**2.9.91**
---
```
- Devillis had the same recipe as sunpiercer, unintended.
- Reclassed a few weapons statwise, not something really noticable, just minor changes.
```

**2.9.9**
---
```
- I cant believe I forgot to give soulrend a description, I am ashamed.
```

**2.9.8**
---
```
- updated to new item manager
- changed some material shaders so they properly show on linux, cant guarantee every single effect will still show up properly though, but a fair bit of weapon visual fx should be fine now.
- Made the crafting runes stack up to 5 instead of not stacking at all, they can now also be sold, for those that dont find any use for them, or simply wish to use other weapons.
- Hallows Grip base aoe now deals damage, not just the shards, also made it so more meteors spawn, meteors also spawn shards.
- Complete rework of Durandal, new secondary attack, new hit effects, new texture, model adjustments, and so forth.
- Soulthief has been moved to swamp tier, will now have an upgraded version in mistlands, that will be usable throughout ashlands, it has also had a rework of its basic slash attack.
- Soulthief should also be more viable when firing upwards on slopes, I adjusted it about as much as I possibly could while keeping its slash projectile damage radius.
- Emerald curse no longer Fader locked, honestly wasnt even strong enough to be post fader anyways, so now its craftable right after the queen.
- Recipes using black cores now use far less, so not to incite self harm.
- updated thunderstore pictures
```

**2.9.7**
---
```
- Corrected a few weapons that had incorrect statuses or visual effects attached to them
- I also decided to retexture some weapons, and make them look a bit cleaner, nothing too crazy, just some subtle additions to visual quality on a number of weapons.
- Specific weapons changed: Agareth, Ephemerance, Agnarr, Mortalis, Devilthorn, Fanatica, Kingblade, Mountaincleaver, Northstar, Queenslayer, Regalia, Regulator, Soulthief, Sparkgrinder, Sparkshield, Stargleam, Stormwalker, Stridebreaker, Sunpiercer
```

**2.9.6**
---
```
- fixed a few missing materials
- meteor attacks should not break rocks and trees now
- unholy stars special should no longer hit or target tames, I also buffed its damage and changed its usage requirements for better balancing.
```

**2.9.5**
---
```
- Now that I know how to better optimize lots of items together, I decided to deprecate CrazyMagic and instead combine it into WildWeapons, I will be adding more magic weapons directly to wildweapons from now on, since its much easier for me this way now.
- Crazy Consumables will also no longer be a dependency, as it was previously used for materials for both crazymagic and wildweapons, since they are together now, I have simplified it for better user experience.
- Visual improvements to some magical effects and magic weapon appearance.
- Added translations for French, Spanish, and German. (yes the transfered magic weapons and crafting items have been translated as well)
- Raised rune and essence drop rates.
```

**2.9.4**
---
```
- adjusted the knockback values of fists
- adjusted the item weight of a few items where it felt odd or excessive.
- spears should have an actual swing sound now, apparently they didnt before.
```

**2.9.3**
---
```
- Fixed a few weapons having incorrect levelup stats
- potentially fixed an issue with shaders not showing up properly on linux, not entirely sure since I am not running linux.
```

**2.9.2**
---
```
- further optimizations by reducing size of normal maps and emissive maps, cut down the mod size prettyyyy much as much as I possibly could.
- gave arondight a real emissive, makes it look just a little nicer.
- gave the heavenly blade an emissive as well, very much enhanced its looks.
- gave blossomsong an emissive for the flowers and a few other parts.
- model replacement for skivanti, it literally used up 6mbs on its own previously.
- added translations for Polish and Chinese.
```

**2.9.1**
---
```
- added translations for PT-BR, and Russian, thanks to Pessimist-TW for the russian translation
- adjusted bow draw speed, was a little bit too high on some bows
```

