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VVLEE-Corvette-0.7.5 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 2 weeks ago
Version 0.7.5
Download link VVLEE-Corvette-0.7.5.zip
Downloads 50
Dependency string VVLEE-Corvette-0.7.5

This mod requires the following mods to function

CW_Jesse-BetterNetworking_Valheim-2.3.2 icon
CW_Jesse-BetterNetworking_Valheim

Improve multiplayer performance using compression, queue size, send rate, and other features.

Preferred version: 2.3.2
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
ontrigger-ValheimPerformanceOptimizations-1.2.3 icon
ontrigger-ValheimPerformanceOptimizations

Rendering, logic, and loading time optimizations for both client and server versions of Valheim.

Preferred version: 1.2.3

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 (demolition) Workbench item (Flametal 2, Sulfur 10, Ashwood 5) placed with the hammer (Misc). Orange dashed ring = 25 x 25 m blast square; Use it to arm, 10 s later everything inside is destroyed and the ground is blasted two layers down. No fragments. Your buildings, ships, carts, tamed creatures and players are immune.
Thermite bomb (engineering) Workbench item (Flametal 1, Sulfur 5, Ashwood 5) placed with the hammer (Misc). Blue dashed ring = 25 x 25 m; Use it to arm, 10 s later the ground inside is leveled to the charge height. No damage, no crater, no fragments.
Thermite AP grenade Throwable (workbench, Flametal 1, Sulfur 6, Ashwood 2, makes 2). Sticks to the creature or ship it hits; 3 s later it detonates at 30% power, throws out 2 Staff of Fracturing shells that split twice more (3 generations), and digs a 3 x 3 m crater. Spawn: spawn VVLEE_ThermiteGrenade.
Bolter Black forge rifle (Flametal 20, Black metal 15, Blackwood 10, Eitr 10). Fires the Staff of Embers fireball, consumes a Flametal / Bloodgold / Black metal bolt per shot (damage = fireball + bolt, staggers). Click = one shot, hold = continuous fire with a pause after every third shot.
Swivel gun Small quick-firing gun that turns a full circle and fires canister (48 bolts) at anything unfriendly within 50 m - flying and small creatures first: five shots, 5 s pause. Also on every ship (8 per ship; they fire whenever anyone is aboard or within 5 m) and as a Swivel gun cart.
Hand swivel gun Hand-held swivel gun: hold the attack button to fire canister continuously. Loads Refined eitr from your inventory, 30 shots per eitr. Workbench: Iron 10, Black metal 10, Fine wood 5, Refined eitr 5. Spawn: spawn VVLEE_SwivelHand.
Jump pack Cape-slot equipment: ~15 m jumps, slow fall, no fall damage, +500 carry weight, 8 x 8 storage shown whenever you open your inventory. Attack with a club/hammer from more than 10 m up to slam: 10 m shockwave (300% weapon damage, stagger) and a 3 m crater that breaks trees, rocks, ore and enemy structures. 15 s cooldown. Workbench: Flametal 10, Ashwood 10, Iron 20, Surtling core 10.
Bounty board Per-player side quests (30 at a time; hunt / deliver / build / explore, 1-4 stars, plus rare five-star boss hunts against a named, enhanced random creature). Turn them in for gear, goods, resources, scrolls, enhancement stones or boss-forged loot; share quests with other players. Workbench: Fine wood 10, Wood 20, Bronze nails 10.
Enchanting table Enchant weapons, shields and armor with a stat scroll + an effect scroll (30% base, stones add 5/10/20%). Dismantle boss-forged weapons into effect scrolls. Workbench: Stone 30, Fine wood 10, Crystal 2, Surtling core 3.
Chaos altar & boss pets Quest bosses and world bosses drop chaos eggs. An altar appears at the start temple (also buildable: Stone 40, Crystal 4, Surtling core 5); eggs hatch there after 3 hours into recoloured, tamed 3-star boss pets that debuff enemies and heal / buff allies. Hold Use to recall a pet into a throwable soul core; a dead pet leaves a dark core restored on the altar with 3-5 trophies. World bosses become pets once per world (toned down), and their soul cores can embed the boss power into gear at the enchanting table (flat 10%).
Astartes power armour Legendary MK X style set (helmet / cuirass with power pack and pauldrons / greaves) made at the Black forge from the Flametal pieces: Flametal stats x1.5; full set gives +35% speed, +150 max health, +150 max stamina, +200 max eitr, -25% damage taken, 20% spell reflection, 20% melee reflection while blocking, and punches that deal +30% plus 200 blunt and stagger.
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.

Use the foremast of any ship to make it your respawn point (not owned - every player can use the same ship; you respawn wherever the ship is).

Quality of life: Stash all / Sort buttons on container panels and Sort bag on the inventory (hotbar and equipped items are never moved); the camera zooms out while you steer a ship.

Every ship carries a ship's workshop on deck: it 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. Open your inventory anywhere within 20 m of the ship to craft; materials come from your inventory and the ship's chest.

Everyone aboard the Corvette or an airship gets a free ship's shield (Staff of Protection style, absorbs 3000 damage, renewed while aboard, lasts 300 s after leaving).

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.

Steering

At the helm of any of this mod's ships: Q = rudder one step to port, E = one step to starboard (15 / 30 / 60 / full). Steering with A/D clears the detent and the rudder returns to centre when you let go. Hold F for 0.6 s to leave the helm.

Flying the airships

Airships ignore the wind: thrust comes purely from the sail setting (half / full) and always pushes straight ahead.

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 (see above) and sail settings work as on the Corvette; top speed is 150% of the Drakkar's downwind speed regardless of wind. 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.
  • Airships are fireproof.
  • A flying airship smashes through unfriendly things it runs into (trees, rocks, ore, creatures, enemy structures) and loses 3% durability per object broken.
  • Below 50% durability it cannot climb. Below 30% it sinks slowly to 100 m and moves at half speed. Repair it with the hammer.

Vanilla Dvergr sharp stakes and Ashwood stakewalls get 5x durability and never hurt players (Stakes config section).

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
Swivel gun Iron 10, Black metal 5, Fine wood 5
Swivel gun cart Iron 10, Black metal 5, Fine wood 25, Bronze nails 10
Cannon Iron 15, Black metal 10, Fine wood 10
Cannon cart Iron 15, Black metal 10, Fine 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

0.10.101

  • README: added an explicit AI-generation disclosure at the top (the package already carries the AI Generated category). No gameplay changes.

0.10.100

  • Performance: cannon batteries with nobody aboard (or carts not emplaced) now skip their whole per-frame loop once every gun has returned to rest, instead of rotating 20 transforms every frame per ship; idle guns no longer touch their transforms; creature size checks used for target selection are cached per creature instead of fetching the collider on every scan.

0.10.99

  • Stormraven wing rockets: each impact now adds a 9 m explosion (full damage at the centre, 30% at the edge, half blunt / half fire, heavy knockback) and throws out 8 shrapnel shells. Stormraven.RocketBlastRadius, RocketBlastPercent, RocketFragments.

0.10.98

  • Dreadnought hyper armour: the pilot can no longer be knocked back or staggered; melee hits from ordinary creatures are parried (the attacker staggers) and 15% of the hit is reflected back to it (Dreadnought.ReflectPercent); melee hits from large creatures (bosses or max health >= MeltaLargeCreatureHealth) do 50% less damage (Dreadnought.LargeMeleeReductionPercent).

0.10.97

  • Sulfur kiln never lit: the charcoal kiln it was based on has no fuel hatch, so tar could not be added. It is now smelter-based (ore hatch for ooze / guck / coal, fuel hatch for tar). Rebuild any kiln placed with 0.10.95/0.10.96.

