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GoosCombatOverhaul
Spice up your Valheim combat experience with newly added souls-like mechanics such as hyperarmor, counter damage, negative stamina, running attacks, and more. All Features are highly configurable and supports per-weapon attack tuning.
By gnls
| Date uploaded | a month ago |
| Version | 1.0.3 |
| Download link | gnls-GoosCombatOverhaul-1.0.3.zip |
| Downloads | 20 |
| Dependency string | gnls-GoosCombatOverhaul-1.0.3 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333README
Goo's Combat Overhaul
Goo's Combat Overhaul is a configurable Valheim combat-feel overhaul focused on making weapon classes more distinct, responsive, and satisfying while preserving the structure of vanilla combat.
The mod adjusts combat behavior by weapon category and attack type. It can tune hyperarmor, counter damage, stagger power, hit-stop, animation speed, attack movement, lunge/root-motion scaling, attack rotation, base damage, backstab damage, PvP behavior, stamina behavior, movement behavior, blocking, and equipment values.
Fresh installs use Goo's curated preset by default. Players can reapply Goo's preset, reset the mod back to vanilla/no-op behavior, or manually tune each weapon category.
A configuration manager is strongly recommended because most of the mod's balance values are intended to be adjusted and tested in game.
Core Features
- Weapon-specific combat tuning
- Separate Primary1 / Primary2 / Primary3 / Secondary melee attack settings
- Base damage multipliers with tooltip updates
- Backstab damage-rate tuning with tooltip updates
- Per-attack airborne damage multipliers
- Running-attack support for supported melee weapons
- Two-handed axe jump-attack support
- Lunge/root-motion tuning
- Attack movement and attack rotation control
- Balanced hyperarmor system
- Counter-damage system
- Hit-stop / hit-freeze control
- Stagger, knockback, and PvP modifier tuning
- Armor base-armor multipliers with tooltip updates
- Equipment movement modifier overrides
- Shield, timed-block, block stamina, and block-break tuning
- Negative stamina system
- Stamina regeneration curve options
- Player movement, stamina, carry weight, fall damage, and base-stat tuning
- Bow and crossbow tuning options
- Goo preset reapply button
- Vanilla reset button
- Master runtime enable/disable switch
Supported weapon categories include:
- One-handed swords
- One-handed axes
- Clubs and maces
- Knives
- Spears
- Atgeirs
- Two-handed swords
- Two-handed axes
- Sledges
- Dual axes
- Bows
- Crossbows
- Magic weapons
- Unarmed
- Other mod weapons that share a supported internal category
What's New in 1.0.3
Version 1.0.3 expands weapon identity, tooltip accuracy, airborne attacks, blocking, armor tuning, and PvP control.
Highlights:
- Weapon categories now have
BaseDamageMultiplier, which scales the weapon's damage package and updates displayed tooltip damage. - Weapon categories now have final-value
BackstabDamageRate, which updates the displayed backstab value. - Primary and secondary attack damage multipliers now act as runtime attack/motion-value modifiers rather than tooltip damage modifiers.
- Player melee attacks can receive per-attack airborne damage when initiated mid-air. Swimming and tools do not receive the airborne bonus.
- Two-handed axes gain a configurable jump attack: an airborne primary attack can use the finisher-blow chain animation with its own modifier set.
- Running attacks now use Valheim's running state and weapon/category rules. Two-handed axes use the second primary-chain attack for running attacks.
- PvP-only knockback force multipliers are now configurable separately from general/PvE knockback.
- Armor can be tuned by light/medium/heavy base-armor multipliers, and armor tooltips reflect the configured values.
- Shields now include configurable block power, deflection force, timed-block bonus, block stamina use, and block-break threshold.
- Block stamina consumption and block-break threshold can be configured by the active blocking weapon/shield type.
- Configs older than
1.0.3are refreshed to Goo's current preset once, and stale entries are cleared.
Goo's 1.0.3 preset includes these notable balance values:
- Two-handed swords and two-handed axes use
1.25xbase damage. - Two-handed axe Primary1 uses
2xattack damage. - One-handed axes, one-handed swords, and clubs/maces use
0.7xrunning-attack damage. - Two-handed axe running attacks use
0.8xdamage,0xlunge, and0.6xPvP damage. - Combat melee attacks initiated mid-air use
1.12xairborne damage. - PvP knockback is disabled while general/PvE knockback remains unchanged.
- Unarmed Primary1 / Primary2 / Primary3 attacks use
2xanimation speed. - Fall damage starts at
8m.
How Weapon Tuning Works
Most melee weapon settings are split into:
- Primary1 = first normal/light attack in a chain
- Primary2 = second normal/light attack in a chain
- Primary3 = third normal/light attack in a chain
- Secondary = heavy/special attack
Running attacks and special attacks are configured inside their corresponding weapon-category sections.
Weapon categories can tune:
- Base damage
- Backstab damage rate
- Attack-slot damage multipliers
- Stagger multipliers
- Stamina multipliers
- Animation speed
- Attack movement
- Lunge/root-motion scaling
- Attack rotation
- Hyperarmor mode
- Damage, stagger, and knockback taken during hyperarmor
- Counter-damage eligibility
- Hit-stop behavior
- PvP damage, stagger, and knockback scaling
- Block power and deflection force
- Block stamina consumption and block-break threshold
The goal is not to make every weapon stronger in the same way. The goal is to give different weapon classes stronger identities.
Goo's Preset
Goo's preset is the default combat-overhaul setup. It applies the intended balance values automatically on a fresh install.
In general:
- Heavy weapons receive stronger commitment tools.
- Some heavy attacks gain hyperarmor or knockback resistance.
- Some weak or clunky attacks gain animation-speed improvements.
- Some attacks gain stronger stagger identity.
- Counter damage rewards well-timed attacks against enemies during their attack animations.
- Melee attacks can turn more naturally during windup.
- Rotation can be locked after the attack trigger so attacks still require commitment.
- Hit freeze is preserved or reduced depending on weapon feel.
- Negative stamina allows committed actions to overdraw stamina, but only while current stamina is still above 0.
- Player stamina and movement systems are tuned without turning the mod into a raw-stat cheat mod.
Preset system defaults include:
- Negative stamina enabled with a
-50stamina floor. - Stamina recovery rate set to
1.2x. - Stamina regen curve set to
Vanilla. - Max carry weight base value set to
450. - Jump stamina consumption set to
0.5x. - Crouch stamina consumption set to
0x. - Fall damage start height set to
8m. - Armor movement penalties removed by default.
- Weapon, shield, pickaxe, and hammer movement penalties preserved unless configured.
You can reapply Goo's preset at any time with:
ApplyGoosSettings = true
This rewrites combat/balance config values back to Goo's preset, saves the config, and then turns itself back off.
Reset to Vanilla
The mod includes a vanilla reset option:
ResetToVanilla = true
This resets combat and balance values to vanilla/no-op behavior while keeping the mod installed.