**2.9.0**
---
```
- THIS UPDATE IS THE DEFACTO FINAL VERSION OF WILDWEAPONS. I WILL STILL MAINTAIN AND PATCH ANY ISSUES THAT ARISE, BUT I WILL BE WORKING ON OTHER PROJECTS FOR VALHEIM NOW. 
- 3.0 WILL BE THE DEEP NORTH UPDATE AND IT WILL MAINLY BE RECIPE CHANGES TO ACCOUNT FOR NEW CONTENT, THIS UPDATE IS THE REAL 3.0 THOUGH.
- Update to new unity version
- Complete basic effect overhaul for hit effects and block effects, massively simplified them and as a result the mod has dropped in size by a fair bit.
- Gameplay reworks for Regalia, Magmarium, Malevolence, Sunpiercer, and more.
- New trails for EVERY weapon.
- Defense shred effects now have visual indicators.
- Made frostclash bigger.
- New model for Jadaraga.
- Removed Bladeshift and Fringetrimmer since they were merely placeholders for items I added this update.
- Many other minor weapon changes, recipe changes, and rebalances.
- 1 new axe for the swamp, and 1 new axe for the plains.
- 1 New knife for ashlands, 2 new knives for mistlands, 1 new earlygame knife for the black forest. Knives are fully fleshed out now.
- 1 New two handed spear for the ocean, 1 new spear for the swamp, 1 new spear in the plains, and 1 new ashlands spear.
- 1 new polearm for the swamp, 2 new polearms for the plains, and 1 new polearm for ashlands.
- 1 new fist weapon for black forest, 1 new mountains fist, and 1 new mistlands fist, to try to make fists a little more viable than before.
- 1 new katana for the plains that inflicts a very useful debuff similar to wet, a great weapon to support other weapons.
- added one more sword, a sinister sword for a sinister person, whoever wields it should not be trusted. It has a unique gimmick compared to other weapons.
```

**2.6.2**
---
```
- made a really bad oopsie but I fixed it now
```

**2.6.1**
---
```
- I really forgot to readd the box collider to corruptum and some poor chaps axe fell through the world.
- I was told that knives are useless in pvp, I tested, it was true, they did jack all even with 100 knive skill against any player whos armor was above a minimal amount, so I made a universal knife def shred that does 25% def shred to make them viable.
- I also added def shred to some other weaker damage weapons to balance it out more.
- Made soulburns vfx less intrusive
```

**2.6.0**
---
```
- adjusted costs for Nilvein.
- made a midgame dagger with an equip effect focused on dodging.
- Suncrusher and Sparkgrinder have been buffed and now also have respective shields for set bonuses, Sparkgrinder has a new advancement going into ashlands.
- other various hammer/club buffs
- Completely changed Corundum, it is not as you remember it.
```

**2.5.3**
---
```
- added a knife for plains tier cuz there wasnt one (thx Artried for the rigging btw)
```

**2.5.2**
---
```
- a certain holy sword has returned
```

**2.5.1**
---
```
- fixed nocturata having wrong value
```

**2.5.0**
---
```
- fixed galaxia having chop instead of blunt lol
- nocturata triple shot rework.
- removed slash from solemnity, its a sword not a spear
- finally fixed royal greatsword not being upgradable
- nerfed royal scythe, forgive me.
- adjusted stats for Skivanti, Nocturata, Astarte, and Vecta.
- red moon can now parry at a lower modifier
- Added bowstrings
- I probably did alot of other things but I dont remember because I was in google sheets hell.
- huge thunderstore page redo
```

**2.4.3**
---
```
- fixed soulthief basic not using elemental skill
- adjusted transparency of effects on sieglinde and nocturata and made them not linger as long
- sieglinde given a special projectile and no longer needs ammo. Removed slash damage for lightning instead, gave it a universal 20% higher damage to account for no longer using ammo.
- buffed dragonscale bow by alot, since it cannot use ammo, its damage needed to be higher to account for that.
- decided to remove chop/pickaxe from galaxia, and removed true damage because it was highkey op, made it do much lower damage, but now does every damage type.
```

**2.4.2**
---
```
- lowk forgot to add an entire set of recipes, hope noone notices.
```

**2.4.1**
---
```
- Miscellaneus small fixes
- Some vfx changes
- redid a few weapons models and effects
- couple weapon rebalances, some were too stronng after playing with them on very hard, and some were very weak, so they should be better balanced in all areas, at least more than before.
- New model for the kingsguard shield and it now has a set bonus with another sword.
- changes some recipe amounts, made alot of things easier to craft, not as much of a grind anymore for some things.
- this is very much a delete your old config update
```

