# Changelog All notable changes to this project are documented in this file. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). ## [1.0.1] - 2026-08-15 ### Fixed - README images and GIFs not rendering on Thunderstore: replaced relative `docs/...` paths with absolute `raw.githubusercontent.com` URLs, since the published package does not include the `docs/` folder. ## [1.0.0] - 2026-08-14 ### Added - Configurable base Health, Stamina, and Eitr values, fully compatible with vanilla food bonuses. - Optional extra regeneration for Health, Stamina, and Eitr, independent of food and Comfort. - Optional infinite Stamina and infinite Eitr, without disabling vanilla actions, skills, or animations. - Fixed-width HUD bars for Health, Stamina, and Eitr. - Always-show option for the Stamina and Eitr bars. - Server-authoritative gameplay settings in multiplayer, synced through Jötunn. - Enforcement of matching mod and version between server and clients through Jötunn's network compatibility check. - Local, per-player HUD preferences that are never synced from the server. ### Verified before release - Single-player: all settings apply locally, with no server involved. - Dedicated server, as a regular player without admin rights: gameplay settings correctly follow the server, both when raised and lowered relative to the client's own configuration. - Dedicated server, disconnect and reconnect: local settings return immediately on disconnect and are correctly overridden again on reconnect. - Clients missing the mod are blocked from joining a modded server, with a clear in-game message naming the missing mod. - HUD settings stay local to each player in every multiplayer scenario tested, regardless of the server's own HUD configuration. - Vanilla food bonuses, food decay, food-based regeneration, and skill experience gain all behave as in an unmodded game. - No measurable performance impact: all patches piggyback on existing game update cycles, with no per-frame polling and no per-frame allocations.