Use this if you want to start over, compare vanilla behavior, or manually rebuild your own preset.
This reset affects combat/balance settings. It does not wipe every general/debug option.
ApplyModOptions
ApplyModOptions = true
This is the master runtime switch.
When enabled, the mod reads and applies the current config.
When disabled, the mod stops applying its combat changes and clears active runtime effects.
This does not rewrite the config. It only turns the mod's functionality on or off.
Base Damage, Attack Damage, and Tooltips
BaseDamageMultiplier changes the weapon category's displayed and runtime damage baseline. It scales the full damage package, including elemental damage and utility channels such as chop or pickaxe damage when present.
Attack-slot damage multipliers such as Primary1DamageRateMultiplier are runtime attack modifiers. They do not directly rewrite the weapon's tooltip damage.
This separation lets the tooltip represent the weapon's base damage while individual attacks can still have different motion values.
Backstab Damage
BackstabDamageRate is a final displayed value by weapon category.
For example, knives can keep a 6x backstab value while other melee categories can use lower values. The tooltip backstab line reflects the configured value.
Airborne Damage
Airborne damage is evaluated from the moment the attack is initiated.
If a player starts a supported melee attack while airborne, that attack can receive its configured airborne damage multiplier even if the player lands before the hitbox connects.
Swimming does not count as airborne for this mechanic. Tools and the Other category do not receive the airborne damage bonus by default.
Running Attacks and Two-Handed Axe Jump Attack
Supported melee weapons can have running attacks with their own modifiers.
Two-handed axes also have a configurable jump attack. When enabled, initiating a two-handed axe primary attack while airborne can use the finisher-blow chain animation with its own damage, stagger, stamina, animation, rotation, PvP, knockback, adrenaline, and lunge settings.
If both running attack and jump attack conditions would apply, the jump attack takes priority.
Balanced Hyperarmor
Balanced is the main hyperarmor mode used by Goo's preset.
Hyperarmor means an attack can resist interruption while it is being performed. Depending on the weapon settings, hyperarmor can affect:
- Incoming damage
- Incoming stagger
- Incoming knockback
Balanced hyperarmor is designed to protect the committed part of an attack without protecting the full recovery.
Attack begins
-> Balanced hyperarmor starts
Swing / hit event happens
-> Balanced hyperarmor ends
Recovery frames
-> no hyperarmor
This makes heavy attacks more reliable, but still punishable if they miss.
Counter Damage
Counter damage rewards hitting an enemy during its attack animation.
If counter damage is enabled for your weapon attack, the mod checks whether the target is currently in a real attack state. If so, your hit receives a counter-damage multiplier.
This is meant to reward timing and spacing, not random damage spam.
Hit-Stop / Hit Freeze
Valheim briefly freezes the attacker's animation when a melee hit connects. This gives attacks impact, but it can also make some weapons feel sticky or sluggish.
This mod can preserve, reduce, or remove hit freeze depending on the weapon category.
Attack Rotation and Movement
Attack rotation controls how much the character can turn during an attack.
Attack movement controls how much normal movement is retained during attack animations.
Lunge/root-motion settings control attack-driven movement separately from normal input movement. In Goo's preset, these tools are used to make attacks feel committed without making them unresponsive.
Player Stamina and Movement Systems
The mod includes configurable player-system options:
- Negative stamina
- Stamina recovery rate
- Stamina regen curve
- Jump force multiplier
- Jump stamina consumption rate
- Run speed multiplier
- Walk speed multiplier
- Crouch speed multiplier
- Run stamina consumption rate
- Crouch stamina consumption rate
- Roll stamina rate
- Roll animation speed
- Max carry weight base value
- Player base health
- Player base stamina
- Player base armor
- Fall damage start height
- Fall damage per height
- Fall damage cap
Negative stamina lets stamina-consuming actions overdraw stamina down to a configured floor. Actions are only allowed when current stamina is strictly above 0, so you can commit to an action while barely positive, but you must regenerate back above 0 before acting again.
The stamina bar displays 0 while internal stamina is negative.
The stamina regen curve can be:
Vanilla= Valheim's normal curve.Constant= constant 9 stamina per second before the recovery-rate multiplier.Reverted= vanilla-style curve with high/low stamina behavior reversed.
Armor, Shields, and Blocking
Armor can be tuned by base-armor multipliers for light, medium, and heavy armor. The armor tooltip reflects the configured value.
Shields can tune:
- Block power
- Deflection force
- Timed-block / parry bonus
- Block stamina consumption
- Block-break threshold
- Movement modifier
Weapons can also tune block power, deflection force, block stamina consumption, and block-break threshold by weapon category.
Ranged Options
Bows can tune:
- Bow draw speed
- Bow spread
Crossbows can tune:
- Crossbow reload time
Configuration
Almost every feature is configurable.
You can:
- Use Goo's default preset.
- Reapply Goo's preset after editing.
- Reset everything to vanilla/no-op behavior.
- Disable the mod's runtime effects without changing your config.
- Tune individual weapon categories manually.
- Adjust attack-chain slots separately.
- Disable individual systems you do not want.
Main controls:
ApplyModOptions = true
ApplyGoosSettings = false
ResetToVanilla = false
Multiplayer
For consistent behavior, all players in a multiplayer session should use the same mod version and preferably the same config.
This is especially important for:
- Damage
- Stagger
- Hyperarmor
- Counter damage
- Animation timing
- Attack rotation
- PvP behavior
- Player stamina behavior
- Player movement behavior
Recommended multiplayer setup:
All clients install the same version.
Host/server and players use the same config.
Installation
Install with a mod manager such as r2modman or Thunderstore Mod Manager.
Manual install:
-
Install BepInExPack Valheim.
-
Place
GooCombatOverhaul.dllinto:BepInEx/plugins/GooCombatOverhaul/ -
Launch the game once to generate the config.
-
Edit the config if desired.
A configuration manager is strongly recommended because this mod has many balance options and one-shot preset/reset buttons.
Notes
This mod is highly configurable. If you dislike a specific balance choice, you can usually change it directly in the config.
Fresh installs use Goo's combat-overhaul preset by default. If you want vanilla behavior while keeping the mod installed, use:
ResetToVanilla = true
If you later want to return to the intended preset, use:
ApplyGoosSettings = true
Bugs can still exist. Feedback and testing notes are welcome.
CHANGELOG
1.4.0 - Official multiplayer sync, damage-curve, parry, sledge, throwable, and magic expansion
Multiplayer and authority
- Added host-authoritative gameplay-config synchronization for listen servers and dedicated servers. Guests read synchronized host values through an in-memory runtime overlay; guest config files and guest-local stored values are not overwritten.
- Added complete host snapshots on connection, live config deltas after host changes, safe restoration of local values after disconnect/sync disable, and warning-only fallback behavior for invalid payloads or version/protocol mismatches.
- Added forced host/guest version-mismatch notices showing both mod and config versions.