**2.4.0**
---
```
- Added a new shield, a small dragon themed buckler.
- Added 2 new bows, one is sleek, able to defend with, the other is a fiery dragon themed bow.
- Added a 1h sword for the upcoming deep north.
- Added a new set of dual daggers for the deep north. Ive yet to deal with them on itemstands but aside from that they should be fine.
- Added a new 2 handed spear that acts much like a weaker sunpiercer, will also act as a crafting material for the aforementioned.
- Added a new frosty scythe for the upcoming deep north.
- Added a very unique two handed cursed katana for the upcoming deep north, only the truly skilled will be able to fully utilize its strength.
- Also added sunseared debuff to Sunpiercer's hits as well as changed a few of its visual effects.
- Made Conflagration's secondary now a true aoe that always hits the ground and foes instead of only activating on hit.
- Fixed Ruptures recipe after the aehm and vehm changes.
- Other miscellaneous recipe changes
- 
```

**2.3.1**
---
```
- fixed titansbane, sunstrike gauntlets, and pyroxis hit effects causing issues when moving away after using them and added a few missing LOD Groups.
```

**2.3.0**
---
```
- Added a new "sword" that does true damage and isnt affected by any skills, making it useable for any class.
- Changed Blossomsong being able to redirect projectiles in any direction while mid swing, now it will fire on a vertical axis in the direction you character is facing.
- Added 3 new ocean themed weapons, a massive anchor axe, a sea shard dagger, and a crab claw mace. All of which can inflict the wet debuff, great for combos with other weapons even in the endgame.
- All axes now properly raise woodcutting skill and can be used to cut down trees.
- Added a new frostflame axe that creates explosive strikes on hit, the final frontier of woodcutting.
- AEHM AND VEHM ARE FINALLY TRUE DUAL WEAPONS!!!! (unfortunately they will no longer have their visual fx on the weapons themselves because its literally not possible for whatever reason, but they have way cooler hit effects and % effects. They have also gained a tier and are now plains tier.
- I didnt want to let the effects I made for aehm and vehm go to waste, so there is a secret third demonic sword now.
- Brought back Titansbane, with some new attacks and effects.
- First fist weapon added, I will do a fist oriented update in the future, just playing around with it for now.
- More dual weapons, dual ice katanas in mountains, dual axes for deep north, a nice set of dual hammers for the plains, and some more to come.
- Accidentally optimized so hard that the mod is only 60 Megabytes now, down from 80, we stay optimizing out here gang.
```

**2.2.7**
---
```
- removed all magic weapons, they are now apart of CrazymMagic, a separate mod. It is fully independent, you do not need both CrazyMagic and Wildweapons at the same time for either to function.
```
**2.2.6**
---
```
- removed all consumables and drops, those have been moved to the CrazyConsumables Mod :)
- Crazyconsumables has now been made into a dependency.
- Added many translations and removed translations for the consumables (those are in the other mod)
- I have fully optimized all the textures, there should be no actual visual difference, only the mod has now been cut by about 200 megabytes of storage, hooray for optimizations.
```

**2.2.5**
---
```
- rebalanced Hallows Grip, it was actually way stronger than I had intended it to me, so I made it a little stronger, reduced the amount of spawned projectiles for the basic attack by 2, moving it down to 6, and increased the meteor amount from 3-5 to 4-6 and increased the radius of dropped meteors to 20 from 15. Moved to mistlands tier.
- slight permafrost buffs to level up values, also gave it an adrenaline effect that boosts frost damage on proc. Also slightly lowered the eitr cost on both attacks. (3) and (5).
- changed the way runestones were listed in the crafting, hopefully they function properly now.
- Mountain Cleaver and Durandal now have no multihit penalty, making them do their job as intended to cleave through hordes of enemies. (only for basic attack)
- added polish translations.
- added 3 more elixirs, blood magic, elemental magic, and mining.
- added some new drops and a new crafted steel used for a few weapons, Im liking the idea of some custom metals.
- buffed arondight by 10 slash damage.
- new mod icon ;)
```

**2.2.4**
---
```
- added a simple ram hammer for bronze tier
- added a heavenly demon sword with new boss drop materials, seeing what people think about custom drops. I may end up using the custom boss drops to craft other weapons but for now its just this sword.
- added a few new food drops, one for meadows, blackforest, swamp, and plains, two of which are early magic foods.
- added another magic weapon, happy Halloween :)
- made the trails for rupture, soulthief, arondight, durandal, agareth, and a few others a little bit more full and detailed.
- optimized many weapon meshes, this should increase performance, not that my mod made performance bad at all, but now it will use less data in the event you have many things going on at once. Thanks to VitByr for linking me the tool.
```

