Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
You are viewing a potentially older version of this package.
View all versions.
| Date uploaded | a week ago |
| Version | 2.0.0 |
| Download link | Wire-WiresCombatFlow-2.0.0.zip |
| Downloads | 84 |
| Dependency string | Wire-WiresCombatFlow-2.0.0 |
This mod requires the following mods to function
README
Wire's Combat Flow
Makes Valheim combat feel smoother and more responsive.
Features:
- Cancel attack recovery into a block, dodge, jump, or sprint shortly after your attack hits.
- Each recovery cancel has a configurable extra stamina cost, with an additional cost for secondary attacks.
- Brief input buffering for jump and sprint, plus more forgiving melee combo chaining.
- Gradual movement and turning recovery after attacks, with smoother animation transitions when cancelling.
- Automatic vertical melee aiming towards nearby enemies above or below you.
- Configurable cancel timing, stamina costs, movement recovery, input buffering, and vertical aiming.
Works client-side. Other players don't need the mod.
Disclaimer: the code is AI-assisted since I barely know C#. Not fully AI nor human.
CHANGELOG
Changelog
2.1.0
- Made automatic vertical melee targeting more reliable on slopes.
- Target selection now accounts for the actual width of an enemy's collider and the weapon's collision sweep, including its extra-height casts.
- Improved upper-body line-of-sight checks when the terrain hides an enemy's lower hitbox.
2.0.0
- Added sprint recovery cancelling, alongside block, dodge, and jump, with configurable stamina costs.
- Added brief input buffering for jump and sprint to make defensive movement feel more responsive.
- Improved melee combo chaining with a little more time to continue an attack sequence.
- Smoothed post-hit movement and turning recovery, including gradual acceleration when sprint cancelling.
- Added short animation crossfades when transitioning out of cancelled attacks.
0.1.2
- Added jump as another recovery cancel alongside block and dodge.
- Jump cancel only works after the attack hits/fires and the normal recovery-cancel delay has passed.
- Uses Valheim's own jump input, movement and stamina, with a configurable extra cost (default 6).
- Does not jump out of wind-up, dodges, knockback, stagger or midair, and does not affect forced jumps.
- Keeps the existing block/dodge cancels and vertical melee aim unchanged.
0.1.1
- Added automatic invisible vertical melee hit aiming toward suitable enemies in front of the player.
- Ignores camera pitch when an eligible enemy is found; does not rotate the player or camera and does not provide horizontal tracking or target lock-on.
- Uses the weapon's original hit casts, range, width, attack arc and animations unchanged.
- Scans only when an actual melee hit is evaluated, using a reusable non-allocating 48-collider buffer and a single line-of-sight check on the selected target.
- Limits correction to 65 degrees and selection to a configurable narrow cone within the normal horizontal swing.
- Keeps 0.1.0 defensive recovery cancels unchanged.
0.1.0
- Added limited attack-recovery cancelling into dodge or block.
- Cancels only become available after the attack's real hit/projectile trigger, so wind-up commitment is preserved.
- Dodge cancels cost the normal dodge stamina plus an extra configurable surcharge.
- Block cancels use a smaller configurable stamina surcharge.
- Secondary/special attacks add an extra configurable cancel surcharge.
- Queued dodge takes priority over block, and a defensive cancel clears previously buffered attack presses.
- Uses Valheim's existing attack/dodge queues instead of replacing its input system.
- Client-side only; no custom network protocol or combat-stat changes.