- Added
Limit Guests Authority, allowing the host or dedicated server to block non-host guests from using GCO debug/god mode, debug flight, no-cost, ghost mode, debug healing, Rested controls, and PvP test-dummy manipulation. - Kept diagnostic logging client-local and available even when guest debug authority is restricted.
Damage, stagger, stealth, and hit processing
- Added separately configurable alternate damage curves for incoming PvE damage to players and outgoing PvP damage against players/PvP test dummies. Goo's Ruleset enables both curves; Reset to Vanilla disables them.
- Applied the PvP curve after applicable attack, PvP, Sneak, Flank, Counter Damage, and other pre-armor damage modifiers so burst attacks are normalized from their complete pre-armor result.
- Added successful Sneak-attack skill XP controls, including base XP, optional scaling from the final Sneak multiplier, and a separate ranged XP multiplier.
- Added separate per-attack
Hit Through MobsandHit Through Wallscontrols for ordinary melee, running, and jump attacks. - When Multi-Target Damage Penalty is enabled, effective Hit Through Mobs is now disabled. The stored Hit Through Mobs value is preserved and becomes active again if the penalty is disabled.
- Added independent controls for whether player and non-player characters preserve their facing direction when staggered.
- Improved Flank feedback priority so the Flank ding suppresses the same-hit native stagger-critical ding and takes priority over the Counter Damage ding.
- Updated Sneak and Flank tooltip output and added configurable lightning-chain tooltip information where applicable.
Blocking and parry
- Added
Can Parryfor every weapon/tool blocking category, Unarmed, every shield type, and every staff blocker. Disabling it removes timed-parry resolution while preserving ordinary blocking. - Added functional tower-shield parrying when
Can Parryis explicitly enabled, using Valheim's native timed-block capability gate. - Added separate PvE/PvP controls for whether parrying direct ranged/projectile attacks or standalone AOE attacks staggers the attacker.
- Added rounded whole-number Guard Boost tooltip output.
- Preserved existing parry bonus, parry-window, stamina, adrenaline, PvP, and block-category multipliers on top of the new capability controls.
Sledges and attack movement
- Added an optional beta alternate sledge moveset, disabled by Goo's Ruleset by default.
- Alternate Primary1, Primary2, and Running attacks use dedicated SledgeAlt settings and direct melee hit rays; Primary3 retains the native sledge AOE slam; Secondary uses the real two-handed-axe secondary melee attack rather than a sledge AOE.
- Set alternate Primary1, Primary2, and Running authored hit-ray range to
2.4 mand angle to135°, with existing global and per-attack modifiers stacking afterward. - Added independent SledgeAlt configuration for damage, stagger, resources, animation/recovery, hyperarmor, hit-stop, movement, rotation, lunge, PvP, knockback, noise, hit rays, multi-target behavior, destruction, and staggered-enemy damage.
- Alternate Secondary movement now resolves additively as
(native 2H Axe secondary movement + configured SledgeAlt Secondary movement) × global attack-movement multiplier. - Restored native sledge swing/start sounds for the alternate moveset. Primary3 retains its native slam trigger and visual presentation, while alternate-moveset impacts use a two-handed-axe hit effect.
- Added category-level Sledge slam AOE-radius tuning. It changes the native damage/hit-detection radius without resizing particles or authored visual effects.
- Goo's Ruleset now uses
1.5xnormal and alternate Sledge base damage,1.5xSledge stamina cost across supported attacks, and1.0xalternate normal/running PvE hit-stop duration. - Reworked player attack-movement handling to resolve from Valheim's live
Humanoid.GetAttackSpeedFactorMovement()path without mutating playerAttack.m_speedFactor, preventing stale movement values after attacks end. - Added complete Sledge feature-application coverage for hyperarmor, counter damage, hit-stop, movement/lunge, rotation, hit rays, and multi-target behavior.
Ranged, throwables, magic, and summons
- Added a dedicated Throwables section for native bomb-style projectiles such as Ooze Bombs, with stamina-consumption, damage, projectile-speed, and throw-animation-speed multipliers.
- Excluded throwable direct hits and lingering AOE damage from GCO Flank bonuses and Flank sound-priority processing.
- Added per-staff projectile-speed controls for Staff of Embers, Staff of Frost, Staff of Fracturing, Staff of the Wild, and Dundr.
- Added Staff of Embers fireball impact-AOE radius tuning through the projectile's native impact radius, with spawned-AOE/collider handling retained for compatible alternate projectiles. Particle size is not changed.
- Added Crossbow and Dundr recoil-strength multipliers.
- Added optional extra lightning impact visuals plus separate Himmin Afl and Dundr lightning-chain gameplay chances.
- Reworked Staff of the Wild vine limits into per-caster enforcement without periodic scans; excess vines remove the oldest authoritative vine owned by that caster.
- Simplified Dead Raiser summon-cap handling to use Valheim's native per-owner tameable-cap path instead of redundant GCO runtime cap rewrites.
- Added bow draw rotation-factor tuning and roll-distance tuning.
Balance and weapon defaults
- Set Two-Handed Sword and Two-Handed Axe normal, running, and jump attack stamina-cost multipliers to
1.5xby Goo default. - Set Two-Handed Axe Primary2 damage to
2.0xby Goo default, matching its heavy primary-chain identity. - Updated Atgeir running-attack movement to
3.0xand Atgeir ordinary/running/jump hit-ray thickness to2.0xby Goo default. - Updated Unarmed running-attack lunge to
2.0x. - Updated Staff of Frost PvP damage to
0.8x, Dundr recoil to0x, Dundr stagger to2.0x, and Crossbow recoil to1.0xby Goo default. - Added or corrected independent SledgeAlt defaults so applying the Goo preset no longer copies live Two-Handed Axe user settings.
Config, commands, diagnostics, and migration
- Bumped the Thunderstore manifest to
1.4.0, matching the plugin and config schema. - Expanded the flat
gco_*console tree so every bound config entry has a primary compact command path and an exact full-path fallback underAll. - Added a dedicated Resources command branch, removed command-list/autocomplete truncation, bound previously missing debug entries, and added startup audits for command coverage, one-shot action coverage, and gameplay-feature application toggles.
- Fixed branch-level
runreachability for Reset to Vanilla and Debug Mode Add Rested, while preventing persistent PvP dummy settings from being misclassified as runnable actions. - Added targeted alternate-sledge, ranged, multiplayer-sync, movement, attack-lifecycle, and config-migration diagnostics without introducing constant scans or polling.
- Removed startup warning spam from command-name collision handling and inherited-private-field lookup while preserving deterministic command registration and runtime field resolution.
- Fresh config files use Goo's Ruleset.
- When an older config version is detected, every compatible existing value is inherited. Newly added entries and individual entries that cannot be inherited or parsed use Reset to Vanilla values; one failed entry no longer causes the rest of the config to be replaced.