0.10.96

  • Freeze diagnostics: the watchdog now records enter/leave marks for every Corvette Unity callback and Harmony patch (automatic, General.WatchdogTrace) and keeps the last 32 marks. On a stall it writes whether a Corvette section was still open (stuck inside the mod) or had already left (stall is elsewhere), plus the recent mark history, to BepInEx/Corvette-watchdog.log.

0.10.95

  • Sulfur kiln missing from the build menu: it no longer requires a forge. Vanilla hides any piece whose crafting station the character has never "learned", so players who build with the universal hammer (no station needed) never saw it.

0.10.94

  • Metallurgy furnace: the Iron Pit item is now accepted (it is not a material-type item, so the type filter had excluded it): half of its recipe iron, or 1 iron if it has no recipe.

0.10.93

  • New: Sulfur kiln (hammer, forge; stone, iron, tar, surtling cores). Charcoal-kiln-based: ooze, guck or coal in the top, tar as fuel in the bottom; each item + 1 tar = 1 sulfur, 15 s each (Industry.SulfurKilnSeconds). Closes the loop for bolter and heavy bolter shells.
  • Metallurgy furnace: iron chains (drop-only, no recipe) are now accepted, 1 chain = 1 iron.
  • Performance: all cannons now share one per-frame hostile list instead of each gun scanning every character; fish-net scan/catch/lure log lines are off by default (FishNet.DebugLog); the fish-net near scan checks distance before component lookups; the flamer fire field no longer allocates a set every tick.

0.10.92

  • New: heavy bolter shells, one per metal (copper, tin, bronze, iron, silver, black metal, flametal): 1 ingot + 1 tar + 1 sulfur = 1 shell at the forge. They count as ballista bolts, so the Stormraven heavy bolters and the bolter use them; damage = double the bolter shell pierce plus blunt (Industry.HeavyBoltAmmoPerMetal).

0.10.91

  • Dreadnought: the backpack and both jet engines are now part of the upper body, so they turn with the torso instead of staying with the legs.

0.10.90

  • Dreadnought: looking around now turns only the upper body (torso, arms, missile rack and the cockpit window follow the view); the legs turn only with movement input, face the direction you walk, and walk backwards when you reverse.

0.10.89

  • Stormraven heavy bolters now consume ballista bolts (any material: wood, iron, flametal...) instead of arbitrary projectiles; the bolt's own damage is added to each shot and the HUD counts ballista bolts for [3].

0.10.88

  • Dreadnought: the constant cockpit jitter is gone. Standing on the ground is now a smooth height servo (gravity off while the feet are on a surface, the body is eased to the target height) instead of gravity fighting a foot-lift every physics tick.

0.10.87

  • Bolter shell recipes were missing from the forge: the sulfur ingredient referenced a wrong prefab name, so the recipes were discarded on load. Fixed (SulfurStone).

0.10.86

  • Metallurgy furnace no longer accepts equipment (weapons, armour, tools, shields, ammo); only material-type metal composites (nails, chains, springs, bronze...) can be reclaimed.

0.10.85

  • Firing sounds for every vehicle weapon: assault cannon, Stormraven autocannon and heavy bolter use the arbalest shot, multi-melta / missiles / rockets use the catapult shot, the heavy flamer uses the fire-staff launch.
  • Stormraven top speed 40 m/s (old 28 upgraded; Shift boost multiplies on top).

0.10.84

  • Stormraven: the autocannon turret base now reaches down into the fuselage (it floated after being raised), and the cockpit view no longer shakes.

0.10.83

  • Dreadnought cockpit view no longer shakes: the cockpit camera is fixed at the hatch while walking and flying.

0.10.82

  • Building stalls fixed: the universal hammer re-merged every build table (1700 items, 568 pieces) and rebuilt the whole piece list every 5 s while you were building; it now re-merges only when the item database changes or at most every 2 minutes.
  • The Astartes alignment debug log (a long line every 5 s) is switched off for everyone; it was left enabled in older configs.

0.10.81

  • Astartes set: the damage bonus for the bolter, chainsword, chain axe and power fist is now +30% (was +50%; old config value upgraded). Astartes.WeaponDamageBoostPercent.

0.10.80

  • Gungnir is now really thrown: the spear leaves your hand (the held model is hidden), sticks at the impact point for 3 s and then flies back at 60 m/s; it reappears in your hand when it arrives (Gungnir.ReturnAfterSeconds, Gungnir.ReturnSpeedMps). The hit itself is still instant along the line.

0.10.79

  • Stormraven: the top autocannon turret is 45% bigger and mounted higher, so the barrels clear the cockpit roof.
  • Gungnir: the throw is far more visible: lightning every 3 m along the line, a triple strike at the impact point, and the flying spear is drawn 2.5x larger.

0.10.78

  • Dreadnought: all weapons are locked while the mech hangs on an airship / Stormraven rack (pressing fire shows a notice).

0.10.77

  • Dreadnought: assault cannon has a firing sound/flash; top speed 9 m/s (old 5.5 upgraded); the body turns to follow the mouse view; walking into creatures tramples them (120 blunt, knockback, stagger; Dreadnought.TrampleDamage); all weapons now aim at the crosshair point (flamer 30 m, multi-melta 100 m, missiles 200 m, cannon 300 m) instead of firing parallel from the muzzle.
  • Dreadnought: multi-melta 600 damage (+50% pierce), 700 m/s, its own fire-burst muzzle effect; missile rack 300 damage per rocket (fire + 50% blunt) at 500 m/s with the ballista muzzle effect; old damage defaults upgraded.
  • Dreadnought: hooking onto an airship / Stormraven rack is now hold F for 1 s (E just leaves the seat); the HUD shows a hint whenever a rack is in reach or the mech is hooked.
  • Cockpit view (both vehicles): the window shakes while walking / flying, and the pilot's own character is hidden so looking down shows nothing.
  • Stormraven: heavy bolter accepts any projectile ammunition (arrows, bolts, ballista bolts) and fires at 700 m/s; wing rockets fly at 500 m/s.

0.10.76

  • New piece: Tar refinery (eitr-refinery base; Flametal 20, Gold 15, Eitr 15, Mechanical spring 5). Top hatch takes any plant material (wood types, berries, mushrooms, crops, seeds and foods made only from plants), bottom hatch takes resin as fuel, output is tar (20 s each, Industry.TarRefinerySecondsPerTar).
  • New piece: Metallurgy furnace (blast-furnace base; Flametal 25, Gold 20, Ceramic plate 15, Mechanical spring 8). Feed it anything crafted with metal (nails, chains, springs, tools, weapons, armour, bronze...) and burn tar; it returns the main metal at 50% of the recipe amount, credited per item (20 iron nails = 1 iron). Industry.MetalFurnaceReturnPercent.
  • New ammo: bolter shells in copper, tin, bronze, iron, silver (+spirit), black metal and flametal (+fire). Each is a crossbow bolt: 1 ingot + 1 tar + 1 sulfur = 20 shells at the forge (Industry.BoltAmmoPerMetal); usable in the bolter, the Custodian spear and any crossbow.

0.10.75

  • Dreadnought cockpit view: the mech's own body (torso, arms, shoulders, hold) is hidden for the pilot while in cockpit view, so nothing blocks the view; other players still see the mech. The cockpit camera also sits a little further forward at the hatch lip.

0.10.74

  • Dreadnought: the multi-melta and each missile of the rack salvo now play a muzzle effect (the ballista shot flash, smoke and sound) when fired.

0.10.73

  • Dreadnought jump jets: you must hold Jump to stay up; releasing it lets the mech sink slowly (40% of the climb rate, Dreadnought.FlySinkFraction; Crouch still descends fast).
  • Dreadnought heavy flamer starts fires: wherever the flames land, the ground burns for 10 s in a 2 m patch, dealing fire damage every second to enemies and destructibles inside it (players, tames and your own buildings are spared). Dreadnought.FlamerFireSeconds / FlamerFireRadius / FlamerFireDamagePercent.

