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VVLEE-Corvette-0.4.3 icon

Corvette

Buildable age-of-sail Corvette with its own three-masted hull and 20 auto-firing cannons, plus a placeable defense cannon and a towable cannon cart. Shells use the Staff of Fracturing blast.

By VVLEE
Date uploaded a day ago
Version 0.4.3
Download link VVLEE-Corvette-0.4.3.zip
Downloads 61
Dependency string VVLEE-Corvette-0.4.3

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2333
ValheimModding-Jotunn-2.30.2 icon
ValheimModding-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: 2.30.2

README

Corvette

Adds an age-of-sail Corvette and its cannons to Valheim.

What you get

Piece What it is
Corvette Three-masted warship with its own hull model: 8 guns per broadside, 2 bow chasers, 2 stern chasers. Sails and handles like the Drakkar, with the Drakkar's storage.
Airship (Zeppelin) The Corvette hull without masts, slung on shrouds under a canvas envelope, with a stern propeller instead of a rudder. Same 20 guns.
Airship (Rotor) The Corvette hull lifted by four rotors on its yards, with a stern propeller instead of a rudder. Same 20 guns.
Thermite bomb Ashlands demolition charge. Place it, step back: after a 10 s countdown it destroys everything in a 10 x 10 m square and flattens the ground to its own height. Your buildings, ships, carts, tamed creatures and players are immune.
Cannon Placeable defense cannon, built and removed at a workbench. Wears out after 10000 shots and must then be repaired with the hammer.
Cannon cart A cannon on a cart. Pull it like a normal cart; the gun points to the rear. It only fires while parked (not being pulled, not moving) with a player within 5 m.
Earth Staff A staff that deals no damage and only shapes terrain: hold left click = yellow orbs that dig (and mine rocks and ore like a pickaxe), hold right click = red orbs that raise the ground. Workbench: Fine wood 10, Stone 30, Surtling core 1. Spawn: spawn VVLEE_StaffEarth.

All cannons aim and fire automatically at hostile creatures inside their arc, with target lead and ballistic drop compensation. Shells explode like the Staff of Fracturing (cluster blast + splinters). Cannons need no ammunition.

Flying the airships

First light the boiler: walk up to the boiler amidships and add coal (same prompt as a smelter; it holds 50, one coal lasts a minute of flight, nothing burns while the airship sits on the water). With a cold boiler an airship cannot climb, and one that runs out in the air sinks slowly.

Then take the helm as on a ship. Hold Jump (Space) to climb and Crouch (Ctrl) to descend; leave the helm with the Use key. Steering, sail settings and wind work as on the Corvette, with a downwind top speed of 150%. Brought down to sea level an airship floats like a ship.

  • Ceiling 800 m. Above 500 m the crew is warned; above 600 m the airship slowly loses durability.
  • Below 50% durability it cannot climb. Below 30% it sinks slowly to 100 m and moves at half speed. Repair it with the hammer.

Building (Hammer, at a workbench)

The Corvette and the cannons unlock in the black-metal age (Plains): no Mistlands or Ashlands materials are needed. The two airships are Ashlands technology and need Ashlands materials.

Piece Materials
Corvette Fine wood 80, Iron nails 200, Black metal 40, Linen thread 40, Tar 20
Airship (Zeppelin) Ashwood 80, Iron nails 200, Flametal 20, Linen thread 100, Tar 20, Ceramic plate 20, Surtling core 10
Airship (Rotor) Ashwood 120, Iron nails 200, Flametal 30, Linen thread 40, Tar 20, Ceramic plate 20, Surtling core 10
Thermite bomb Flametal 2, Sulfur 10, Ashwood 5
Cannon Iron 15, Black metal 10, Fine wood 10
Cannon cart Iron 15, Black metal 10, Fine wood 10, Wood 30, Bronze nails 10

Admins can also spawn them: spawn VVLEE_Corvette, spawn VVLEE_AirshipZeppelin, spawn VVLEE_AirshipVtol, spawn VVLEE_Cannon, spawn VVLEE_CannonCart.

