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v1.4.10 — Summon on Kill actually summons

Races of Valheim developer

Queen and Fader Skeletons were always supposed to raise a tamed ally from every kill. Nothing ever rose. Five separate bugs were stacked on top of each other, and this release clears all five.

Summon on Kill was credited to almost nobody​

The death blow was very often an attacker-less poison DOT tick rather than a direct hit — Bonemass's Poison Attacks bonus bakes bonus poison onto every Skeleton swing, so a large share of kills actually finish on a poison tick a second or two after the last hit landed. Vanilla's own poison status effect builds a brand-new hit with no attacker on it for every tick, and that overwrites the creature's last-known attacker each time — so by the moment a poisoned kill actually died, the kill had already been silently unattributed. Recent player hits are now tracked separately and used as a fallback whenever the literal death blow carries no attacker.

The summoned skeleton was never a real prefab​

The configured summon prefab didn't exist under that name — a typo-shaped guess that was never caught because it failed silently. It now reuses the Bound Bone Pile's own tamed, loot-stripped melee thrall instead of a standalone asset, so a Queen/Fader kill raises the exact same creature the pile does.

The rise effect never played, either​

Two more guessed effect names, neither of them real — the same mistake the mod's pre-existing Auto-Resurrect effect had been making since it was written, fixed here too. Both now play the real vanilla effect used when the "Dead Raiser" archetype raises its own skeletons.

Getting the particle effect right only fixed half of it, though: the skeleton model itself was popping in already standing, with the rise effect playing around a creature that hadn't actually risen. The "climbing out of the ground" motion is a separate Animator trigger that vanilla's own creature spawners set on the spawned creature directly - without it, the model is simply active from frame one. Both pieces now fire together.

A harmless log warning, silenced​

Every hit a raised skeleton landed was logging "is tamed but missing tameable or monster AI script!" — vanilla skeletons carry no Tameable component at all, and the game's own skill-leveling code expects one on anything it considers tamed. Cosmetic only, but it was spamming the log on every fight. Fixed the same way this mod already fixes it for Fenrir's Ulv and Fenring: copy a Tameable in from the vanilla Wolf once, at registration.

Summoned skeletons now wither on their own​

They're never bound to a pile, so the mod's existing pile-wither system had nothing to key off for them. They now carry their own two-minute lifespan instead, independent of any station.