Sync Config in Multiplayeris enabled after every older-version migration. - Same-version config files remain untouched on startup.
- Reset to Vanilla restores ordinary native systems to vanilla/no-op behavior while preserving stored values for mod-added running attacks, jump attacks, alternate movesets, and Debug-section settings; those mod-added attacks/movesets are disabled instead.
- Updated the README for the new multiplayer, migration, damage-curve, Sneak/Flank, stagger, Better Free Aim, parry, sledge, throwable, magic, summon, command, armor, and movement behavior while preserving its existing organization.
1.3.3 Pickaxe hitray fix
- Fixed a bug that made pickaxe's hitrays horizontal.
1.3.0 - Official hit-ray, enemy, stamina, blocking, and combat-tuning patch
- Bumped the mod/config schema and manifest version to
1.3.0. - Added staggered-PvE-enemy damage controls in the Staggering and per-weapon/tool Stagger sections. The final player damage bonus against staggered PvE enemies resolves as
global x local, replacing Valheim's normal staggered-enemy damage result instead of multiplying it again. - Added stealth tuning coverage, including attack-noise tuning plus global and local backstab damage multipliers for normal attacks, running attacks, and jump attacks. Goo's Ruleset uses a
2xglobal backstab multiplier,3xlocal backstab multipliers for knives, dual knives, and unarmed attacks, and1xlocal backstab multipliers for most other supported weapons. Backstab, staggered-enemy, flanking, and counter-damage bonuses also receive stack-control behavior. - Added flanking damage controls with separate PvE/PvP rear-angle settings and optional feedback effects. Goo's Ruleset uses a narrower
90°PvP flank angle by default. - Retuned Goo hit-ray defaults while keeping modded/unsupported attack slots at vanilla/no-op hit-ray values by default. Two-handed axes, dual axes, knives, dual knives, unarmed attacks, one-handed axes, and selected heavy/vertical attacks receive curated Goo hit-ray shape values.
- Added prefab-specific hit-ray range multipliers for vanilla one-handed swords and spears. These stack with global and per-attack hit-ray range multipliers and with player size. Existing config migration fills these entries at
1.0x; Goo prefab-length values are applied only by Apply Goo's Ruleset or by fresh config creation. - Added additive hit-ray thickness in meters for one-handed axe secondary attacks and one-handed axe jump attacks.
- Added player-size and enemy-size hit-ray scaling so melee attack range, size/thickness, height, and offset scale proportionally with configured character size.
- Added enemy attack hit-ray controls for range, size/thickness, height, and offset. Final enemy hit-ray fields resolve as vanilla value × enemy hit-ray multiplier × enemy size multiplier.
- Added a generic enemy speed multiplier that scales enemy movement speed and stacks with enemy attack/movement animation-speed multipliers.
- Added enemy post-hit-ray rotation locking so enemy attacks can stop turning after their hit ray/hitbox event until the attack ends.
- Added negative-stamina action gating. Goo's ruleset now uses
RequireCostWithinFloor, preventing players from starting a full-cost action unless the action can fit withinNegativeStaminaFloor. The old positive-only behavior remains available asPositiveOnlyLegacy. - Added optional Souls-like block stamina calculation for weapons, tools, shields, and staffs. Tower shields use it by Goo default, with stamina cost based on stagger damage, effective block armor, configured base rate, and the block-break threshold.
- Replaced generic blocked-hit damage tuning with per-damage-type blocked-hit multipliers for global, weapon/tool, shield, and staff blocking layers.
- Added effective block-angle controls, including Goo's tower-shield default that broadens effective blocking coverage.
- Added Staff of Frost/Dundr projectile-speed tuning, spear projectile-speed tuning, spear loyalty mode, and harpoon rope-strength tuning. Goo's Ruleset sets spear projectile speed to
1.5x, keeps spear loyalty disabled by default, and exposes harpoon rope-strength tuning. - Added Staff of the Wild and Dead Raiser spawn controls, including spawn caps, size/attack-speed/level controls, and PvP targeting toggles where applicable.
- Added full enemy/weapon debug improvements, including combat-debug-gated Add Rested control with default key
O, while preserving debug keybinds during Reset to Vanilla, Apply Goo's Ruleset, and migration. - Hardened hit-stop behavior so GCO animation-speed reapplication no longer overwrites Valheim's active
FreezeFramehit-stop sentinel. - Changed root-motion lunge scaling to affect only positive forward movement. Backward, sideways, and vertical root motion are preserved so lunge multipliers do not amplify retreating recovery movement.
- Updated Goo default one-handed axe tuning, including faster primaries, adjusted recovery speeds, jump/running attack tuning, secondary chop damage restored to
1.0x, and Primary1/Primary2/Primary3 hit-ray height tuning. - Updated Goo default spear lunge so all vanilla spear attack slots use
2.0xlunge. - Updated Goo default atgeir attack movement so primary and secondary attacks use
1.0xattack movement. - Improved config ordering and registered previously missing debug/config entries so the config UI, flat
gco_*console command tree, and config-change broadcast path cover the newly exposed settings. - Updated config migration behavior for 1.3.0: same-version configs are left untouched; compatible older configs receive safe/no-op gap-fill values for newly added entries unless the feature requires a Goo-specific migration default; configs from
1.0.4or older are still archived and regenerated. - Updated the README to document the new hit-ray, enemy, stamina, debug, lunge, and preset behavior without rewriting the full document.
1.2.1 - Official console-command, debug-tool, resource, durability, and destruction patch
- Bumped the mod/config schema and manifest version to
1.2.1. - Fixed an AAA_Crafting/Auga compatibility crash by restricting non-character destructible reflection patching to Valheim's own
IDestructibleassembly and safely skipping unloadable types. - Added flat
gco_*in-game console commands withlist,get,set,reset,applypreset,run, andsavesupport for GCO config and action entries. - Added vanilla-autocomplete-friendly command names such as
gco_set_2HSwords,gco_get_Debug, andgco_run_Debug. Feature paths are compressed into one underscore-separated argument, such asdestruction_Primary1_DamageToBuildings, so Valheim autocomplete can cover commands and feature keys without inserting long broken chains. - Added branch-specific list/get/set/reset/applypreset/run commands for general settings, debug tools, player/enemy/PvP systems, magic, blocking, and weapon/tool categories. Preset application intentionally excludes the Debug section.
- Added multiplayer disclosure messages for GCO setting changes, preset applications, and debug-tool toggles.