Configuration

BepInEx/config/com.vvlee.corvette.cfg (server-synced, admin only):

Setting Default Description
Cooldown 5 Seconds between shots per gun
BurstSize 10 Each gun takes an extra pause after this many shots (0 = never)
BurstCooldown 5 Length of that extra pause in seconds
Airship: MaxAltitude 800 Airship ceiling in m above sea level
Airship: WarnAltitude 500 Crew is warned above this altitude
Airship: WearAltitude / WearPerSecond 600 / 0.2 Above this altitude the airship loses this many percent of durability per second
Airship: NoClimbHealth 50 Below this durability (%) an airship cannot climb
Airship: CrippledHealth / EmergencyAltitude / CrippledSpeed 30 / 100 / 0.5 Below this durability (%) an airship sinks slowly to this altitude and moves at this fraction of its speed
Airship: RequireFuel / FuelCapacity / SecondsPerCoal true / 50 / 60 Airships need coal in the boiler; how much it holds; seconds of flight per coal
Airship: ClimbRate 4 Climb and descent rate (m/s)
Airship: DownwindSpeed 1.5 Airship speed with the wind dead astern, as a multiple of the Drakkar's
MaxRange 150 Maximum targeting range (m) of the placed Cannon and Cannon cart. Creatures outside the loaded area cannot be targeted
ShipMaxRange 100 Maximum targeting range (m) of the Corvette's guns
TreeDamage 100 Cannon hits on trees, logs, stumps and bushes also deal this percentage of their damage as chop damage (0 = cannons cannot harm trees)
FireRange 140 The placed Cannon and Cannon cart track a target out to MaxRange but only open fire within this distance (m)
ShipFireRange 100 Same for the Corvette's and airships' guns (tracking range is ShipMaxRange)
MinRange 6 Guns hold fire with shells on targets closer than this (canister shot ignores it)
CanisterRange 30 Hostiles within this distance (m) are engaged with canister shot: a volley of Dundr bolts instead of a shell (0 = never)
CanisterPellets 60 Bolts per canister volley
CanisterPierce 200 Pierce damage added to every bolt, in percent of the damage of a fully upgraded Dundr
CanisterCooldown 5 Seconds between canister volleys per gun
CanisterBurstSize 3 Extra pause after this many canister volleys in a row (0 = never)
CanisterBurstCooldown 5 Length of that extra pause in seconds
DamageMultiplier 1 Multiplier on top of the damage of a fully upgraded Staff of Fracturing at max skill
DirectHitBlunt 50 Extra blunt damage on a direct hit, % of the shell's total damage
DirectHitPierce 30 Extra pierce damage on a direct hit, % of the shell's total damage
DirectHitKnockback 150 Knockback force of a direct hit
DirectHitStagger true Direct hits stagger the creature
ShellSpeed 70 Muzzle velocity (m/s)
BroadsideArc 35 Traverse of the Corvette's broadside guns (degrees each side)
ChaserArc 35 Traverse of the Corvette's bow/stern chasers
CannonMaxShots 10000 Shots a placed Cannon fires before it needs a hammer repair (0 = unlimited)
ShipFreeShots 10000 Shots a Corvette fires before further shots wear the hull (0 = never)
ShipWearPerShot 0.1 Hull health lost per shot after that, in % of max hull health
ShipCeaseFireHealth 30 Ship guns stop firing below this hull health %
FieldArc 60 Traverse of the placed cannon and the cannon cart
CartCrewRange 5 The cannon cart only fires while parked with a player within this distance (m)
RequireCrew true Ship guns only work while someone is at the helm or in the captain's seat (off: any player aboard)
IgnoreFlyersSmallerThan 1.2 Cannons ignore flying creatures no larger than this (m): Deathsquitos, bats. 0 = attack all
TargetPassiveAnimals false Also fire at deer, hares, etc.
WaterlineOffset 0 Raise or lower how high the Corvette floats
DownwindSpeed 2 Speed with the wind dead astern, as a multiple of the Drakkar's (fades toward a beam wind; upwind unchanged)
ReverseDredge true In reverse, terrain touching the keel is dug away so the ship can back off a shoal
BowTrim 1.5 Fore-and-aft trim: positive lifts the bow, negative lowers it
BallistaAutoReload true Vanilla ballistas refill from the nearest chest holding ballista ammunition
BallistaReloadRange 10 How far (m) a ballista looks for that chest
FriendlyFireProtection true Ballistas never target players or tamed creatures; ballista, catapult, cannon and player projectiles and their blasts do not hurt players, tamed creatures, ships, carts or player-built pieces

Notes

  • Friendly-fire protection covers every friendly projectile in the game, including vanilla ballistas and catapults: they no longer hurt players, tamed creatures, ships, carts or your buildings. Monster attacks are unaffected.
  • Everyone on a server (and the server itself) must have the mod installed.
  • Models are generated procedurally by the mod; no asset bundles.
  • Requires Jotunn.