0.10.72

  • Dreadnought weapons: number keys 1-5 now select one weapon (assault cannon, multi-melta, power fist, heavy flamer, missile rack); the primary attack fires the selected weapon and the secondary attack triggers its second move (power fist: ground slam). The HUD shows the selected weapon. Piece description rewritten for the new controls.

0.10.71

  • Stormraven: flight now uses throttle gears. Tap W to go up a gear (1-3), S to go down (R = slow reverse); the craft accelerates and decelerates to the gear speed by itself. A / D still strafe, Shift boosts, Space / Ctrl climb and descend.
  • Stormraven: the vanilla ship rudder / gear indicator is hidden while piloting, and the crosshair stays visible in the cockpit view (for both the Stormraven and the Dreadnought).
  • Dreadnought could not walk since 0.10.68: the foot-lift used MovePosition, which cancels the horizontal movement of a non-kinematic body every tick; it now lifts with vertical velocity. WASD is also converted from input axes to camera-relative world directions, so it moves exactly like a character.

0.10.70

  • Performance pass (no gameplay change): the vehicle camera no longer looks up layer names by string every frame, the Dreadnought foot probe no longer allocates an array every physics tick, and the void-damage diagnostic uses a registry of cannon components instead of scanning the whole scene.

0.10.69

  • Dreadnought heavy flamer can burn resin when there is no tar: 2 s of flame per piece at 50% of the tar fire damage (Dreadnought.FlamerSecondsPerResin, Dreadnought.FlamerResinDamagePercent). Tar is still used first.

0.10.68

  • Dreadnought: the missile rack fires on key 5 instead of R (HUD label updated).
  • Dreadnought: feet no longer sink into floors or terrain; both feet probe the surface below every physics tick and the body is lifted so the soles rest on it.

0.10.67

  • Dreadnought rebuilt on a plain physics piece instead of a ship. It stands on the ground by gravity (capsule legs), moves like a character (WASD relative to the camera, Shift to run, turns to face the direction of travel, stops when you let go), jump jets lift it on real gravity, it floats near the surface in water, and the boarding point is its own interactable (aim between the legs, E). Existing Dreadnoughts built with the old ship-based version will not carry over; build a new one.
  • Chase camera for Dreadnought and Stormraven starts 40 m behind and the scroll wheel reaches 70 m (Dreadnought.CameraDistance, Stormraven.ThirdPersonDistance, Dreadnought.CameraMaxDistance; old defaults upgraded).
  • Cockpit view (V) for both vehicles is now a camera pinned at the hatch / windscreen edge that turns with your look direction, so nothing of the vehicle blocks the view; V again returns to the chase camera.

0.10.66

  • Dreadnought: an old line still forced the camera back to first person four times a second, defeating the 0.10.65 third-person camera; removed. The mech is now driven exactly like the airship / ships: W raises the gear, S lowers it, A / D steer; gears are no longer overwritten every frame.

0.10.65

  • Dreadnought and Stormraven camera: boarding now puts the camera in third person, pulled back (mech 14 m, Stormraven 18 m), and the scroll wheel can zoom out further up to 40 m (Dreadnought.CameraDistance, Dreadnought.CameraMaxDistance). The vehicle's own colliders no longer push the camera in. Stormraven V still toggles first / third person.

0.10.64

  • Dreadnought / Stormraven boarding prompt, for real this time (confirmed in the player log): since 0.10.62 the seat attach point was destroyed together with the old controls wrapper, so the hover text threw a NullReferenceException every frame and nothing was drawn. Both vehicles now create their own seat attach point.
  • Dreadnought no longer hovers: when it is not walking, turning, flying or hooked it parks kinematically with its feet on the ground (same approach as the Stormraven); ship physics is skipped while parked. Default ground clearance is now 0.1 m (old 0.6 m configs are upgraded).

0.10.63

  • Dreadnought / Stormraven boarding prompt: root cause found with a prefab dump. Each vehicle had a large crew-detection trigger box on the vehicle layer, which the hover ray can hit; the camera is outside that box, so the ray stopped on the trigger before reaching the boarding collider. The trigger now uses the vanilla character_trigger layer, which the hover ray ignores.

0.10.62

  • Dreadnought / Stormraven boarding prompt finally shows: the boarding object is now set up exactly like the cargo chest (the object that carries the ship controls sits directly under the vehicle root, owns its own collider and uses the same layer). Previously the collider was on a wrapper object above the controls, and the hover lookup only searches upward, so it never found them.

0.10.61

  • Dreadnought: the two jump-jet pods now sit against the rocket rack and reach into the back plate through a mounting block; no gap between the jets and the pack.
  • Stormraven: the tail is raised (rear fuselage sweeps up 1.2 m, booms, fins and tailplane follow) and the mech racks are now a gantry above the tail with the clamps at 7.4 m, exactly the height of a Dreadnought, so a mech can walk under the rack and hook up. The old tail booms and insignia plates are removed; only fins and the rack gantry remain at the tail.
  • Fish net: the attraction / intake check now runs every 1 minute instead of every 10 (FishNet.AttractIntervalSeconds, old default upgraded automatically).

0.10.60

  • Performance pass (no gameplay change): the ship physics patches (buoyancy plane, parked Stormraven, mech / Stormraven / airship / Corvette thrust) looked up mod components on every ship every physics tick; they now use a per-ship cache. The Dreadnought hook no longer scans the whole scene for other mechs.

0.10.59

  • Fish net: when a net is full (or out of bait), the fish trapped in it are handed to the nearest other fish net within 150 m that has bait and room (FishNet.HandoverRangeM); they swim over and are caught there.

0.10.58

  • Dreadnought: the step plate and ladder under the torso are gone; the boarding point is now the space between the legs under the pelvis (aim there, press E).
  • Stormraven: the whole nose (nose cone and cockpit) is the boarding interaction area.

0.10.57

  • Dreadnought: the back rocket rack now has a mounting block and two brackets that reach into the back plate, and the rack sits 7 cm closer, so it no longer floats behind the torso.

0.10.56

  • Astartes / Custodian helmet sits on the head again: the helmet aligner mixed the head bone's world rotation with a rest rotation measured in player space, so the helmet was rotated by whatever direction the player was facing when the helmet was equipped. The alignment is now computed entirely in player space.
  • Stormraven: vanilla ship physics is skipped while it is parked, removing the per-tick "kinematic body" warnings that 0.10.55 spammed into the log.
  • Dreadnought and Stormraven can actually be boarded from the ground: the vanilla rudder refuses Interact unless the player is standing on the ship and shows "too far" beyond 4 m from the seat, so E never worked for ground-boarded vehicles. Both now accept E within 12 m of the seat when aiming at the ladder / side door.
  • Fish net: fish near the net are picked up every 2 s (up to 8 at once) instead of only on the 10-minute scan, so a fish that stopped at the mouth no longer sits there waiting for the next scan.

0.10.55

  • Stormraven: when the engine is off it now really sits on its skids (kinematic, levelled to the highest ground under the three skids) instead of bobbing on the vanilla ship buoyancy; the cockpit entry is the right-hand side door with its own collider (aim at the door from the boarding step and press E; the old point was inside the hull collider and could not be targeted); the boarding-step supports now reach into the belly armour and the skid struts got seats, closing the remaining gaps.
  • Fish net: fish no longer get stuck in a corner. The net is one solid box collider, so a fish inside it was pushed back to the nearest wall every physics tick while the net pulled it to the centre; pulled fish now pass through the net collider, and the catch radius is a little wider.