- Added
[General] Broadcast Config Changes, disabled by Goo's ruleset by default. Turning this setting off still sends one final disclosure message before further broadcast messages are suppressed. - Added
[General] Roll, a one-button roll keybind. Goo's ruleset defaults it toX; the roll direction follows current movement input, supports diagonals, and rolls backward when no movement input is held. ResetToVanilla disables the keybind. - Added Goo Combat Debug Mode, which uses Valheim's native god mode for local testing while enabled and forces debug fly, no-placement-cost, and ghost mode off when disabled. GCO debug fly and ghost controls do not enable Valheim's vanilla
debugmodeflag. - Added debug-gated hotkeys and one-shot buttons for debug fly, no-placement-cost, ghost mode, and manual debug healing. Default keys are
Z,N,G, andH, and the hotkeys use physical-key detection so simultaneous movement input such asW/A/S/Ddoes not block them. Added Debug-section enable/disable switches for the debug-fly, no-placement-cost, and ghost-mode controls; disabling one also forces that GCO-controlled state off. - Goo/vanilla preset application preserves Debug-section entries, including combat debug mode, debug logging, verbose debug logging, PvP dummy controls, debug-control enable switches, and debug hotkeys.
- Added
VerboseDebugLoggingin the Debug section. When enabled together withDebugLogging, it enables all categorized debug channels and prints a throttled detailed local-player state snapshot covering resources, movement input, attack runtime state, weapon category, blocking/dodging, and GCO debug toggle states. - Added
NoConsumptionfor local testing so food, meads/potions, arrows/bolts, ammo, bait-style attack resources, and similar consumables can be used without spending the item/resource. - Added permanent food, permanent mead, and permanent rested-buff options while preserving their healing/regeneration behavior.
- Added food healing-rate and mead stamina/eitr/health-regeneration bonus multipliers.
- Added global and per-gear unbreakable options, durability consumption-rate controls, base durability multipliers, and final max-durability multipliers for weapons, tools, shields, armor, and other durability-using gear.
- Updated durability tooltips so ordinary nonzero durability multipliers are reflected by Valheim's normal durability line, while explicit unbreakable behavior is shown as
Unbreakable. - Added
[Enemies] EnemyDamageToBuildingsMultiplier; Goo's ruleset defaults enemy damage to ValheimWearNTearbuildings/pieces to0.2x, while ResetToVanilla restores1.0x. - Added
[Player] PlayerDamageToBuildingsMultiplier, defaulting to vanilla/no-op1.0x. - Added global and per weapon/tool/shield/staff parry-window time multipliers.
1.0xpreserves Valheim's normal timed-block window, larger values make parries more forgiving, and0xcan disable timed parries for the affected blocking layer. - Added per-weapon/tool
Destructionsections for normal attack slots, running attacks, and jump attacks to control player damage against ValheimWearNTearbuildings/pieces. - Added config migration gap-fill for new 1.2.1 entries while preserving the existing migration rule: same-version configs do not rewrite, compatible older configs keep existing values except for newly added entries, and configs from
1.0.4or older are archived and regenerated. - Fixed 1.2.1 migration so it no longer overwrites the pre-existing
DebugLoggingsetting when upgrading from older compatible configs. - Reduced Goo's horizontal hit-ray thickness bonus from
+0.25xto+0.15x. - Expanded the README's multiplayer fairness warning to cover local gameplay settings such as damage, animation speed, stamina, durability, resources, building damage, commands, and debug tools.
1.2.0 - Official special-attack, block-cancel, run-blocking, and combat-feel expansion
- Bumped the mod/config schema and manifest version to
1.2.0. - Added targeted 1.2.0 config migration so configs from
1.1.0receive Goo defaults only for newly added 1.2.0 entries, while same-version configs do not rewrite, clean, scan, or save on normal startup. - Optimized startup config handling by evaluating the config version before expensive migration/cleanup work. Same-version startup still binds runtime config entries, but no longer runs orphan cleanup, stale-entry cleanup, version rewrites, or config saves.
- Removed beta/internal release artifacts from the official package; official documentation now records only the net user-visible delta.
- Separated running-attack and jump-attack tuning from the normal primary/secondary attack slots they reuse internally. Special attacks now have their own damage, stagger, stamina, attack speed, recovery speed, movement, lunge, rotation, hyperarmor, counter, hit-stop, utility-damage, PvP, noise, hit-ray, multi-target, adrenaline, and block-cancel settings where applicable.
- Added recovery-animation-speed support for running attacks and jump attacks.
- Added per-attack block canceling for normal melee attacks, running attacks, and jump attacks. Block cancel modes are
Disabled,BeforeHitbox,AfterHitbox, andFullAnimation. - Goo's ruleset now sets melee block canceling to
AfterHitboxby default with1.0xblock-cancel animation speed. This allows a defensive transition after the hitbox without automatically speeding attacks up. - Reworked block cancel input so it uses a fresh block request during the active attack instead of held-block state. Holding block after canceling one attack should no longer accelerate or cancel the next attack automatically.
- Block cancel no longer aborts attacks. It accelerates/finishes the attack flow instead of calling Valheim's attack-abort path, preventing permanent hit-stop/frozen-animation states when canceling during hit-stop.
- Block cancel preserves Valheim's normal combo-chain behavior; it does not forcibly rewrite the next combo step.
- Added hit-stop freeze hardening so block-cancel/recovery-speed logic does not preserve Valheim's frozen hit-stop animator speed as the restore target.
- Added per-attack PvP hyperarmor multipliers for melee weapons, including PvP damage taken, PvP stagger taken, and PvP knockback taken during hyperarmor.
- Added per-attack PvP counter-damage multipliers for melee weapons, including running and jump attacks.
- Added direct running-while-blocking support for weapons, shields, and staffs. When enabled, holding Run while actively blocking allows run-style movement and uses Valheim's normal run stamina cost.
- Goo's ruleset enables running while blocking for weapons, bucklers, medium shields, and staff blocks; tower shields remain excluded by default.
- Goo's ruleset sets running-while-blocking movement speed to
0.7xfor enabled weapons, bucklers, medium shields, and staffs. Tower shields keep run-blocking disabled. - Added per-weapon blocking movement-speed support and fixed blocking movement-speed resolution so the active blocking item/category is used instead of only the currently classified attack weapon.
- Goo's ruleset keeps global blocking movement speed at
1.0xand gives tower shields0.5xdamage taken while blocking. - Reworked attack movement handling after testing: standard attacks scale Valheim's live attack movement, while 2H axe normal attacks and 2H axe running attacks use the direct movement-factor path needed for that moveset.
- Goo's ruleset sets normal primary attack movement to
0xfor melee categories except knives and dual knives, which keep1.0xprimary movement for dagger identity. 2H axe secondary keeps0.2xdirect movement. - Goo's ruleset sets all melee attack adrenaline multipliers to
2.0x, including configured running/jump attacks. - Added chain-safe running attack behavior: GCO no longer substitutes a running attack when the player is already inside an attack animation, so queued/chained attacks remain normal chain attacks.
- Goo's ruleset sets all running-attack velocity gates to
5. - Added and tuned running attacks for supported melee categories while leaving knives and dual knives disabled by Goo default. Knife and dual-knife running-attack metadata remains configurable if manually enabled.