中文說明

新增風帆時代 克爾維特艦(Corvette) 與 火炮:

  • 克爾維特艦:專屬三桅船殼,兩舷各 8 門炮、艦首與艦尾各 2 門追擊炮;航行性能與貨艙沿用 Drakkar。
  • 火炮:可建造的防禦物件;開火 10000 次後需用錘子修理,可在工作台範圍內拆除。
  • 艦炮耐久:艦炮本身沒有耐久;全艦累計開火 10000 次後,每開一炮扣 0.1% 船體血量,船體低於 30% 時停火;修船後重新計算 10000 次。
  • 拖曳火炮:架在板車上的火炮,像板車一樣拖著走,炮口朝後;放定且周圍 5 公尺內有人才會開火。

火炮會自動索敵開火(含提前量與彈道下墜),炮彈為 碎裂法杖 的爆炸效果,陸上火炮最遠射程 150 m、艦炮 100 m,不需彈藥。 設定檔為 com.vvlee.corvette.cfg。

CHANGELOG

Changelog

0.6.9

Full code audit; fixes:

  • Build HUD: pieces with more material types than the HUD has slots (the ships: 5-7 materials + workbench) threw an IndexOutOfRange error every frame while selected; the HUD now grows extra slots as needed.
  • Ship workshop: crafting from the ship chest by a player who did not own the ship only removed the materials locally (duplication in multiplayer); the ship network object is now claimed before consuming, like opening a chest does.
  • Ship workshop: the ship placement preview no longer counts as a workbench (ships could be built with no workbench nearby); cooking recipes are no longer unlocked by the workshop; "any one ingredient" recipes are evaluated correctly.
  • Startup: each feature is now registered in its own error guard, so one broken prefab no longer silently skips all later features.
  • Ship WaterlineOffset had the opposite effect; positive now raises the ship.
  • Ship respawn points are stored per world; entering another world no longer deletes them.
  • Helm: the rudder detent resets when you leave the helm (it used to snap to the old detent on return).
  • Inventory Sort: the sorted result was not saved (chests and the jump pack store could reload empty); fixed.
  • Jump pack: a jump pack can no longer be put into its own store (it destroyed the pack and its contents); swapping packs no longer copies or wipes storage; fast-drop / hop state is cleared when the pack is unequipped mid-air; jump / crouch input is ignored while chat, console, menus or inventory are open.
  • Ballista auto-reload no longer takes ownership of chests another player has open.
  • Cannon durability: firing no longer restores health to a damaged cannon.
  • Astartes fist bonus is applied on the attacker side, so it works against creatures owned by other players.
  • Thermite bomb cannot be armed inside a ward it has no access to, and craters (bomb and jump-pack slam) skip warded ground.
  • Hand swivel gun no longer fires a volley when the attack is interrupted by switching weapons or dying.
  • Bounty board, enchanting table and chaos altar no longer throw an error on load / hit and no longer turn invisible when damaged (missing worn/broken visuals).
  • Quest rewards that are vanilla items now carry their prefab link (they could vanish on relog or error when equipped).
  • Finished quests are cleared from the board (it used to clog up after ~30 completions); a shared quest you already completed cannot be accepted again.
  • Kill credit for hunt and boss quests works in multiplayer: the creature owner forwards the kill to the attacking player.
  • Soul core throws summon exactly one pet; a core that hits nothing is dropped back on the ground instead of being lost. Embedding or dismantling an equipped item unequips it first.
  • Enchant / boss / pet "Burning" and "Poison" effects now deal real damage (they were visual only); weapon enchant effects are applied on the attacker side so they work against creatures owned by other players.
  • Boss-forged gear names fixed ("Boss-forged Boss-forged"); each armour piece now carries its own stacking boost; boss weapon on-hit effects were never set (status effects looked up before the database was ready).
  • Quest bosses and world-boss pets keep their adjusted max health after the area reloads.
  • Altar: a duplicate world-boss egg is returned instead of sitting forever; dark-core trophy cost is rolled once and shown; pet recall hold timer resets properly.

0.6.8

  • Hotfix: 0.6.6 / 0.6.7 lost the LimbPlates config binding, which crashed the Astartes registration after the helmet - the Astartes power armour and greaves were missing from the game and the crafting lists. Fixed.

0.6.7

  • Astartes helmet: aligned to the head's helmet joint (Helmet_attach), which has its own rotation - the helmet was offset forward and tilted. Config key renamed to HelmetCentre so the new default applies; chest / pauldron offsets default to zero (confirmed in game). Diagnostic log now off by default.

0.6.6

  • Astartes armour: alignment diagnostics. While wearing any piece, the position of every plate is written to the BepInEx log every 5 s (Astartes DebugLog, on by default for now) so the plate offsets can be tuned from real in-game data.