0.10.54

  • Dreadnought: the boarding point is now the front ladder (step plate up to the torso) with its own large collider, so aiming at any part of the ladder shows the prompt and E boards the mech. The old point sat inside the front plate behind the torso collider and could not be targeted.

0.10.53

  • New weapon: Gungnir, Odin's spear (black forge: the strongest vanilla spear + Flametal, Eitr and Gold). Hold secondary attack to charge (up to x2), release to hurl it 50 m in a straight line at 500 m/s: every enemy within 1.5 m of the flight line takes the damage of the strongest weapon in the world (scanned from the item database) plus 50% pierce and a shock, is staggered and paralysed for 3 s; Obliterator lightning and thunder run along the line and the impact point deals a heavy blow to everything within 6 m. The spear never leaves your hand (it flies out and back visually). 30 s cooldown; all values in Gungnir.*.

0.10.52

  • Fixed the "void" shocks and shield pops while cannons fire: the Astartes reflect patch had lost its "wearer only" guard, so every creature hit by canister pellets reflected part of the lightning back at the gunner (and every creature took 25% less damage). Reflection and damage reduction now apply only to players wearing the Astartes / Custodian set.
  • Cannon fire control: a gun holds fire (keeps tracking) while any player stands inside a safety cone in front of the muzzle (Cannons.PlayerSafetyRange 12 m, Cannons.PlayerSafetyAngle 40 degrees).
  • Mooring post: the ship is hauled in more gently (default 2 m/s, slowing to 0.5 m/s over the last metres, overspeed is braked) and ship impact damage is switched off while it is being hauled or held, so neither the ship nor nearby buildings get rammed.
  • Fish net no longer floats in the air after a reload: the placement height correction is now written into the piece's saved position, and nets already hanging above the water drop back onto the surface when they load.

0.10.51

  • Fish net doubled: 4 x 4 m, 2.4 m deep, 0.9 m throat so large fish fit; the build point is now the top rail, so a net placed on water already hangs in the water with the rail and floats at the surface (on land it stands up on the ground). Costs 40 wood, 16 resin, 12 leather scraps.
  • Shields absorb burning / poison again (cannon-caused fire is blocked at the source since 0.10.50); only fall, drowning, freezing, water, smoke, stalactite, world edge and the Ashlands ocean bypass them.
  • Diagnostics: damage to the local player with no attacker is logged (type, amounts, distance to the nearest cannon) at most every 2 s, to pin down any remaining "void" damage.
  • Dreadnought and Stormraven placement fixed: the build ghost used the vanilla "rest the lowest collider on the ground" rule, which buried the machine and turned the ghost red; both now place their origin exactly at the aim point and then settle onto the terrain.
  • Audit fix: the Dreadnought hook only intercepts Use while the key is actually held, so a destroyed or invalid mech can no longer trap its pilot in the cockpit.

0.10.50

  • Players standing near firing cannons no longer take damage at all: on top of the targeting filter, any damage dealt to a player while a cannon shell, canister, blast or their fire/fragments is resolving a hit is dropped outright (no burning, knockback or stagger either). Cannons.NeverHitPlayers.

0.10.49

  • Fish net: the front wall is now a funnel entrance (two net panels narrowing to a throat). Attracted fish swim to the mouth, pass through the throat into the net and are caught; if the box is full or the bait ran out they stay trapped inside (held in the net every physics tick) and are collected as soon as there is room. The net can be built straight on the water surface with no foundation: it sinks 1.3 m so the rail and floats ride at the surface.

0.10.48

  • Shields (ship, Astartes, Custodes, storm shield layers) no longer get eaten by invisible sources: fall, drowning, burning, freezing, poison, water, smoke, lava, cinder fire, stalactites and the world edge pass through without draining the shield; only hits from an actual attacker are absorbed.
  • Dreadnought and Stormraven: every connector now overlaps its neighbour (leg and arm pistons seated in the shells, ladder rails from the step to the hull, rocket pods bedded into the wings, side fins standing on the tail booms, step brackets to the fuselage, rack arms running from the centreline into the gantry, turret base extended down to the roof).
  • Players are never cannon targets: shells, canister, their blasts and the Dreadnought / Stormraven weapons no longer damage players at all, PvP or not (Cannons.NeverHitPlayers).
  • Fish net: vanilla fishing bait (any biome) works as bait too; fish are now moved straight into the net each physics tick instead of fighting their own AI, the catch radius is wider, nets without a water volume fall back to sea level, luring searches 3-20 m for 0.9 m deep water, and every scan writes a line to the log (bait, water level, fish nearby, lure timer) so an idle net explains itself. Attraction now reaches 500 m (FishNet.AttractRadiusM) once every 10 minutes (FishNet.AttractIntervalSeconds), first pull 5 s after placing bait.

0.10.47

  • Dreadnought and Stormraven no longer sink into the ground: they are placed 2.5 m up and settle onto the terrain, their float reference is set directly (no longer inheriting the ship waterline / bow-trim settings), and each has a GroundClearance setting (0.6 m / 0.7 m) to raise them further.
  • Both models redesigned: the Dreadnought gets chamfered armour plates, a sloped sarcophagus with skull-and-wings icon, searchlights, hydraulic pistons, hoses, knee plates and clawed feet; the Stormraven gets a chamfered hull with a lofted nose and tail, a glazed cockpit canopy, swept wings with ringed engine pods, rocket pods, twin-boom tail, strutted skids and gantry racks.

0.10.46

  • Performance pass over the new vehicles (no gameplay change): the Dreadnought and Stormraven cache their hull component instead of looking it up every physics tick / HUD refresh, and a hooked Dreadnought caches its carrier instead of querying it 50 times a second. Audit of every per-frame path in the new code found no other unthrottled work.

0.10.45

  • New: Stormraven gunship (hammer, black forge; Flametal, Gold, mechanical springs, ceramic plates; unlocked with the Astartes gear). A flying assault transport: board from the side step, Use on the cockpit. Hold Jump to light the engines and climb, Crouch to descend and land, W/S thrust, A/D sidestep, Run to boost; the nose follows the mouse (Birdheim-style free flight, pitch limited to 50 degrees). V toggles cockpit / chase camera (chase view pulled back to 18 m). Weapons with left mouse: [1] top twin autocannon (bolts, 200 rpm, alternating barrels), [2] wing rocket pods (6 rockets per thermite grenade), [3] nose twin heavy bolters (300 m/s, one grenade per pair), [4] all guns at once. It burns tar from its own black-metal-chest-sized hold, carries the ship shield, can be repainted, and has two Dreadnought racks at the tail (Dreadnought pilots behind it hold Use to hook on). Stormraven config section.

0.10.44

  • Airship mech hook: park an airship above a Dreadnought (within 7 m sideways, up to 32 m up) and the pilot holds Use for 1 s to hook the machine under the hull; it rides along until the pilot holds Use again to release (dropped high up it hovers on its jets if it has tar, otherwise it falls). One Dreadnought per airship; a short tap of Use still leaves the cockpit. The hook is stored on the machine, shared and saved.
  • Astartes set bonus: the bolter, chainsword, chain axe and power fist deal +50% damage while the full Astartes (or Custodes) set is worn (Astartes.WeaponDamageBoostPercent).

0.10.43

  • Every vehicle can be repainted: look at a corvette, airship, Dreadnought or cannon/swivel cart and use a paint can (the nine chapter colours). Ships recolour the gun band, carriages, inner bulwarks and airship canvas; the Dreadnought its blue plates; carts their carriages. The colour is stored on the vehicle, shared and saved; a can used without aiming at a vehicle still paints your armour.

