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MoreBettererUpgrades

Adds tiered biome materials to high-level item upgrades. Based on renair's original MoreUpgrades mod.

CHANGELOG

MoreBettererUpgrades - Changelog

v1.1.2

Critical fix: recipes were failing to unlock at all in many cases. Any item covered by the tiered system was silently requiring the player to have already discovered every later-tier material before the base recipe would unlock - e.g. a Bronze Sword could stay locked until Iron had also been found. Materials added by the tiering system now correctly stay invisible to Valheim's own recipe-discovery check until their actual tier is reached, same as they already appeared correctly in the crafting UI. No other behavior changes.

v1.1.1

Originally created by renair. Tiered material system, Deep North support, and armor system added by SaltyCypher.

Weapon/Tool Coverage (15 families)

Sword, Axe, Atgeir, Battleaxe, Mace, Pickaxe, Shield, Spear, Knife (Silver/ Black Metal only), Bow, Crossbow, Fist weapons, Sledgehammers, Two-Handed Swords, and Staffs (using their own Eitr/Blackwood/Norn Thread progression).

Armor System

Armor now follows the same tiered logic, split into weight-class families:

  • Heavy (Bronze/Iron/Wolf/Padded/Carapace/Flametal/Gold) - full 7-tier chain
  • Light (Rags/Leather/Troll Leather/Lox/Ashlands Medium/Deep North Medium)
  • Medium (Root/Mage/Mage Ashlands/Deep North Mage)
  • Unique (Berserker/Fenring/Berserker Undead)
  • Cape (Deer Hide through Ashlands capes)

Each covers Chest, Legs, and Helmet as separate tracked items.

Original

New: Valheim 1.0 / Deep North Support

Gold added as a full new tier across every applicable weapon and armor family.

Tiered Material Progression

Items upgraded past vanilla's normal max level now require materials from later biomes as they climb higher, instead of just scaling the same original material forever. Every number is pulled from the game's own real recipes wherever possible.

Balance Change: Tier-0 Level Cap

Starter items using only Wood/Flint/Stone/Copper (and their armor equivalents, like Rags and Leather) are now capped at vanilla's own max level (4) instead of the mod's higher cap, so early gear can't be leveled to max for free using only cheap starting materials.

Known Limitations

A small number of unique-named items (Spinesnap, a couple of Deep North armor edge cases) don't yet have a fully custom progression and use plain scaling for now. Full details and reasoning are documented in code comments for anyone building from source.