0.6.5

  • Astartes plates are now positioned from the player rig's rest pose (joint positions and bone directions read from the Player prefab), so helmet, chest, pauldrons and limb plates land on the right bones without guessing bone axes. Offsets in the Astartes config are now in player space (x right, y up, z forward).
  • Enchanting table: stone buttons aligned with their labels, bottom buttons kept inside the panel, result message centred.
  • Bounty board: quests saved by older versions get their reward rolled on load, so every listed quest shows a reward immediately.
  • Thermite bomb (engineering): the bomb is now a workbench item that you place with the hammer (Misc tab, consumes one). The placed charge shows its blast square as a dashed ring; Use it to arm (10 s fuse). Full power, 20 x 20 m crater, no fragments.
  • Thermite AP grenade (new throwable): sticks to the creature or ship it hits, 10 s fuse, 30% damage, 8 x 8 m square, 2 fragments splitting twice more (3 generations), 3 x 3 x 1 m crater. Config section Grenade.
  • Jump pack: hold Crouch (Ctrl) in the air to drop fast and land without damage (no slam). JumpPack DropSpeed.
  • Hand swivel gun: a single click now always fires one volley; holding the button keeps firing.
  • Jump pack jumping reworked into a double jump: one press jumps 3 m; a second press within 0.4 s rockets to the maximum height (15 m); while falling or hovering a press lifts you another 3 m. JumpPack HopHeight / MaxHeight (replaces JumpBoost).

0.6.4

  • Astartes armour remodelled (v3, curved MK X look, ~2 m tall, wide pauldrons): helmet, chest plate + power pack + pauldrons + arm plates, thigh / shin / boot plates. Helmet now faces the right way. New config tweaks ArmRotation, LegRotation, BootRotation, LimbPlates.
  • Jump pack recoloured to the Astartes blue / gold scheme.

0.6.3

  • Enchanting table panel: the enhancement-stone - / + buttons now sit beside their labels in the right column, and the info text no longer overlaps the Close button.
  • Jump pack storage: the 8x8 store is now attached after other inventory mods (PackPanel, Adventure Backpacks, Expanded Player Inventory) have run and is re-attached every frame while the inventory is open with no other container, so it shows up reliably on Tab. A log line "Jump pack store opened" is written when it opens.
  • Thermite bomb: the blast now only digs the crater and no longer levels the ground afterwards (the levelling pass flattened the crater and looked like the terrain was being raised).
  • Jump pack slam: the dive now drops straight down (horizontal momentum is zeroed) instead of carrying forward toward the crosshair.
  • Inventory Sort buttons did nothing (the game runtime lacks System.ValueTuple, which the grouping code used); fixed - stacks are merged and items grouped by type and name.
  • Bounty board: every quest now shows its reward on the board (rolled when the quest is generated and paid out exactly as shown); boss quests show "Boss-forged".
  • New legendary Astartes power armour set (MK X style; Black forge, each piece needs the Flametal piece + Flametal / Ceramic plates / Surtling cores): Flametal stats x1.5. Wearing all three: +30% movement speed, -25% damage from everything, 20% of spell damage reflected, 20% of melee physical damage reflected while blocking, unarmed strikes +200% blunt and stagger. Config section Astartes (numbers plus helmet / chest model offset and rotation tweaks, pauldron scale).
  • Hand swivel gun: the barrel now lies along the staff axis with the muzzle at the staff tip (where the shots come from) instead of standing up across it.
  • Jump pack storage doubles as an ammo pouch: arrows, bolts, missiles and Refined eitr (hand swivel gun ammo) kept in the pack are pulled into your inventory automatically when you run out (also when a bow / crossbow needs to reload), so consumables can be fed straight from the pack.
  • Thermite bomb: chain explosions reduced to 1 generation (the shells thrown out by the blast explode once and no longer split again). Config key renamed Bomb ChainExplosions (old Generations is ignored).

0.6.2

  • Bounty board and enchanting table panels: left-aligned text rows were shifted half their width to the left (off the panel); fixed.
  • Bounty board, enchanting table and chaos altar can now be placed on floors and other building pieces, not only on the ground.
  • Inventory quick-stash / sort buttons no longer show a stray "MISSING BUTTON DEF" gamepad hint.
  • Crafting could get stuck on "Crafting..." forever when the player's current crafting station had been destroyed or reloaded (ship re-created, workbench broken): the stale reference is now cleared every frame and re-attached to the nearest ship workshop.
  • Cannon cart and swivel gun cart recipes trimmed to four materials (Wood folded into Fine wood: cart 30 / swivel cart 25) - a fifth material plus a station overflowed the build HUD and threw errors while placing.