0.10.42

  • Dreadnought jump jets: two jet engines on the back pack. While piloting, hold Jump to lift off and climb (up to 40 m above the ground), hold Crouch to descend; airborne it moves 1.6x faster, follows the terrain so it never clips into hills, and lands softly. The jets burn tar from the hold (20 s per piece); with no tar or armour below 30% it cannot take off and sinks slowly. No punching while airborne, assault cannon spread doubles. HUD shows altitude and fuel. Dreadnought.Fly* config keys.

0.10.41

  • Dreadnought hold: the machine carries its own storage the size of a black metal chest (8x4), opened from a pack on its back. Bolts and thermite grenades are drawn from the hold first, then from the pilot; the HUD counts both.
  • Heavy flamer now burns tar: one piece per 5 s of fire (Dreadnought.FlamerSecondsPerTar), taken from the hold first; the HUD shows the tar count.

0.10.40

  • Dreadnought is bigger: the whole machine is scaled x1.3 (about 7.3 m tall; Dreadnought.Scale). Colliders, boarding step, cockpit, muzzles, footstep dust, punch and slam reach scale with it.

0.10.39

  • Dreadnought cost reworked to four materials: 150 Flametal and 80 Gold (the two rarest raw materials, in bulk) plus 40 Mechanical springs and 60 Ceramic plates (the two most involved crafted components).
  • Fish net and mooring post did not show in the hammer until linen thread had been obtained; they now cost Meadows materials only (net: wood, resin, leather scraps; post: wood, resin).

0.10.38

  • Corvette-series ships: bombardment mode can be switched off and on. The helmsman or the captain presses G (Cannons.ShipGunsToggleKey); while off, none of the ship's cannons or swivel guns fire. The state is stored on the ship (shared, saved).

0.10.37

  • Fixed: the Dreadnought did not show up in the hammer unless every one of its 12 materials had already been picked up. It is now unlocked together with the Astartes gear as soon as you have obtained any Flametal / Ashlands equipment (hammer, Misc tab, near a black forge).

0.10.36

  • Bounty board: 4-star hunts can now target Deep North creatures (every non-boss creature of the Deep North faction is picked up automatically).
  • New quest type Hold: travel to the marked point and hold it for 5-10 minutes (by star rating). While you stay within 30 m the timer runs and a wave attacks every 45 s from 25-40 m out, growing in number and level; every third wave and the final wave bring 3-star elites from the next tier up (Deep North creatures at the top). Leaving the circle pauses the timer and the waves.
  • Performance (no gameplay change): the quest list is parsed once and cached until it changes, instead of being re-parsed every second by the explore, hold and boss trackers.

0.10.35

  • Performance pass (no gameplay change): Dreadnought muzzle lookups are cached instead of scanning the model per shot, the Dreadnought and ammo HUDs cache their labels and only re-layout when the text changes, the ground-slam hit list is reused, and the mooring post caches the ship components instead of looking them up every physics tick. Audit of every per-frame path confirmed the rest already runs on timers (cannon scans 0.5 s, shields 0.2-0.5 s, pets, nets, sea threats).

0.10.34

  • Fish net: a baited, submerged net now scans for fish every 30 s instead of every 2 s (FishNet.ScanSeconds).

0.10.33

  • Airships: both hulls get a pair of sled-type landing skids under the keel (iron-shod, upturned ends, braced into the hull) so they settle level on land instead of rolling onto the belly. With the skids in the water the airship sails 15% slower (Airship.WaterSpeedPenaltyPercent).

0.10.32

  • Mooring post: the moored ship is stored in the post (saved with the world and shared with every player). Whoever owns the ship hauls it in / holds it; a ship that drifts out again is hauled back; dragging it more than 60 m away casts off automatically.
  • Fish net: a lure also has a 10% chance (FishNet.SerpentChancePercent) to bring a sea serpent in from deep water 30 m away (needs 3 m deep water there).
  • Dreadnought: movement is no longer the ship gear latch. Hold W to walk, W + Run to run, hold S to back up; release to stop.

0.10.31

  • Fish net: each lure has a 15% chance (FishNet.SeaDrakeChancePercent) to bring a hostile sea drake diving in from the sky instead of a fish.
  • New: Mooring post (hammer, Misc; wood, linen thread). Press Use on it while standing on a nearby ship (or beside the post): the ship is hauled in to the post at 3 m/s and held there once within 6 m (or stuck); Use again casts off. Mooring config section.

0.10.30

  • New: Fish net (hammer, Misc; wood, linen thread, resin). Place it in or beside water and put any meat in its box: fish within 30 m are drawn into the net and caught into the box (one bait per fish); with bait and no fish around, a fish of the local biome shows up every 90 s. FishNet config section.

0.10.29

  • New: Dreadnought (hammer, black forge; materials from every age). A pilotable walking war machine: climb the step between its legs, press Use on the hatch to board, W/S gears, A/D turn, Use to leave; the view locks to the hatch. Left mouse fires the right arm: [1] assault cannon (any bolts, 300 rpm, 10 s before overheating) or [2] multi-melta (one thermite grenade per shot, fired as a defence-cannon shell, x3 damage vs structures, ore, rocks and large creatures). Right mouse works the left arm: [3] power fist (tap to punch, hold to ground-slam) or [4] heavy flamer. R (or middle mouse) fires the back missile rack (one grenade, four shells). The pilot gets the ship shield; the hull has 3000 durability, is repaired like a ship, and crushes trees and rocks in its way. All of it is in the Dreadnought config section.
  • Swivel guns: mounted guns (defence and ship) fire 30 bolts per shot (Swivel.MountedPellets), the hand-held swivel gun and the Custodes halberd 12 (Swivel.HandPellets).
  • Fixed: the enchanting table (and the altar / bounty board) slowly destroyed itself when placed on uneven ground: the piece was flagged to take "no support" wear.

0.10.28

  • Ship workshop repairs gear: on any Corvette-series ship (corvette, zeppelin, VTOL) the inventory repair button now fixes every repairable item, whatever crafting station it normally needs.

0.10.27

  • Pirates: the crew can no longer damage their own longship (monsters treat a ship in their way as a wall); the longship is faster (12 m/s, config key PirateShipSpeedMps, stronger thrust); pirates that end up in deep water die after 30 s (PirateDrownSeconds); invasions and crews now spawn staggered over several frames (one ship per 0.6 s, one pirate per 0.15 s) so five ships no longer hitch the game.
  • Pirates show up more: open sea is now 60 m from land instead of 120 m (PirateMinLandDistanceM), the first eligible roll per game session always spawns a longship, the log says why nothing rolls, and the console (F5, devcommands) gets corvette_pirates (one longship) and corvette_invasion (full invasion).
  • Zone loading in dense areas (big bases, thick forests) is spread over time: object spawning stops after General.ZoneLoadBudgetMs (8 ms) per tick instead of forcing 1% of all pending objects into one frame; 0 restores vanilla.

0.10.26

  • Defence cannon: press E on the cannon to cycle its bombardment range (25% / 50% / 67% / 85% / 100% of FireRange; Shift+E cycles back). The setting is per cannon, synced for everyone, and shown in the hover text; it limits both target lock and firing distance.

0.10.25

  • Cannons damage ships: pirate longships are always valid targets for shells, canister and blasts; other ships too unless Cannons.HitShips is off (the firing ship never hits itself). A captured pirate ship (crew dead) goes back under friendly-fire protection.
  • The vanilla bat raid event (You stirred the cauldron) is disabled (Events.DisableBatsEvent); the other random events take its place, and a bat raid in progress is cancelled.

0.10.24

  • Pirates: a Fuling crew (2 Fulings, a Fuling archer, a Fuling shaman and a Fuling berserker as the brute) joins the skeleton and dvergr crews. All pirate crews now board: when the longship closes to 14 m of your ship (or 28 m of you on shore) every pirate leaps onto your deck or onto the beach, and the longship holds position for 20 s.

