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Get Up u Coward
Get downed, belly crawl, and hold out for a friend's revive before you bleed out. Host and all players need the mod.
CHANGELOG
Changelog
0.1.8
- Animate the accepted rescuer kneeling and tending the downed player, visible to the rescuer and observers.
- Ground the rear knee, align the front shin over its foot, and ease through stepping into the stance, reaching, releasing, and standing.
- Stop the helping pose after completion or interruption, restore held-item visibility, and preserve native physics and inventory.
- Add screenshots and short gameplay GIFs to the README, hosted on Catbox for display on Thunderstore.
- Keep the yellow give-up bar, existing gameplay, exact mod name, and dependencies.
0.1.7
- Use Valheim's yellow stamina-style fill for give-up progress, with a matching gold percentage.
0.1.6
- Restyle the rescue HUD with a new ImageGen dark-wood frame, worn bronze trim, and the existing Norse state icons.
- Use Valheim's own Norse heading font, interaction font, and health/stamina meter artwork at runtime.
- Separate the bleedout countdown from revive/give-up progress, with a restrained low-time warning and explicit hold percentage.
- Follow native HUD scaling and visibility, fit narrow screens, keep player names as plain text, and remove UI cleanly on unload.
- Show give-up progress even while another player is attempting a rescue.
- Preserve the crawl fixes, gameplay settings, exact mod name, plugin ID, and dependencies.
0.1.5
- Rework the crawl into a lower belly pose with bent elbows and knees, using the avatar's reference skeleton instead of a tilted walking pose.
- Coordinate each arm pull with the opposite knee and reverse the cycle smoothly when backing up.
- Plant hands and feet during pulling, including contacts on moving surfaces, and align palms and trailing toes with the ground.
- Add gentle body weight shifts and distribute the forward-looking pose across the spine, neck, and head.
- Preserve the 0.1.4 pose-restoration fix, normal player physics, mod identity, and dependencies.
0.1.4
- Fix crawl flipping and visual position jumps caused by feeding the previous frame's pose into Valheim's ground tilt and animation updates.
- Restore the underlying pose before native frame and physics updates, then apply an absolute crawl orientation after animation.
- Smooth and bound visual floor alignment without moving the player capsule or rigidbody.
- Add multi-frame crawl regressions for native ground tilt, turning, actual crawl movement, paused animation, and observed players.
- Keep the exact mod name, plugin ID, configuration, and dependencies.
0.1.3
- Package the cleaned page description without the installation or source-build sections.
- Verify the README inside the finished ZIP matches the cleaned description.
- Preserve the exact mod name, plugin ID, gameplay, and dependencies.
0.1.2
- Remove the installation and source-build sections from the README description.
- Bump the package and plugin versions while preserving the exact mod name and plugin ID.
- Gameplay and dependencies remain unchanged from 0.1.1.
0.1.1
- Add transparent ImageGen icons for downed, revive, and give-up indicators inside the game.
- Embed HUD artwork in the plugin DLL and update the panel layout for icon and progress visibility.
- Verify BepInEx/Jotunn requirements in the final ZIP during packaging.
- Preserve the package name, displayed mod name, plugin ID, configuration, and network protocol.
0.1.0
- Initial player-hosted multiplayer release.
- Lethal damage enters a 60-second downed state with procedural belly crawling.
- Enemies ignore downed players; further damage and ordinary healing are blocked.
- Hold the existing interaction action for five seconds to revive at 30% maximum health.
- One rescuer per target, range and obstruction checks, interruption handling, and stale-request protection.
- Hold Jump for three seconds to give up and invoke normal Valheim death.
- Host-synchronized balance settings and compatible-version requirements through Jotunn.
- Character save data preserves remaining bleedout time across reconnects.