0.6.1

  • Helm: leaving the helm is now hold F for 0.6 s (was hold E, which fought with the E = starboard detent). E now steps the rudder to starboard on press, and the E press that seats you at the helm no longer counts as a rudder step.

0.6.0

  • Chaos eggs: quest bosses and the vanilla world bosses drop a chaos egg named after them when slain.
  • Chaos altar (one appears next to the start temple on first approach; also buildable: Stone 40, Crystal 4, Surtling core 5). It holds 5 eggs + 10 soul cores (15 slots). An egg placed in it hatches after 3 hours (Pets HatchHours) into a boss pet: a recoloured, tamed, 3-star version of the creature bound to the hatcher; rename it with Shift+Use like any tame. World bosses are toned down as pets (25% health, 50% damage) and each world boss can become a pet only once per world.
  • Pets pulse a random debuff (burning / frost / poison / lightning) on enemies within 12 m once a minute, and every 10 s either heal nearby players and tames 15% or give them a random buff.
  • Soul cores: hold Use on your pet for 1.5 s to recall it into a throwable soul core; throw the core to summon it again. If a pet dies it drops a dark soul core - put it back on the altar with 3-5 trophies of that creature to restore it (creatures with no trophy restore for free).
  • Enchanting table: new Embed boss power button - with a world-boss soul core in your inventory it has a flat 10% chance (Pets BossPowerChance, not boosted by stones; the core is consumed either way) to embed that boss's forsaken power permanently into the selected item. The power is active while the item is equipped and stacks with the normal guardian power and other enchantments.
  • Boss quests: the boss location is now at least 1500 m from workbenches, wards and beds (Quests BossBaseDistance, max 5000) and the search widened accordingly; the boss still appears when you come within 80 m of the marker.
  • Item tooltips now show egg / core / boss-forged / enchantment / embedded-power details.

0.5.0

  • New buildable Bounty board (workbench; Fine wood 10, Wood 20, Bronze nails 10). Each player gets their own 30 side quests - hunt, deliver, build, explore - with 1 to 4 stars (bell-curve, 2-3 stars most common); quests stay until you press Refresh (accepted ones are kept). Turn in finished quests at the board for gear, goods, resources, stat / effect scrolls and three grades of enhancement stones. Share a quest and it appears at the top of the board for everyone, marked with your name.
  • Boss quests (five stars, 0.03% of generated quests): a random creature - including the world bosses - with a random name. Accept it and a spot far from player bases is marked on the map; approach and the boss appears: +30% health, damage and size, red name with a boss health bar, and its attacks may inflict burning / frost / poison / lightning. Turn in the kill for boss-forged loot: a full three-piece armor set carrying one super-enhancement (Vitality, Endurance, Might, Mastery or Warding, +50%, stacking per piece) or a super-enhanced weapon (+50% damage and an on-hit effect). Config section Quests.
  • Enchanting table (workbench; Stone 30, Fine wood 10, Crystal 2, Surtling core 3): put in a weapon, shield or armor piece plus one stat scroll and one effect scroll; 30% base success, enhancement stones add 5 / 10 / 20% each (max 95%). Success: +10-25% damage / block / armor and an effect (weapons: on-hit burning / frost / poison / lightning; armor and shields: reflected onto attackers). Failure: a weak +3-8%, or the item breaks and must be repaired. Boss-forged weapons can be dismantled here into 1-3 effect scrolls. Config section Enchant.