0.10.23

  • Sea threats (config section SeaThreats): while sailing near a coast (land within 80 m) packs of 2-star drakes may attack every 6 min (50%); on open water (no land within 120 m) a pirate longship may appear every 10 min (50%) 130 m away and steer itself at you, crewed by skeletons (3 skeletons, a poison skeleton and a Draugr elite) or dvergr (2 crossbowmen, an ice mage, a support mage and a Seeker brute). Kill the crew and the longship is yours. Sea drakes are their own creature (dark teal, x1.3 size, x1.5 health) distinct from the mountain drakes. Pirate invasion event: every 30 min on open water a 25% roll sends 5 longships at once from all sides (config InvasionShips). Spawned only by the ship owner so multiplayer does not double them.

0.10.22

  • Diving: while swimming, hold Crouch to dive, hold Jump to swim up, release both to drift up slowly. Every metre below the surface drains 1 extra stamina per second (config section Diving); running out of stamina underwater deals vanilla drowning damage. The camera follows you under the surface while diving.

0.10.21

  • Land defence cannons and the cannon cart now lock onto targets only within 2/3 of their fire range (config Cannons.DefenseLockFraction). Ship guns unchanged.

0.10.20

  • Storm shields turned 90 degrees around their upright axis so the face (and the relic skeleton) points forward instead of sideways. Finer freeze-diagnostic markers inside the cannon update, airship and rigging code. Wh40kArms.StormShieldRotation still applies on top (use 0,-180,0 if it ended up facing you).

0.10.19

  • Thermite levelling charge now also clears everything standing on the levelled square: trees, logs, stumps, bushes, rocks and ore deposits (three passes so felled logs and rock chunks are cleaned up too). Player structures, creatures and dropped items are untouched.

0.10.18

  • Custodian set: the limb plates (greaves, boots, arm plates) that share the Astartes meshes are now auramite gold like the rest of the set instead of chapter blue.

0.10.17

  • Config General.UniversalHammerEnabled (default on) to disable the universal hammer for freeze testing; the merged build list size is now logged.

0.10.16

  • Freeze diagnostics: a background watchdog writes BepInEx/Corvette-watchdog.log when the game stops responding for 10 s, recording which Corvette code section (if any) was running when the stall began and how long it lasted.

0.10.15

  • Shield and relic skeleton orientation restored exactly to 0.10.12 (confirmed correct).

0.10.14

  • Reverted the 0.10.13 shield flip (the shields were already facing the right way); only the relic skeleton is turned 180 degrees so it faces outward.

0.10.13

  • Fixed: storm shields (and the relic skeleton) faced inward toward the arm; the automatic alignment now puts the face on the outside. If it is still wrong on your setup, Wh40kArms.StormShieldRotation = 0,180,0 flips it.

0.10.12

  • Ammo counter moved to the top status bar (top centre of the screen).

0.10.11

  • Performance pass 3 (no gameplay change): cannon/swivel crew and nearby-player checks run 4x per second instead of every frame per gun; the halberd blade-guard, helm camera and armour paint sync components poll less often; registration now logs any feature that takes over 20 ms plus the total, so load-time hot spots are visible in the log.

0.10.10

  • Ammo counter: while holding the hand swivel gun or the Custodian halberd, the loaded shots (out of shots per Refined eitr) and the Refined eitr left in your inventory are shown under the crosshair.

0.10.9

  • No more animation-less damage: the chainsword saw (hold primary) now chains real sword swings at 1.5x animation speed (each hit x0.7, config Wh40kArms.ChainswordSawDamageMult); the chain axe Spin saw and the power fist Ground slam now fire on the hit frame of the heavy swing / heavy punch that plays when you release, instead of instantly. The Custodian halberd combo already works this way.

0.10.8

  • Custodian halberd rapid combo reworked: holding secondary attack now lets the game chain real blade swings (full animation) at 1.5x animation speed, each hit at the combo damage multiplier (70%), with the spin effect every 0.4 s and the blade guard kept up. The old animation-less damage ticks are gone.

0.10.7

  • Custodian halberd rapid combo (hold secondary): arc widened to 180 degrees, reach +0.5 m, and every swing now plays the black metal atgeir spin effect plus the halberd swing trail, with hit sparks on each target.
  • Custodian halberd blade guard: during secondary attacks (1.5 s after a blade swing, continuously while comboing) a 300-damage guard layer is raised (config Custodes.SpearGuardAbsorb); melee attackers that hit you while it is up are parried (staggered).

0.10.6

  • Astartes set defence: health regen +50%, stamina regen +25%, carry weight +150, fall damage -75%, block stamina -25%, stagger build-up -25%, resistant to poison and fire.
  • Custodian set defence (on top of the Astartes bonuses): health regen x2, stamina and eitr regen +50%, carry weight +300, immune to fall damage, block stamina -50%, stagger build-up -50%, resistant to poison / fire / frost / lightning / spirit, and an emergency ward that heals 20% max health when you drop below 30% (every 2 min, config Custodes.WardCooldownSeconds).

0.10.5

  • Bolter muzzle velocity 78 -> 128 m/s (config key renamed to Bolter.MuzzleVelocityMps so the new default applies).

0.10.4

  • Visuals: the chainsword saw (hold primary) now plays the sword swing trail every tick and the sword hit sparks on each target; the chain axe Spin saw plays the black metal atgeir spin-attack effect plus axe hit sparks on each target.

0.10.3

  • All shockwave effects of the new weapons (power fist third hit / charged blow / ground slam, chainsword full overload) now play the vanilla sledgehammer ground-slam visual, scaled to the shockwave radius.

0.10.2

  • Zone-load pass (portals, dungeons, crossing zones; no gameplay change): the three per-creature Awake hooks (boss mark, pet mark, max-health restore) are merged into one with pre-hashed keys, so each creature spawned costs a single lookup; the chest registry is a hash set (no linear scans when hundreds of containers load); the Flametal recipe unlock stops scanning recipes once everything is unlocked; the universal hammer rebuilds its merged build list at most every 5 s unless new items appeared.

0.10.1

  • Fixed: Custodian halberd (and bolter / hand swivel gun) sometimes fired sideways. The frost-staff base attack aims along the character body, which turns toward the movement direction; the guns now always aim at the crosshair.

0.10.0

  • Unified controls for all new weapons: primary attack click / hold, secondary attack click / hold (the secondary attack key is the game's own binding, middle mouse by default). Right click is a normal block again; nothing is remapped.
    • Custodian halberd: click = blast, hold = charged shot / Emperor's Wrath; secondary click = blade swing, hold = rapid combo.
    • Chainsword: click = swing, hold = saw; secondary click = Overload cleave (x2, 3 Rend), hold = Full overload (x3, 5 Rend, 3 m shockwave).
    • Chain axe: click = swing, hold = Saw cleave (x1.8, +2 Rend); secondary click = heavy swing, hold = Spin saw (x1.2 to everyone within 3 m + Rend).
    • Power fist: click = punch, hold = Charged blow (x2.5 + 3 m shock, on demand); secondary click = heavy punch, hold = Ground slam (100% blunt + stagger within 5 m, 40 stamina).
    • With the full Custodian set the hold versions also get the Custodian charge multiplier. Hold time for axe/fist/chainsword: Wh40kArms.HoldChargeSeconds (0.6 s).

0.9.9

  • Chainsword right click replaced: the dash is gone; right click is now the Overload cleave (the heavy swing animation at x2 damage, double knockback, 3 Rend stacks of 8 true damage per second for 6 s).

0.9.8

  • Fixed: Custodian halberd fired twice on a single click since 0.9.5 (the release-to-fire logic handed the game a press without the hold flag, which the looping staff attack treats as an immediate abort plus a queued re-fire). The release now mimics a real click (press + ~0.1 s hold).

