This page was last updated on 21 June 2025, 3:39AM
Changelogs
Version 1.5.8
Migrated used texture archives to a different range for compatibility with the Modder's Resource Registry
Version 1.5.7
Added a slight delay before returning to Guard after Attacking
Version 1.5.6
CHANGED: Default settings have been tweaked for consistency with Weapon Widget
Version 1.5.5
FIXED: Edge clamping now takes Large HUD into account
FIXED: Added OnRepaint event condition to fix depth issues
Version 1.5.4
MOD: Now uses a separate dfaudiosource instead of ScreenWeapon's dfaudiosource for compatibility with Weapon Widget's custom audio handler
Version 1.5.3
Fixed clamp values not being mirrored properly with Animation module and Left-Handed Weapons enabled
Fixed sprite offsets not being set asymmetrically with Animation module and Left-Handed Weapons enabled
Adjusted step transform increments to be smaller
Version 1.5.2
Settings sorted to match Weapon Widget's. Re-enable your modules.
Step transform length scales with resolution
Bob length slider adjusted to have finer increments
Recoil module reworked. Now requires Vanilla Combat Event Handler.
Version 1.5.1
Added a "When Attacking" shield behavior slider
Added "Offscreen" setting to shield behaviors
Added a "Texture Scale Factor" slider for use with higher resolution textures
Fixed "When Casting" behavior not triggering properly if weapons are sheathed
Version 1.5
Zip file folder structure is now Vortex-compatible
Overhauled sprite placement settings. Please readjust your settings if necessary.
Sprite scaling code redone. Inertia movement and recoil scaling should look better
HIDE WHEN SHEATHED checks for both sheathed status and weapon visibility before hiding
Version 1.4.2
Offset speed and frame animation speed now scale with player's live Speed
Fixed stepping being applied to sprite scale
Removed some repeating debug messages when using frame animation
Movement inertia now scales with PlayerMotor MoveDirection instead of Inputs
Version 1.4.1
Messaging system changed to an event-based model instead of constantly polling
Changed Attack/Guard positions to use the same offsets when using Frame Animation
Version 1.4
Sprite Offsets will now be applied when using Frame Animation
Added message listener for compatibility with EOTB
Version 1.3.2
Changed the "Hide" behavior setting for "When Sheathed" to also hide the shield texture when the weapon texture is being actively hidden (like, for example, by a third-person mod)
Version 1.3.1
Added a Direction option to the Animation module to configure which animations can play
DFMods containing sprites that match Mighty Meatus' Teal Elven and Purple Adamantine replacers are now available in Optional Files. Contributed by WilhelmBlack
Fixed Inertia still applying when swinging a weapon with the vanilla weapon control scheme
Added DFMod for the DFU Android port to Main Files.
Version 1.3
Added Condition-based graphics. Shields will have visible damage when at an upper and lower condition threshold that is configurable.
Added option to play a frame-by-frame animation on the shield when attacking or sheathing your weapon. Contributed by WilhelmBlack
All shield graphics (including condition variants and animation frames) have been correctly palletized by WihelmBlack.
Added a Step feature that makes the shield sprite move in steps rather than smoothly. Step distance and conditions are configurable.
Added a toggle to lock the aspect ratio of the shield texture when switching to Retro-Mode
Version 1.2
Fixed Inertia still applying while in cursor mode
Added a Bob Offset slider to adjust the timing of the bob. Will be useful to sync/desync the shield when used with weapon bob (if there is one)
Moved calculations to LateUpdate to stop them from being called multiple times per frame in OnGUI. Some sliders may feel smaller or less impactful. Will require feedback to document for future adjustments.
Version 1.1
Packaged textures into DFMOD instead of as loose files. If you have previously installed 1.0, you can now delete the ShieldWidget folder in StreamingAssets/Textures/. Or not. Idk, I'm not your dad.
Added support for DFU's Left-Handed Weapons startup option.