0.4.5

  • Ship-mounted swivel guns fire whenever anyone is aboard or within 5 m of the hull - they no longer need a helmsman or captain (Swivel ShipCrewRange). The main guns still do.
  • Helm: on all of this mod's ships Q steps the rudder to port and E to starboard in four detents (15 / 30 / 60 / full); steering with A/D clears the detent and the rudder returns to centre when released. Because E is taken, hold E for 0.6 s to leave the helm.
  • Ship respawn point: use the foremast of the Corvette or an airship (the short post at the bow on the Zeppelin) to make that ship your respawn point. Unlike beds it is not owned - every player can set the same ship. You respawn wherever the ship is at the time; if the ship is gone, the normal spawn applies. Claiming a bed clears it.
  • Inventory UI: Stash all (moves everything that is not on the hotbar and not equipped into the open container) and Sort buttons next to the container's Stack-all button, plus Sort bag on the inventory panel (hotbar and equipped items stay put). UI QuickStashButtons.
  • Taking the helm of the Corvette or an airship zooms the camera out (default 14, UI HelmCameraDistance); leaving the helm restores it.
  • Ship's workshop: every ship (Corvette and both airships) now carries a workbench on the main deck that counts as every crafting station except cooking - workbench, forge, black forge, galdr table, artisan table, stonecutter - at maximum level, for crafting and for building within 20 m of the ship (Workshop Range). Open your inventory anywhere within 20 m of a ship and the workshop is active (no need to walk to the workbench); recipes can draw materials from the ship's chest as well as your inventory (your inventory is used first).
  • Ship's shield now also absorbs fall damage (the vanilla shield leaves untyped damage such as falls through).
  • Airships are fireproof: immune to fire damage and cannot be set alight.
  • Airships ram: while flying, an airship destroys the unfriendly objects it runs into - trees, rocks, ore, creatures, enemy structures - and loses 3% of its durability per object broken (Airship Ram, RamDamage, RamWear). Players, tamed creatures, ships, carts and player-built pieces are never hit.
  • The rotor airship's two short masts now carry forward-facing Dvergr lanterns like the Corvette's.
  • New equipment: Jump pack (cape slot; Flametal 10, Ashwood 10, Iron 20, Surtling core 10). Jumps about 15 m high, floats down with no fall damage, +500 carry weight, and an 8 x 8 storage that opens together with your inventory (Tab; contents are kept on the item). Attack with a club or hammer while more than 10 m above ground to slam: a fast, harmless landing with a 10 m shockwave (300% weapon damage as blunt, staggers) and a 3 m crater that breaks trees, rocks, ore and non-player structures; friends are immune; 15 s cooldown. Config section JumpPack (including the model's position on the back).
  • Hand swivel gun model: barrel only, no yoke under it.
  • Thermite bomb: the blast now also throws out Staff of Fracturing shells (8) that split again where they land (x2, three generations) - every fragment carries the damage of a fully upgraded Staff of Fracturing; friendly-fire protection applies. The dug-and-levelled square is now 20 x 20 m (TerrainSize), the damage square stays 25 x 25 m.
  • Thermite bomb now reliably damages creatures in its square (they are found directly instead of through a physics query); players and tamed creatures stay immune.
  • Thermite bomb now digs first and levels second: the square is cut down to the ground height at the impact point (minus a 0.5 m crater, Depth) and then smoothed flat, instead of being raised to wherever the bomb lay. The terrain work is spread over several frames.
  • Thermite bomb blast area enlarged: 25 x 25 m (Bomb Size; existing config files keep their value).
  • Dvergr sharp stakes and Ashwood stakewalls have 5x durability and never hurt players (config section Stakes). Stakes already built show the new maximum after a repair.
  • Swivel guns (ship-mounted, placed and cart) now shoot every creature that is not friendly - including wild animals and small flyers such as bees and bats - and go for flying and small creatures first (SmallUnitSize). Cannons keep their targeting.
  • Hand swivel gun: bolts now leave from the gun's muzzle instead of a point in front of the player.

0.4.4

  • New gun type: swivel gun (small quick-firing gun on a pintle that turns a full circle, canister only: 48 bolts, 50 m, 0.6 s between shots, five shots then a 5 s pause). Four variants: eight mounted on every ship's bulwarks (four around the helm, two beside the bow chasers, one on each side amidships), a placeable Swivel gun, a Swivel gun cart, and a Hand swivel gun weapon (hold to fire; loads Refined eitr from the inventory, 30 shots each). Config section Swivel.
  • Thermite bomb is now a throwable consumable (crafted at a workbench, stack of 10; equip and throw like a basalt bomb) instead of a buildable. It explodes 10 s after landing.
  • Fixed the Thermite bomb doing nothing: the explosion aborted on some objects, and the flattening used a terrain operation that was looked up the wrong way. The same lookup bug silently disabled the Corvette's reverse dredging since it was introduced; both work now.
  • Airships no longer depend on the wind: thrust comes purely from the sail setting (half / full), always straight ahead, at the same top speed as before (150% of the Drakkar downwind).
  • Airships can dig themselves free again when backing (for when they run into a hillside in the air).
  • Ship's shield: everyone aboard the Corvette or an airship automatically gets a Staff of Protection style shield that absorbs 3000 damage, costs no health or eitr, and is renewed at once while aboard. After leaving the ship it lasts 300 s. Config section Shield.