0.9.7

  • Diagnostics for the hold-to-charge paths (halberd charge/combo, chainsword saw/dash, Custodian charge) written to the log when Astartes.DebugLog is on.

0.9.6

  • Performance pass (no gameplay change): the twelve per-frame "attach helper component" patches on Player.Update are replaced by one that runs once per local player; cannon/swivel target scans share one candidate list per frame instead of each gun walking every creature; craft-from-chests item counts are cached for 0.5 s (the crafting menu asked every chest for every recipe every frame); the jump pack storage no longer rewrites its network position every frame (only when moved 2 m or once a second) and the Custodian set flag is written to the network only when it changes; the fear system no longer touches every monster each frame when nobody is feared; the mining charge follow-up passes rescan only vein chunks instead of the whole scene three times.

0.9.5

  • Custodian power halberd special effects (config section Custodes, keys Spear*): each Refined eitr loads 30 shots; hold left click for a charged shot (x2, 5 shots) which becomes the Emperor's Wrath cannon blast shell with the full Custodian set; right click swings the blade (reach x1.3), hold right click for a rapid combo; canister hits brand targets for 8 s (+20% from Custodians, blade hit detonates for +60 true damage and stagger); blade hits reload 5 shots and restore 15 stamina per enemy (3 per swing) and open a 3 s counter window (next shot x2, no ammo); canister stagger x1.5 on large creatures.

0.9.4

  • Custodian set: +250 max health and +250 max stamina (config Custodes MaxHealth / MaxStamina). Fixed: the Custodian set did not actually apply the Astartes-tier bonuses it advertised (health/stamina/eitr, damage reduction, reflection, unarmed bonus); it now counts as an Astartes set everywhere.

0.9.3

  • Fixed: thermite mining charge never recognised ore. The game renames every MineRock5 object to ___MineRock5 m_meshFilter at runtime, so the name-keyed ore cache took the first rock it saw (plain stone) as the answer for all of them. Ore is now read from each deposit's own drop table; the diagnostic log lists the drops of rocks in range.

0.9.2

  • Fixed: the Custodian set, Custodian halberd and relic storm shield recipes referenced a non-existent BloodGold item, so Jotunn dropped them and they never appeared at the black forge. They now use the real Bloodgold material (Gold).
  • Fixed: storm shield hand alignment read vertices of a non-readable vanilla mesh (Unity error in the log); it now uses mesh bounds.

0.9.1

  • Astartes and Custodian sets, the Custodian halberd, bolter, jump pack, chain axe, chainsword, power fist and both storm shields are unlocked as soon as you have picked up any Flametal equipment (vanilla Flametal armour/shields or the Ashlands weapons); no need to discover Bloodgold / Eitr / trophies first. They are still crafted at the black forge.

0.9.0

  • Five new Warhammer melee arms at the black forge (Flametal / Eitr; config section Wh40kArms):
    • Chain axe: slash x1.3, chop x2, every hit stacks Rend (up to 5: 8 true damage per stack per second for 6 s); fells any tree in one swing.
    • Chainsword: slash x1.2, swings cost 20% less stamina; hold attack to saw (40% weapon damage every 0.25 s in a 2.5 m cone, 8 stamina/s); right click dashes 4 m dealing 150% + stagger (3 s cooldown). Not affected by the Custodian charge.
    • Power fist: 180 blunt + 40 lightning, triple knockback, -25% move speed; every third hit x2.5 and a 3 m shock at 50%; x3 against structures and rock, mines like a pickaxe.
    • Storm shield: tower shield at x1.5 block with half the movement penalty, 0.4 s parry window; while raised a 500-damage energy layer (back 60 s after breaking), immunity to knockback and stagger; perfect blocks throw 30% of spell damage back.
    • Relic storm shield (storm shield + Bloodgold / Flametal / Eitr / Fader trophy): x1.2 storm shield; the vanilla Skeleton creature model is bound to the shield face; while raised a 1000-damage layer (45 s), a fear pulse every 12 s (non-boss enemies within 8 m flee 3 s) and 25% of blocked damage heals you (up to 50/s).
    • Shield models auto-align to the vanilla tower shield; StormShieldRotation / StormShieldOffset fine-tune them.
  • Astartes paint cans are now consumed on use and also recolour the jump pack.

0.8.1

  • Thermite bomb (mining): range check now uses each deposit's collider bounds instead of its root position (large rock formations and buried veins have roots far from the ore), and the charge runs two extra passes 0.7 s apart so the vein chunks spawned when a rock shell breaks are shattered too. When nothing is hit the log lists the destructibles that were in range.

0.8.0

  • New legendary set: Custodian Guard (Emperor's Custodes; black forge, each piece needs the Astartes piece + Bloodgold / Flametal / Eitr). Gold auramite armour with crimson plume and cloak at a higher armour grade. Full set: everything the Astartes set gives, plus x1.5 damage against large creatures, every melee block counts as a parry, a 1500-damage Custodian shield restored 3 minutes after it breaks, hold-to-charge primary and secondary attacks (up to x2 after 2 s; not for hold-to-fire or bow-draw weapons), and an aura: allies within 20 m deal +10 true damage per hit and take 10% less damage per Custodian in range (stacks). Config section Custodes.
  • New weapon: Custodian power halberd (black forge: hand swivel gun + Bloodgold / Flametal / Eitr). The shaft is a bolter firing the hand swivel gun's canister shot, one blast per click, refined eitr as ammo; the power blade hangs under the muzzle and right click swings it like an atgeir.
  • Astartes paint: nine chapter paint cans at the workbench (Resin 2, Coal 1). Use one to recolour the whole Astartes set (blue parts and the underlying armour); not consumed; other players see the colour.
  • Spawns: strong creatures (2+ stars possible or top-tier per biome) spawn 30% more often and in 30% larger groups; giant creatures (trolls, lox, golems, abominations, gjall, brutes, big serpents) appear in groups of at least 3. Config section Spawns.

0.7.27

  • Fixed items (bolts and anything else) vanishing from the jump pack store: the store is an invisible world container, and when you moved into another zone the game destroyed it; the replacement came up empty and the next change overwrote the saved contents. The store now keeps its network position on the player and always reloads its contents when recreated.
  • Craft-from-chests no longer treats the jump pack store as a chest.
  • Sort: if an item somehow cannot be placed back it is dropped at your feet instead of being lost.

0.7.26

  • Bolter: ballista bolts were not recognised (they are "non-equipable ammo", not regular ammo). Fixed; any TurretBolt item now counts and is used first, firing the heavy cannon shell.

0.7.25

  • Airship: ramming trees (trunks, logs, tree-type destructibles) no longer wears the hull; the trees still get chopped.

0.7.24

  • Jump pack: pressing Jump while swimming now launches you straight out of the water (full jump height), so falling into the sea is no longer a problem.

0.7.23

  • All lights and fires (campfires, hearths, bonfires, standing and wall torches, braziers, sconces, lanterns and modded fireplaces) burn forever without fuel; existing fires are topped up when loaded. Config General / EternalFire (default on, server-synced).

0.7.22

  • Bolter: ballista bolts of any material are now accepted and used first; with them loaded it fires a heavy cannon shell (the Corvette cannon round) and only single shots. Regular bolts still fire the Embers fireball with hold-to-fire bursts.
  • Bolter: muzzle velocity +30% (60 to 78 m/s; config key renamed to Bolter / MuzzleVelocity).

0.7.21

  • Stash all: consumables (food, meads, potions) and ammunition (arrows, bolts, throwables) now stay in your inventory; hotbar and equipped items were already kept.