**2.2.3**
---
```
- updated chinese translation.
```

**2.2.2**
---
```
- added turkish translation
- changed a few weapon skill that were using incorrect skills.
```

**2.2.1**
---
```
- fixed stamina cost for bladeshift throw(?)
- replaced shimmerspark, goodbye 4 million polygons...
- updated chinese translations
- thunderstore page has been updated with new picture links.
```

**2.2.0**
---
```
- a new plains tier hammer has been added, used to craft sparkgrinder, which has been moved to mistlands tier from ashlands since there are already 2 ashlands hammer options and none in mistlands.
- added back corundum's icon, unity hates me.
- gave magmarium an equip effect
- made stormwalkers adrenaline effect last longer.
- filled in 90% of the weapon gaps, there should now be weapons of each class for each stage of the game. (excluding meadows, I'll never do meadows)
- added the rest of the royal weapons set for earlygame, also made them more of a high tier blackforest set, utilizing some of the new bear materials.
- added an on hit effect to stridebreaker and properly moved it into crafting without faders trophy, also changed its description.
- katanas are their own section of weapons now, since I have alot more katanas to make in the future I'd rather separate them from normal swords, I also added two in this update.
- removed lavruna since I felt it no longer had a place in progression and was made useless by some new axe additions in this update. (I may or may not reuse the model)
- changed alot of recipes to account for new weapons so delete your old config.
- rebalanced durability values based on biome tier, and a few other minor adjustments to stamina costs on some endgame weapons.
- added visible particle effects on the throwable spears so they are harder to lose.
- made a counterpart weapon to go with suppressor as well as a set bonus.
- one new endgame weapon set.
- Shimmerspark is bugged right now and I have no idea why since I have it set the same as all my other bows, its going to be weird for a little while until I replace it.
- I will update the thunderstore page with new images in the next patch, I ran out of time and I want to make some newer fancier showcases so expect to see that for the page at some point soon.
```

**2.1.1**
---
```
- fixed incorrect recipe values for a few elixirs.
```

**2.1.0**
---
```
- added some consumable elixirs that unlock at mistlands, granting unique buffs for each weapon type (excluding unarmed as I have not made any fist weapons as of yet)
- redid all the weapon icons in my own style, they are alot brighter and nicer now
- added a funny drink
- updated example yml 
```

**2.0.5**
---
```
- attempt to fix visibility in multiplayer for effects.
```

**2.0.4**
---
```
- let me know what kind of magic weapons you would like to see in the game.
- added a frost staff, Ill be making a separate magic mod this will be moved to in the future, just for testing purposes and feedback atm.
```

**2.0.3**
---
```
- fixed typos in yml example
- added chinese yml
```

**2.0.2**
---
```
- Added reference to parry effects to KingsGuard and Regulator
- Rebalanced the block power and level up values for EVERY SINGLE WEAPON, alot of them I had completely forgot about and were way too strong based on progression.
- PROPER YAMLS ARE SETUP NOW SO TRANSLATIONS ARE EASYYYYYYY
- Fixed an issue with having duplicate scripts in some effects, causing annoying log spam.
- Made adrenaline weapons gain a little bit more adrenaline on hit in order to balance using trinkets at the same time.
- Added a hand scythe.
```

**2.0.1**
---
```
- A couple recipes have changed so be sure to delete your old config to get the new ones, as well as fix any crafting issues with correct stations.
- Added Adrenaline effects to Agareth and Arondight.
- Malevolence was always intended to be a mixed magic weapon, now it is, and has a proper projectile secondary that utilizes blood magic.
- Certain weapons were craftable only at blackforge which was incorrect, this is fixed.
- Added 4 new daggers for all the knife enjoyers, 1 of which is a new parry dagger craftable in the swamp.
- Added a status effect for regulator that increases armor, regeneration, and gives a slight boost to slash and pierce for 5 seconds after a perfect parry. (It doesnt show up in the tooltip but I promise its there)
- Added a new fire themed 1 handed hammer.
```