0.4.3

  • New buildable: Thermite bomb (Ashlands; looks like a basalt bomb). Place it with the hammer: it counts down 10 s, warning everyone nearby every second, then destroys everything in a 10 x 10 m square around it (rocks, ore, trees, creatures) and flattens the ground in that square to the bomb's height. Players, tamed creatures, ships, carts and player-built pieces are immune. Config section Bomb (fuse, size, damage). Flametal 2, Sulfur 10, Ashwood 5.
  • Fixed the bow on all three ships: the hull planking left a gap at the stem, now covered by a proper stem post. The odd brass figurehead on the airships is gone, and the bow lantern now hangs on the stem below the bowsprit instead of floating in the air.
  • Airships no longer dig terrain when backing (they fly; reverse dredging stays on the Corvette).
  • Earth Staff: hold the button to fire continuously, like the frost staff (both orbs). The yellow (dig) orb now also mines: it deals pickaxe damage to rocks and ore deposits of every tier (EarthStaffPickaxe, default 60). Creatures, trees and buildings are still untouched; the red (raise) orb only shapes terrain.

0.4.2

  • Cannons can now fell trees: shells, canister bolts and their blasts also deal chop damage to trees, logs, stumps and bushes, equal to the damage of the hit (TreeDamage, percent). Creatures and buildings take the same damage as before.
  • Tracking range and firing range are now separate. Placed Cannon and Cannon cart: track out to 150 m (MaxRange), open fire within 140 m (FireRange). Corvette and airship guns: track and fire within 100 m (ShipMaxRange, ShipFireRange).
  • Fixed canister shot never being used (cannons kept firing shells at close targets), it now starts at 30 m instead of 15 m (CanisterRange), and a volley is 60 bolts instead of 48 (CanisterPellets). Existing config files keep their values.
  • Earth Staff: the orbs no longer look or act like fireballs - no fire explosion on impact, and damage, knockback and status effects are forced to zero. They now pass straight through rocks, ore, trees, buildings and creatures without touching them (they used to break rocks) and only act on the ground. Right mouse button now fires the red (raise) orb while the staff is held; before, the secondary attack was only on the game's secondary-attack key (middle mouse) and right click just blocked.

0.4.1

  • Fixed reverse dredging: backing a grounded Corvette (or airship) now actually digs it free. It used to shave only a few centimetres per pass; it now cuts the ground to 1 m below the hull, across the full beam and past the bow and stern.

0.4.0

  • Two new buildable airships, both on the Corvette hull with the same 20 guns: Airship (Zeppelin) - canvas envelope slung on shrouds - and Airship (Rotor) - four rotors on the yards. Ashlands technology (Ashwood, Flametal, Ceramic plates). Build them on water. At the helm hold Jump to climb and Crouch to descend (leave the helm with the Use key); everything else handles like the ship. Downwind top speed 150%.
  • Airships run on steam: add coal to the boiler amidships (same prompt as a smelter) to light it. The boiler holds 50 coal and burns one per minute while the airship is off the water. With a cold boiler an airship cannot climb and sinks slowly (RequireFuel, FuelCapacity, SecondsPerCoal).
  • Airship altitude rules (all in the new Airship config section): ceiling 800 m; warning above 500 m; slow durability loss above 600 m; below 50% durability it cannot climb; below 30% it sinks slowly to 100 m and moves at half speed.
  • New ammunition for every cannon (Corvette guns, placed Cannon, Cannon cart): canister shot. When the target is within 15 m the gun automatically fires a volley of 48 Dundr bolts instead of a shell. Each bolt deals the damage of a fully upgraded Dundr plus 200% of that as pierce damage, knocks back and staggers. Friendly-fire protection applies as usual. 5 s between volleys, plus 5 s more after three volleys in a row. Canister shot ignores MinRange. New Canister config section.
  • Corvette top speed running downwind lowered from 300% to 200% (DownwindSpeed default 2; existing config files keep their value).

0.3.0

  • Backing the Corvette (reverse) now digs away any terrain touching the keel, so the ship can free itself when aground (ReverseDredge).
  • New item: Earth Staff. It deals no damage and only shapes terrain: primary fire shoots a yellow orb that digs where it lands, secondary fire shoots a red orb that raises the ground. Crafted at a workbench (Fine wood 10, Stone 30, Surtling core 1).

0.2.9

  • Direct hits now hurt more: a creature struck by the shell itself takes extra blunt (50% of the shell's total damage) and pierce (30%) damage, and is knocked back and staggered. Blast-only hits are unchanged.

0.2.8

  • The Corvette can now be dismantled with the hammer (near a workbench) and returns its materials.

0.2.7

  • Vanilla ballistas now refill themselves from the nearest chest within 10 m (BallistaAutoReload, BallistaReloadRange).
  • Cannons no longer waste shots on tiny flying creatures such as Deathsquitos and bats (IgnoreFlyersSmallerThan).
  • Mast lanterns now hang on the forward side of each mast.
  • Fixed the captain's seat not being usable: you can now sit on the throne.
  • Placed Cannon and Cannon cart range reduced from 200 m to 150 m (MaxRange; existing installs keep their saved value). Corvette guns stay at 100 m.

