clones a craft output outside the main inventory. Successful transactions follow their outputs; explicit legacy recovery reuses original prepared receipts, with aborted craft protection.
  • Added targeted adapters for the supplied server pack: AzuEPI real equipment slots and statistics panel, EpicLoot component preservation/conversion attribution, ImpactfulSkills quality and equip timing, metadata-safe storage/stacking and drawer exclusion, scoped MyDirtyHoe brush choices, AzuAreaRepair durability/stamina and Build Camera placement ordering. Documented narrow AAA sequential-output policy and remaining multiplayer checks.
  • Preserved EpicLoot custom/decorated names and added preflight protection against competing ImpactfulSkills/CraftyBoxes material consumption; affected equipment can be crafted with per-character container pulling disabled.
  • Untouched 0.1.0 default gameplay files upgrade with a backup. Customized configurations and all permanent rolled values are preserved. New telemetry, native tool, visual, presentation and crafting regressions extend verification; actual multi-client gameplay remains a manual acceptance step.

0.1.0

Initial implementation of Nornforged — Fate at the Forge for Valheim 1.0.14.

  • Eighteen exact default rarity weights; independent, biased strength sampling and completion-aware compatible selection across 107 perk definitions.
  • Instance metadata, native upgrade preservation, authority signatures, durable transaction receipts and host-controlled gameplay policy.
  • Implemented combat, survival, crafting, gathering, fishing and magic effects with explicit caps and trigger boundaries.
  • Native tooltip integration, colored inventory accents, an F6 scrollable inspector, and original runtime rarity visuals.
  • Deterministic statistical tests, production-adapter tests, installed-API checks, and isolated real-Unity startup/native-item checks. See TESTING.md for executed coverage and remaining gameplay verification.