**2.0.0**
---
```
- Improved countless visuals
- Almost all crafting recipes have changed.
- Reorganized the prefabs, so they appear by weapon type in mods like VNEI alongside all weapons in this mod.
- Agareth has been made craftable and now has proper effects.
- Gave Bonereaver an adrenaline effect.
- Removed Esterra, I will be bringing it back in the future, and it will be much better, I just felt it didnt fit with the current game and felt mismatched.
- Removed Abraxus since I couldnt come up with any reason to keep it progression-wise. May bring back later but not sure atm.
- Corruptum now has a set bonus, as well as its upgraded version also having a set bonus.
- Corruptum massively buffed and now gives lifesteal, as it originally should have, I was an idiot and forgot, its literally in the tooltip.
- Added alot of new axes.
- Stargleam has been reworked visually and has a longer range. Nothing else is changed.
- New set of fire weapons introducing a dagger and two handed sword to go with the current 1 handed flame sword. 
- Also added an alternate 2h flame related sword made from ashlands materials according to a community vote.
- Soulthief has been reworked massively and has a new model, new projectile slashes, and a spin secondary made to send enemies flying.
- Corundum has a counterpart weapon now, Sparkgrinder. Corundum's special hit has been redone and now has a different basic hit effect.
- Arondight is slightly less shiny due to not being able to see it in the dark sometimes, it has also been increased in size slightly.
- Fearnaught now has a spin secondary instead of the previous unreliable slam, it has also been properly balanced to the plains. 
- Slight damage decrease to Muntain Cleaver to better balance it within the biome.
- Made Viridium's blade longer and thicker.
- Changed the model for Stargleam to something much cooler
- Deus-Interfectorem is now Stormwalker and has all new hit effects and an adrenaline effect.
- Added 3 new katanas for forest, mountains, and ashlands tiers. The ashlands tier is a two handed odachi.
- Added 5 new shields, one of which is a tower shield.
- Replaced Titansbane with Fuegon, a new fire axe in the same tier as before, but more refined.
- Added a new 2h hammer, 2h scythe, and 1h throwable spear for the mountains biome.
- Added a 1h throwable mistlands tier spear.
- Added many new sound effects for old weapons and some of the new ones.
- Renamed Crown of Ice to Frostbearer and gave it some new held effects instead of the frost cloud I personally ended up disliking.
- I probably missed alot even after writing this much, this update literally doubled the size of the mod, so please please let me know if there are any bugs or if anything isnt functioning properly, even the small stuff.
```

**1.3.3**
---
```
- Just added a few translations.
```

**1.3.2**
---
```
- Added 7 new bows, and one new throwing spear, more spears to come, as well as hammers >:)
- Various small fixes and tweaks, and a few animation changes on weapons to better fit the vibe.
```

**1.3.1**
---
```
- Made weapons shinier :)
```

**1.3.0**
---
```
- Added 2 new ashlands tier weapons, and one parrying dagger. (more of these to come bc I love them)
- Updated thunderstore page to make it feel more refined and nice looking
- Rebalanced a few weapons and added a few equip effects to already existing weapons.
```

**1.2.3**
---
```
- Added Chinese translations
- 
```

**1.2.2**
---
```
- Now fully supports russian and french languages, if you want another language, I have an template in my discord server you can easily use to create a translation, I will be adding languages as requested but I can only do so much with google lol.
- I redid a few weapon effects for Arondight, Malevolence, Tian Du, Corruptum, Astralis and added a rock floating effect to Mountain Cleaver.
- Fixed an issue where custom DoT effects would have a different color or dissapear entirely depending on how they were viewed.
- Added a new weapon that uses Aehm and Vehm as materials, Rupture.
- 
```

**1.2.1**
---
```
- Test patch for adding translations.
```

**1.2.0**
---
```
- Balance patch, I redid alot of the weapons stats and crafting materials and scaled them to biomes from mountains to ashlands, none of the weapons are accessible before then, I'll probably end up adding lower biome tier things at a later point.
```

**1.1.1**
---
```
- I am an idiot and uploaded the wrong .dll, that or thunderstore is trolling me.
```

**1.1.0**
---
```
- Replaced a weapon model and its effects because I decided I didn't like it, fixed a few effects on weapons I had forgotten to add, and added one new weapon.
```

**1.0.1**
---
```
- Minor fix of a certain weapon that I forgot to add a collider too and kept falling through the world
```

**1.0.0**
---
```
- First Release, let me know if you find any bugs.
```