0.7.20

  • Thermite bomb (mining) now actually breaks ore: it no longer relies on the blast box finding colliders (veins are mostly buried) but scans every ore deposit in the 25 x 25 m square and hits all of its chunks with pickaxe damage, so veins shatter and drop their ore. The detected ore prefab list is written to the log once at world load.
  • Thermite bomb (demolition): crater depth reduced from 2 m to 1 m (config key renamed to Bomb / BlastDepth).
  • Craft from chests: chests are tracked through a registry instead of a full scene search every second (less stutter near big bases).

0.7.19

  • New: Thermite bomb (mining) (workbench: Flametal 1, Sulfur 5, Blackwood 5; placed with the hammer, green ring). 10 s after arming it shatters every ore deposit in the 25 x 25 m square: metal veins and ore rocks (copper, tin, silver, iron scrap, black metal, flametal), petrified giant remains and meteorites, at any tool tier. Creatures, buildings, trees, plain rock and terrain are untouched; no crater, no fragments.

0.7.18

  • Earth staff mines again: projectile hits never carried a tool tier, so ore veins and rocks that need a pickaxe tier rejected the yellow orb. The orb now hits rocks, ore veins and small rocks with tool tier 10 (everything is mineable).

0.7.17

  • Craft from chests: every crafting station (workbench, forge, cauldron, black forge, galdr table and modded ones) counts and consumes materials from chests within 20 m; the crafting panel shows bag + chest totals. Cooking stations, smelters / kilns / blast furnaces / refineries and fermenters pull the raw item or fuel from a nearby chest when your bag has none. Only public or your own chests, not ones someone else has open, and only inside your ward area. Config General / CraftFromChestsRange (0 = off).

0.7.16

  • Astartes set: personal shield. With all three pieces worn you get a shield layer that absorbs 1000 damage; a fresh layer replaces it every 5 minutes (config Astartes / ShieldAbsorb, ShieldRefreshSeconds). It is a separate effect from the ship shield, so both can be active at once. Fall damage is absorbed too.
  • Boss bounties: when the boss dies, every player who accepted that bounty completes it at the same time (broadcast to all clients), whoever landed the kill.
  • Quests: a "ready to turn in" message now also fires for gather quests when the inventory reaches the amount, and a "Quest completed" message shows when a quest is turned in.
  • Bounty board: a completed boss bounty is removed from the shared board so a different quest takes its place.

0.7.15

  • Ground cleanup: every 10 minutes, dropped items that have lain unpicked for at least 10 minutes are removed (items placed as pieces are kept; each client sweeps the items it owns). Config General / GroundCleanupMinutes (0 = off).
  • Players never trigger traps (vanilla and modded Trap pieces); enemies still do. Config General / TrapsIgnorePlayers (default on, server-synced).

0.7.14

  • Dependency added: Valheim Performance Optimizations (ontrigger-ValheimPerformanceOptimizations 1.2.3), installed automatically by mod managers.

0.7.13

  • Built-in graphics jobs optimisation: on start the mod makes sure valheim_Data/boot.config begins with gfx-enable-gfx-jobs=1 and gfx-enable-native-gfx-jobs=1 (backup boot.config.corvette.bak). Unity reads this file at launch, so it takes effect from the next game start. Config General / GfxJobs (default on; turning it off removes the native-jobs line again).

0.7.12

  • Dependency added: Better Networking (CW_Jesse-BetterNetworking_Valheim 2.3.2). Mod managers install it together with Corvette; it raises the network send rate / queue size and compresses traffic so ships, cannons and projectiles stay in sync in multiplayer.

0.7.11

  • Astartes helmet / chest / pauldrons: the 0.7.2 model build accidentally overwrote the v3 curved MK X meshes with the old box versions (whose helmet faces backwards). The v3 meshes are restored, the helmet faces forward again, and the old generator can no longer overwrite them.

0.7.10

  • Weather is always clear: every outdoor environment override resolves to Clear (rain, storms, mist, ash storms gone). Indoor / dungeon environments and the intro are untouched. Config General / AlwaysClearWeather (default on, server-synced).

0.7.9

  • New item: Universal little hammer (workbench: Wood 5, Stone 5). Its build menu merges every known recipe from every build tool (hammer, hoe, cultivator and other mods' tools); building costs no materials and needs no workbench; it repairs any structure, ship or cart without a workbench; it never wears out. Crafting items at stations still costs normally.

0.7.8

  • Bolter: 0.7.6 rolled it the wrong way (upside down). Roll is now +90 so the magazine and grip point down; config key renamed to Bolter / RollDegrees so the new default applies.
  • Astartes helmet faced backwards and sat behind the head: the helmet is now re-aligned when it is put on, from the actual head bone (rotation = head bone relative to its rest pose, position = head joint + HelmetCentre), instead of trusting the helmet attach point.

0.7.7

  • Earth staff: casting no longer costs eitr (config key renamed to EarthStaffEitrCost, default 0).
  • Bolter: accepts any bolt as ammunition (every vanilla or modded item with the bolt ammo type), taken in inventory order; damage still = fireball + that bolt.

0.7.6

  • Bolter: the model was rolled sideways in the hand (magazine and grip pointing at the body). Now rolled so they point down; config Bolter / Roll (default -90) if your rig differs.
  • Astartes debug log (DebugLog) now also prints the forward/up vectors of each armour part and its bone, for alignment diagnostics.

0.7.5

  • Thermite AP grenade: fuse shortened to 3 s after landing (config Grenade / Fuse; demolition and engineering charges keep Bomb / Fuse).
  • Astartes set bonus: +150 max stamina while the full set is worn (config Astartes / MaxStamina), applied immediately when the set is completed or broken.

0.7.4

  • Airships: hitting terrain or crashing no longer destroys the ship outright. Environmental damage (no attacker) is capped at 70% of max health per hit and always leaves at least 1% (Airship ImpactMaxDamage). Damage from creatures, players and cannons is unchanged.

0.7.3

  • Inventory: the "Sort bag" button moved above the player panel so it no longer covers the last hotbar slots.

0.7.2

  • New weapon: Bolter (Black forge: Flametal 20, Black metal 15, Blackwood 10, Eitr 10; upgradable). Fires the Staff of Embers fireball (impact explosion, staggers) and consumes one Flametal / Bloodgold / Black metal bolt per shot; damage = fireball + bolt. Click for one shot, hold for continuous fire at the frost staff rate with a short pause after every third shot. Bolts are pulled from the jump pack store when the inventory runs out. Config section Bolter.
  • Earth staff: click now fires one orb, hold fires continuously (same click-to-fire fix as the hand swivel gun).
  • Thermite bomb (engineering) renamed Thermite bomb (demolition): 25 x 25 m blast, the ground is blasted two layers (2 m) down, no fragments (config CraterSize 25 / CraterDepth 2).
  • New Thermite bomb (engineering) (workbench: Flametal 1, Sulfur 5, Ashwood 5; placed with the hammer, blue dashed ring): arms like the demolition charge but only levels the 25 x 25 m square to its own height. No damage, no crater, no fragments.

0.7.1

  • Astartes set bonus: movement speed +35% (was +30%), new +150 max health and +200 max eitr while the full set is worn (recalculated immediately when the set is completed or broken), unarmed hits now deal +30% plus a flat +200 blunt (was +200%) and still stagger. Config keys MoveSpeed, MaxHealth, MaxEitr, FistBonus, FistExtraDamage (old SpeedBonus / FistDamage are ignored).
  • Jump pack: the inherited feather-cape "very weak to fire" modifier is now "resistant to fire".
  • Verified the other set effects reach the game: speed via the status effect, damage reduction and reflection on the victim side, fist bonus on the attacker side.

0.7.0

  • Jump pack: double jump removed. A jump from the ground goes straight to the configured height (JumpPack JumpHeight, default 15 m, replaces HopHeight / MaxHeight); no air hops. Crouch fast-drop and the hammer slam are unchanged.

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.