- Goo's ruleset running attack tuning now includes: 2H sword uses Primary3 with
0.7xdamage,1.0xmovement, and2.0xlunge; 2H axe uses Primary2 with1.0xdamage,0.9xmovement, and0xlunge; 1H axe uses Primary3 with0.7xdamage,3.0xmovement, and3.0xlunge; 1H sword uses Primary3 with0.7xdamage,3.0xmovement, and1.3xlunge; clubs/maces use Primary3 with0.7xdamage,3.0xmovement, and1.3xlunge; atgeirs use Primary2 with1.0xdamage and3.0xlunge; unarmed running attacks use2.0xmovement and1.0xlunge. - Goo's ruleset disables running attacks for one-handed knives and dual knives by default, while keeping their configurable Primary3 running-attack setup available for manual use.
- Added/finalized jump attack tuning. Dual Axes jump attack now uses Primary4 and deals
0.45xdamage by Goo default. - Goo's ruleset gives 2H axe Primary3
5.0xhit-stop duration and gives 2H axe jump attacks5.0xPvP hit-stop duration. - Goo's ruleset sets Dual Axes secondary lunge to
0.9xand spear Primary1 lunge to1.0x. - Fixed special-attack value leakage so running/jump attack values no longer silently inherit normal Primary2/Primary3 tuning for unrelated features.
- Expanded global scalar controls for attack movement, lunge distance, attack rotation, hit-stop, PvP hit-stop, animation speed, recovery speed, PvP knockback, blocking damage/knockback, hit rays, and AI noise. These global controls stack with per-weapon/per-attack values and default to
1.0xunless Goo's ruleset explicitly changes them. - Added/expanded per-weapon feature sections so large weapon configs are grouped by gameplay system: damage, staggering, hyperarmor, hit-stop, counter damage, resources, attack movement and lunge, animation, attack rotation, PvP damage, knockback, blocking and parry, hit ray, AI noise, and special attacks.
- Added broader staff and shield block options to match weapon block tuning, including block damage taken, knockback taken, PvP block-break, and run-blocking behavior.
- Preserved ResetToVanilla behavior: vanilla reset restores new 1.2.0 systems to disabled/no-op values where possible, while Goo's ruleset reapplies the curated 1.2.0 defaults.
1.1.0 - Official hit-ray, multi-target, config-readability, and staff-spawn tuning patch
- Bumped the mod/config schema version to
1.1.0. - Added targeted 1.1.0 config migration so configs older than
1.1.0receive Goo defaults for newly added 1.1.0 hit-ray, AI-noise, multi-target, and staff-spawn controls without rewriting older user-tuned settings. - Reworked config option names to use readable spaced labels, with migration from old compact keys where possible.
- Added per-attack AI aggro/noise controls for attack-start noise and attack-hit noise while leaving Goo's defaults at vanilla/no-op
1x. - Added per-attack melee hit-ray controls for ray-based melee attacks: start height, offset, range, angle, thickness, and horizontal/vertical hitbox type.
- Added hit-ray support for normal melee attacks, running attacks, and jump attacks. Airborne attack bonuses do not independently alter hit-ray settings.
- Excluded sledges from hit-ray tuning because sledges use Valheim's AOE-style attack system rather than ordinary melee hit rays.
- Added per-attack multi-target damage-penalty toggles for supported melee attacks, reduced to simple
Enabled/Disabledchoices. - Updated ResetToVanilla multi-target behavior to restore Valheim's vanilla no-penalty family: all sword attacks, 2H axe primary-chain attacks, Dual Axes, and atgeir secondary.
- Updated Goo's ruleset multi-target behavior so swords and axes stay free of multi-target falloff, selected vertical attacks are also falloff-free, and spear primary keeps Valheim's multi-target falloff despite its new vertical hitbox.
- Tuned Goo's melee hit-ray defaults to better match weapon visuals and reduce phantom reach, including updated spear primary range/type, 1H sword and 2H sword vertical attacks, club/mace vertical attacks, 1H axe primary thickness, 2H axe vertical/running/primary attack values, and Dual Axes primary/secondary hit-ray values.
- Added StaffGreenRoots / Staff of the Wild spawned-vine level control.
- Added StaffSkeleton / Dead Raiser spawned-skeleton size, attack-speed, and level controls.
- Cleaned stale hit-ray config keys, obsolete hitbox option names, sledge hit-ray entries, and earlier compact config entries after migration.
1.0.9 - Official staff, PvP, player-size, food-rule, and attack-role cleanup patch
- Finalized Player Size config naming and made player size also scale player-owned melee attack reach/range by applying the size multiplier to cloned attack hitbox/range fields.
- Fixed attack-role modifier leakage for nonstandard movesets such as Dual Axes, Spears, and Unarmed by restoring provisional attack-field tweaks and reapplying the correct values after Valheim confirms the authoritative primary/secondary role.
- Removed Unarmed Primary3 support because unarmed only has two primary-chain attacks.
- Retuned unarmed by Goo's ruleset: Primary1 PvP damage
1.0x, Primary1 animation speed1.2x, Primary2 PvP damage0.7x, Primary2 animation speed1.2x, Primary2 lunge distance1.5x, Secondary PvP damage1.3x, and Secondary animation speed1.3x. - Goo's ruleset now requires
1.0sminimum airborne time before airborne attack bonuses or special jump attacks trigger. - Goo's ruleset now sets 2H sword secondary PvP damage to
0.40x, 2H sword running-attack PvP damage to0.75x, and 2H sword jump-attack PvP damage to0.60x. - Added spear throw projectile-speed tuning; Goo's ruleset sets spear throw projectile speed to
1.2x. - Added StaffSkeleton damage and PvP damage multipliers.
- Finalized Dead Raiser / StaffSkeleton summon-cap config naming and fixed summon-cap control so the cap is resolved from the Dead Raiser item quality instead of the spawned skeleton creature level.
- Added Dead Raiser / StaffSkeleton quality-4 summon-cap support.
- Improved StaffGreenRoots / Staff of the Wild spawned-character logic so root/vine size and speed tweaks only apply to confirmed StaffGreenRoots spawns and cannot stack repeatedly on the same spawned character.
- Replaced the old bounded staff-spawn scene sweep with direct staff-spawn origin propagation through the active SpawnAbility coroutine, Character.Awake, projectiles, and AOEs.
- Added StaffLightning and StaffIceShards projectile-speed tuning.
- Goo's ruleset now sets StaffIceShards spread to
0.5x. - Added
Player.MustEatUniqueFood. Goo's ruleset disables it, allowing duplicate foods in multiple food slots; ResetToVanilla restores Valheim's unique-food requirement. - Updated the PvP test dummy: default health
250, default armor150, and full-heal countdown starts only after the dummy has been attacked. PvP dummy hit logging is now disabled by default. - Improved attack debug logging with attack hashes and authoritative role-correction messages to make modifier-leak issues easier to verify.
- Cleaned stale duplicate config reset lines, obsolete helper methods, old player-size and summon-cap config keys, and stale default wording left from the v1.0.9 development cycle.
