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WiresCombatFlow

More responsive combat

By Wire
Date uploaded 3 days ago
Version 2.1.0
Download link Wire-WiresCombatFlow-2.1.0.zip
Downloads 134
Dependency string Wire-WiresCombatFlow-2.1.0

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 enemies above or below you, with better collider targeting on slopes. It doesn't change horizontal aim or extend weapon reach.
  • 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.

https://ko-fi.com/krosshair

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.