0.2.6

  • Captain's seat moved down to the main deck, against the quarterdeck bulkhead between the two stairs.
  • Fixed ship guns firing with nobody at the helm or in the captain's seat: both seats are now checked by whether a player is actually sitting there.
  • The bow no longer digs in at speed: sail thrust now acts at the centre of mass instead of high up the mast.

0.2.5

  • Every cannon now takes an extra 5-second pause after each 10 shots (BurstSize, BurstCooldown).

0.2.4

  • The Corvette now sails three times as fast with the wind astern (DownwindSpeed). Upwind speed is unchanged.

0.2.3

  • New captain's seat: a Moose Throne at the front of the quarterdeck, facing the bow.
  • Ship guns now fire only while someone is at the helm or in the captain's seat (previously any player aboard was enough).
  • All cannons now hit as hard as a fully upgraded Staff of Fracturing at maximum Elemental Magic skill (previously the base, un-upgraded staff).
  • Corvette guns now reach 100 m (ShipMaxRange); the placed Cannon and Cannon cart keep 200 m (MaxRange).
  • Cannons hold fire when a friendly building, ship or cart is in the line of fire.
  • Bow lantern moved: it now hangs under the bowsprit ahead of the stem instead of sitting on the foredeck.

0.2.2

  • Vanilla ballistas no longer target players or tamed creatures (part of FriendlyFireProtection).
  • Each mast now carries a Dvergr wall lantern; a hooded lantern on the bow shines ahead and two on the taffrail shine astern.
  • Boarding ladders rebuilt as straight ladders flush against the hull (the borrowed rope ladder stuck out backwards); climbing puts you on the deck inside the bulwark.
  • Gun-port band recoloured to a proper ochre (it rendered olive green).
  • Fixed the placed Cannon staying behind as a dead object when removed; it now disappears and returns its materials like any other piece.

0.2.1

  • Bowsprit now grows out of the stem instead of ending in a cut-off stub above the foredeck.
  • Stern chasers moved aft so their muzzles clear the taffrail.
  • Removed the built-in Shield Generator from the Corvette.
  • Default gun cooldown raised from 3 to 5 seconds (existing installs keep their saved Cooldown value).
  • Fixed the Corvette shimmering with flickering highlights: wood no longer has specular reflections and over-bright paint tints were toned down.
  • Sails now belly downwind (they were filling the wrong way).
  • The Corvette no longer sits bow-down; new BowTrim setting to fine-tune fore-and-aft trim.

0.2.0

  • New Corvette hull: a purpose-built three-masted ship model replaces the Drakkar look (sailing performance is still the Drakkar's). Yards swing with the wind and sails furl with the speed setting.
  • Ship guns are now proper cannons on naval carriages firing through gun ports.
  • The Corvette carries a built-in Shield Generator on the main deck (vanilla behaviour: fuel it to raise the dome).
  • Durability: a placed Cannon stops firing after 10000 shots until repaired with the hammer. Corvette guns have no durability of their own, but after 10000 shots every further shot wears the hull, and ship guns cease fire while the hull is below 30% health. Repairing the ship resets the count.
  • The Cannon cart only fires while parked with a player within 5 m (CartCrewRange).
  • Recipes moved to the black-metal age: Corvette, Cannon and Cannon cart now need only Plains-tier materials and a workbench.
  • Hull, masts and cannons now use the game's own plank and metal materials (tinted), so they match vanilla buildings; the hull body uses form-fitting collision.
  • New buildable Cannon (defense piece) and Cannon cart (towable cannon).
  • Maximum range raised to 200 m (MaxRange), new ShellSpeed, FieldArc and WaterlineOffset settings.
  • Friendly-fire protection for every friendly projectile in the game - ballistas, catapults, cannons and player projectiles, plus the blasts they spawn: they no longer hurt players, tamed creatures, ships, carts or player-built pieces (FriendlyFireProtection).
  • Fixed guns damaging their own ship: shells pass through the ship or gun that fired them.

0.1.1

  • Default gun cooldown reduced from 6 to 3 seconds. Existing installs keep their saved value: edit Cooldown in com.vvlee.corvette.cfg (or delete the file) to pick up the new default.

0.1.0

  • Initial release: buildable Corvette with 16 broadside guns, 2 bow chasers and 2 stern chasers firing Staff of Fracturing shells.