1.0.8 - Official balance cleanup and config-history fix
- Bumped the mod/config schema version to
1.0.8. - Fixed the release changelog packaging mistake by preserving older changelog history instead of replacing the whole changelog file.
- Removed the obsolete standalone
[Magic]movement config surface. Staffs now use staff-specific config sections. - Removed the obsolete general
[Shields]config surface. Shields now use buckler, medium-shield, and tower-shield sections. - Goo's ruleset now sets mace/club secondary attack animation speed to
1.3x. - Goo's ruleset now sets bow projectile speed to
1.1x. - Bows, crossbows, and direct-attack staffs now use
0xPvP knockback by Goo's ruleset. - Fireball staff PvP stagger is now
10xby Goo's ruleset. - Unarmed Primary1 PvP damage is now
1.3x. - Unarmed Primary2 PvP damage is now
1.4x. - Clubs/maces now use
0.7xgeneral knockback by Goo's ruleset. - Bucklers, medium shields, and tower shields now use
1.1xgeneral block-break threshold by Goo's ruleset. - Dead Raiser / StaffSkeleton now has
HealthConsumptionRate, matching the StaffShield-style cast health-cost tuning surface. - Added
MaxVinesSpawnedto Staff of the Wild / StaffGreenRoots, defaulting to Valheim's vanilla10. - Added Dead Raiser / StaffSkeleton beta spawn-cap config values:
BaseSpawnCapLevel1Beta = 1,BaseSpawnCapLevel2Beta = 2, andBaseSpawnCapLevel3Beta = 3. These remain Beta because Valheim still appears to enforce a hard skeleton summon cap of 3. - Added stale cleanup for removed standalone Magic and general Shields config keys.
1.0.7 - Official PvP, staff, blocking, and attack-context stability patch
- Fixed attack modifier leakage between attacks of the same weapon. Primary, secondary, running, jump, and chain attacks now use stricter attack-role context so one attack's modifiers should not carry into the next attack.
- Fixed the sledge/pickaxe category mixup. Pickaxes now have their own category instead of inheriting sledge behavior through shared moveset logic.
- Fixed one-handed sword secondary/heavy attack animation-speed scaling so small multipliers no longer behave like extreme speed changes.
- Fixed PvP knockback not applying correctly. PvP knockback now uses the same outgoing modifier path as normal knockback and PvP damage.
- Removed the
Betalabel from PvP knockback config names because the PvP knockback path is now functional. - Goo's ruleset now sets melee-weapon PvP knockback to
0.1x. - Reworked Goo's PvP stagger ruleset:
- Tier 1 PvP stagger power is now
5x. - Tier 2 PvP stagger power is now
10x. - Tier 3 PvP stagger power is now
20x. - Unarmed secondary PvP stagger power is now
999x.
- Tier 1 PvP stagger power is now
- Added PvP stagger-duration / hitstun tuning for attacks.
- Added PvP block-break threshold tuning for weapons, shields, and staffs.
- Restored PvP block armor defaults to vanilla/no-op
1x. - Added separate shield-type config sections for bucklers, medium shields, and tower shields.
- Added weapon and shield support for Block Force, Parry Bonus, PvP Parry Bonus, PvP Block Force, and PvP Block Break Threshold tuning.
- Goo's ruleset now sets general Block Force to
0xfor weapons, shields, and staffs. - General Block Force and Parry Bonus now update tooltips. PvP-only block/parry stats do not update tooltips.
- Block Force at
0xis hidden from item tooltips. - Added staff-specific config sections for direct-attack and utility staffs.
- Added staff block tuning, staff attack movement, and staff attack rotation configuration.
- Added StaffShield active-shield tuning for cast health cost, stagger mitigation, knockback mitigation, and active-shield parry bonus.
- Added staff projectile controls for Dundr / StaffLightning and Staff of Frost / StaffIceShards.
- Added Staff of the Wild vine damage, size, and attack-speed options.
- Added experimental PvP targeting toggles for Staff of the Wild and Dead Raiser spawned entities.
- Added PlayerBaseEitr and PlayerBaseEitrRegenRate.
- Fixed base eitr so added eitr is not repeatedly removed by Valheim's periodic max-eitr refresh.
- Added
DoMaxDamagein the Player section. When enabled, player attacks use the maximum skill-scaled damage value, and weapon tooltips show the max effective value instead of a damage range. - Removed the broken KeepStaminaBarVisible feature and its stale behavior.
- Added a PvP test dummy debug tool based on Valheim's TrainingDummy prefab.
- Config migration now archives configs older than
1.0.5out of the active config path while preserving/migrating overlapping1.0.5and1.0.6values.
1.0.6 - Feedback route, removed mod configuration menu dependency
- Removed mod configuration menu from the mod's dependencies.
- Added a reddit page in the README so that users can leave feedbacks for the mod.
- The config version remains unchanged, so old configs will not be overwritten.
1.0.5 - Official running, jump, airborne, utility-damage, sledge, and poise patch
- Added configurable
RunningAttackMinimumVelocityspeed gates for supported running attacks. Goo's ruleset uses a3.0minimum velocity gate for supported running attacks. - Added
RunningAttackUsed, allowing running attacks to usePrimary1,Primary2,Primary3, orSecondarywhen that attack slot exists for the weapon. - Retuned Goo's running attacks: two-handed swords, one-handed swords, one-handed axes, and clubs/maces use
0.7xrunning-attack damage; running attacks useBeforeHitboxmovement so recovery movement is forced to0after the hitbox emerges. - Expanded special jump-attack support to supported weapon categories, with jump attacks taking priority over running attacks. Goo's ruleset uses
0xjump-attack lunge and requires0.4sairborne time. - Added per-attack airborne damage, stagger, and rotation multipliers. Categories without a Goo-enabled special jump attack receive
1.3xairborne damage by Goo's ruleset. - Added per-attack chop and pickaxe damage multipliers. Goo's ruleset disables airborne chop damage so airborne attacks do not accelerate tree chopping.
- Retuned sledges as a single-primary-attack heavy weapon:
1.5xbase damage,2xstagger,1.5xanimation speed,0.9xknockback,0.9xPvP knockback,1.5xstamina consumption, and an-8%movement penalty by Goo's ruleset. - Set two-handed swords, two-handed axes, one-handed axes, and clubs/maces to stronger stagger defaults, with one-handed axe secondary attacks retaining
3xstagger. - Set two-handed axe base damage back to
1.0xby Goo's ruleset while preserving its dedicated Primary1 attack damage modifier. - Renamed attack movement config keys to
AttackMovementModifierandRunningAttackMovementModifierfor attack movement multipliers; stale old attack-movement entries are cleared by config cleanup. - Added player jog-speed, player base-rotation, experimental player size, player/enemy poise, stagger-decay speed, and non-staggering-hit stagger-decay cooldown controls.
- Added enemy controls for stagger dealt, knockback dealt, attack animation speed, movement animation speed, size, generic rotation, and attack rotation.
- BetterFreeAim now also affects blocking: while blocking with movement input, the mod suppresses Valheim's crosshair-facing block rotation and keeps the player facing movement direction without moving the camera/crosshair.
- Replaced
ApplyGoosSettingswithSetToGooRuleset. - Configs older than
1.0.5are refreshed to Goo's current ruleset once and stale entries are cleared.
1.0.4 - Documentation typo fix
- Fixed package/documentation typos; no gameplay changes.
1.0.3 - Official weapon baseline, airborne, armor, shield, and PvP tuning patch
- Added
BaseDamageMultiplierfor every weapon category. It scales the weapon's full outgoing damage package, including elemental, chop, and pickaxe channels when present, and updates displayed tooltip damage. - Added final-value
BackstabDamageRateby weapon category. Tooltip backstab lines update through this value, with vanilla-style defaults such as6xfor knives. - Primary and secondary
DamageRateMultipliersettings now function as runtime attack/motion-value modifiers instead of directly changing tooltip damage. - Added per-attack-slot
AirborneDamageMultiplierfor player-owned combat melee attacks initiated mid-air. Swimming does not count, tools/Other are excluded, and Goo preset uses1.12x. - Added non-character destructible damage coverage so configured outgoing player damage modifiers also apply to trees, rocks, pieces, and other destructibles through their
HitDatadamage channels. - Added two-handed axe jump attack support. When enabled, a two-handed axe primary attack initiated airborne and not swimming uses the finisher-blow chain animation with its own modifier set; jump attack takes priority over running attack.
- Updated two-handed axe running attacks to use the second primary-chain attack. Goo preset gives this running attack
0.8xdamage,0xlunge, and0.6xPvP damage. - One-handed axes, one-handed swords, and clubs/maces use
0.7xrunning-attack damage by Goo preset while remaining user-editable. - Added PvP-only knockback force multipliers for normal, running, and jump attacks. Goo preset sets PvP knockback to
0while leaving general/PvE knockback unchanged. - Added armor base-armor multipliers grouped under
[Armor], classified by vanilla movement penalty: light/no-penalty, medium-2%, and heavy-5%. Armor tooltips update through these values. - Expanded shield tuning under
[Shields], including block power, deflection force, timed-block/parry bonus, block stamina use, block-break threshold, and movement modifier. - Made block stamina consumption and block-break threshold configurable by active blocking weapon/shield type.
- Refined BetterFreeAim so chained attacks do not receive repeated direction snaps while a character is already in an attack animation.
- Goo preset updates: two-handed swords and two-handed axes use
1.25xbase damage, two-handed axe Primary1 uses2xattack damage, unarmed Primary1/Primary2/Primary3 use2xanimation speed, fall damage starts at8m, and combat melee attacks initiated mid-air use1.12xairborne damage. - Added config-version handling so configs older than
1.0.3are refreshed to Goo's current preset once and stale entries are cleared.
1.0.2 - Official weapon-chain, lunge, running-attack, and PvP tuning patch
- Added Primary1 / Primary2 / Primary3 / Secondary attack-slot config support for melee weapon chains, allowing normal primary-chain attacks to be tuned separately.
- Added melee lunge-distance/root-motion multipliers with configurable application modes:
BeforeHitboxandFullAnimation. Goo preset usesBeforeHitboxby default. - Added running attacks for supported melee weapons. Running attacks can use their own damage, stagger, stamina, animation-speed, PvP damage, PvP stagger, knockback, adrenaline, and lunge multipliers.
- Dual Axes running attacks now use Primary1 for stability while still receiving running-attack-specific modifiers.
- Added per-attack knockback-force multipliers and an enemy knockback-force multiplier.
- Added per-attack PvP stagger multipliers. Goo preset uses high melee PvP stagger while keeping ranged/magic PvP stagger neutral.
- Goo preset now sets melee PvP damage to
0.6xand ranged/magic PvP damage to0.3x. - Replaced the old equipment movement-penalty toggle model with direct movement modifier overrides. Goo preset removes armor movement penalties, sets two-handed axes to
-8%, and sets tower shields to-5%. - Movement modifier tooltips now hide the movement line when the final configured value is
0. - Goo preset damage/stagger refinements: two-handed swords and two-handed axes receive updated damage/stagger identity, with two-handed axes keeping hit-stop enabled by default.
- Removed the confusing public ActiveHitboxFrames hyperarmor path and related active-hitbox duration config entries.
- Removed stale ranged/magic configs that did not contribute useful behavior, keeping only functional ranged/magic options.
- Added a run-drain toggle so Goo preset can prevent extra held-run stamina drain during attacks and while airborne.
- README, manifest, and changelog updated for the official 1.0.2 release.
1.0.1 - Official player systems and movement patch
- Added negative stamina support for all stamina-consuming actions: actions are allowed only when current stamina is strictly above 0, and spending clamps to the configured negative floor instead of vanilla 0. Goo preset enables this with a
-50floor. - Fixed negative stamina so it regenerates upward normally instead of being snapped back to 0 by vanilla max-stamina refreshes.
- HUD-facing stamina reads are clamped to show
0while internal stamina is negative. - Added player-system config entries for base health/stamina/armor, max carry weight, jump/run/roll/crouch stamina rates, roll animation speed, stamina recovery, stamina regen curve, healing rate, fall damage tuning, player movement speed multipliers, and jump-force multiplier.
- Goo preset player defaults: max carry weight
450, jump stamina consumption0.5x, crouch stamina consumption0x, stamina recovery rate1.2x, stamina regen curveVanilla, and fall-damage start height10m. - Added stamina regen curve modes:
Vanilla,Constant, andReverted.Constantis a flat9stamina/sec before recovery/status/global multipliers. - Added bow draw/spread and crossbow reload-time configs. Dundr-specific controls are intentionally excluded for now.
- Added block stamina consumption and block-break threshold configs.
- Added player movement multipliers for run speed, walk speed, crouch speed, and jump force.
- Added armor/weapon movement-penalty toggles. Goo preset disables negative movement penalties from armor/capes/utility/trinkets while preserving weapon/shield/tool movement penalties. Positive movement bonuses still apply.
- Movement-penalty tooltips now mirror the gameplay toggle by hiding disabled negative movement-penalty lines for the relevant item category.
- Replaced the old arbitrary
Movement.AttackMovementSpeedActiveWindowSecondstimer withMovement.AttackMovementTiming. DefaultUntilAttackTriggerapplies attack movement during windup and restores at Valheim's realOnAttackTrigger, keeping recovery punishable.FullAttackAnimationkeeps the movement multiplier until attack cleanup. - Moved bow configs under
[Bows]and crossbow reload under[Crossbows]. - Removed the counter-damage ding feature and all ding playback calls for stability. Counter damage itself remains unchanged.
- Improved and throttled categorized debug logging for player systems, negative stamina, ranged tuning, blocking, and movement testing.