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1.57.0
current
25 Oct 2026, 03:40 UTC
The Hallow King walks the Black Forest for Halloween, and every fix from this week comes with him.
It's a minor version, so the server and everyone who joins need 1.57.0 at the same time. Everything new starts off, so your game stays as it was until you turn it on. Megin 0.4.16 comes out with it, and launcher 1.5.113 is already live.
The Hallow King
- A Black Forest boss for Halloween. Turn on
Hallow Hunt and once Eikthyr is down the Hallow King can rise: a huge tree with a jack-o'-lantern head burning blue, a rusted scythe and a spiked mace. Server setting, off by default.
- Calling him. Greydwarfs killed at night in the Black Forest drop Hallow pumpkins. Three make a Lost Head, and three more build a Hallow Shrine with the hammer. Lay the head on the shrine at night and he comes for it.
- The fight. Scythe sweeps and mace slams to start. With
Hallow King stages on he grows a second head, then five, and hits harder each time. Hallow King roots sends roots up under you and vines at anyone keeping their distance.
- His minions. Turn on
Hallow King minions and from his second stage he calls skeletons and pumpkin headed greydwarfs, a few more for every extra player nearby. They crumble when he falls or leaves. His health, damage, size, weakness and what he shrugs off have their own settings.
- What he drops. His trophy, Hallow embers and pumpkins. The embers make the Hallow Crown, a carved pumpkin to wear with blue fire in the eyes that lights your way a little at night, and the Rusted Scythe, made from his own blade, that cuts wide.
- Pumpkins to build. Jack-o'-lanterns, a blue one with the King's fire that never needs feeding, a pumpkin pile and a scarecrow.
- For admins.
midgardplus hallow king calls him to you and midgardplus hallow king clear sends him off.
- The hunt waves and Evernight come later. This patch has the King, his shrine and his loot. The waves of monsters and the long night come in a dev build after Sunday, once they play right.
Building and the deep
- Drag to build. Turn on
Drag to build, hold Left Alt with the hammer, click where the row starts and drag: a whole line of walls, fences or beams, or a floor or a wall face, every piece snapped and paid for, up to 20 a side to start, and the remove button takes the last drag back. Server setting, off by default.
- The underwater world, an early look. Turn on
Underwater world and the sea floor opens up: sunken Norse towns with stone halls and arches, broken longships, kelp, glowing coral, and the Sjø-folk Merchant, a fish man who trades sea goods for coins. A first look, more comes in the dev builds. Server setting, off by default.
- Diving. Turn on
Underwater diving and you swim down instead of bobbing on top: hold the Dive key, Left Control to start, to go down, Jump to come up and Run to swim fast, and it gets darker and colder the deeper you go. The diving helm and the diving set stretch your breath. Off by default, both switches are in F9.
- The Sea Lung and three meads. The Sea Lung, a Dvergr breathing piece worn at the belt, keeps you under twice as long. Mead of the Deep stops your breath running out for two minutes, Mead of the Tide makes you swim half again as fast for three, and Mead of the Sjø-folk lets you see under water the way they do, clear and far.
- More for vault gear. A Jarl kit legend writes its own name in light in its own colour, crouch and press the legend key, vault weapons shoot their own coloured bolts, beams and arrows of light, and a vault kit can bring its own extra parts. Nothing changes for a kit that doesn't use it.
Fixed
- The stutter is gone. Chests that collect from the ground were searching every piece around you every 2 seconds, and 1.56.5 made that heavier. They now check the loaded chest list with a distance check. Thanks i_devour_bugs, imrys and nicuuso.
- A bound key no longer turns dev commands on. Hosts only get devcommands when they type a cheat command in the console or chat. Spawning items and running classic commands from the F9 panel works again without typing devcommands first. Thanks i_devour_bugs.
- Map pins. Hide auto pins hides ore pins again after a reload, ships stop using the portal pin, pins of the same kind share one picture, and the Aa button sits after the last pin button, below the portal button on the big map. Thanks fudgedup and l0newolfie.
- Paint and dye stay on. Armour paint stays when you take out the hammer or any tool, and the Troll tunic takes the dye on its lower half too. Thanks _danielross and imrys.
- The hotbar stays where you moved it. The quick slot bar takes its home spot under the hotbar's own home, so a hotbar placed below the quick slots stays below after a relog, and it sits under the hotbar at the hotbar size you picked. Thanks imrys.
- Vault gear dresses itself again. A pack that missed a bundle download gets it at the next start and dresses the gear, with no wait for the next pack version.
- Item drawers drop what they cost the moment they break, even before the server's settings arrive. Thanks swegomat.
- You wake up in your bed. While a big base loads late the bed still counts as your spawn, so you stop waking at the Sacrificial Stones. Thanks warzold.
- The planting grid follows the camera. A multi plant grid lands where its ghost showed, not where your body faced. Thanks imrys.
- Startled deer keep running. A wild deer that still sees you keeps getting away like the game's own deer, and a deer stuck in a pen still calms down once you step back. Thanks imrys.
- Ships with companions crewing reverse again. Companions at the oars stopped holding the ship back, so the helm goes backwards like with nobody aboard. A ballista or ram bought from the longship kit shows on a Shipyard ship, and the kit sends you to the Shipyard for the rest. Thanks joeljay.
- The second utility slot and the Trinket slot follow their settings again. Hip lantern stopped holding them open, so Second utility slot off takes the slot away, the server's value included.
- The rested timer shows the real time left with Rested duration multiplier set, and rest runes stack with it. Thanks lyferian.
- Mining skill bonus leaves rare drops alone. The bonus only adds to a deposit's normal drops, so the rare extras Balrond Absolute Overhaul puts on ore come out as the deposit rolled them. Thanks lyferian.
- MidgardPlus steps aside for DiveIn. With DiveIn installed our diving and swimming settings stay out of its way, and the configuration manager and F9 agree on what's set. Thanks fudgedup and i_devour_bugs.
- A quieter server log. A dedicated server stops warning about the model and icon of every vault kit it never loads, and the Balrond repair check keeps quiet when Balrond isn't installed.
Megin and the launcher
- Megin 0.4.16. The courage trial counts any boss you help fell within 150 m, the game's own too, Farewell in the trial of the marks no longer fails it, and the quest light and the cairn stand on the ground, never in a tree. It needs MidgardPlus 1.56.0 or newer. Thanks jackdispade.
- Launcher 1.5.113 is live. It offers a dev build on the dev channel even when its number matches the live stable, knows MidgardPlus steps aside for DiveIn, and the F9 panel and the launcher share one tree of setting groups.
Get the launcher at https://midgardplus.odinthered.dev
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Launcher 1.5.115
25 Oct 2026, 03:30 UTC
New Jarl gear shows on Home with an Update vault button, and cards for every 1.57 feature
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.113
24 Oct 2026, 17:30 UTC
Dev builds show up and update properly again. DiveIn is in the compatibility list.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.56.5
22 Oct 2026, 19:10 UTC
A small fix patch. 1.56.0 through 1.56.5 all play together, so update when it suits you. Megin 0.4.14 works with it.
Fixed
- Item drawers and other mods' chests collect from the ground on servers. On a dedicated server, chests nobody had open were often skipped because they belonged to another player's game. Collection now takes a chest over when nobody is using it. Thanks swegomat.
- The map pin name switch no longer covers the portal pin. The Aa button now sits after every icon in the row. Thanks fudgedup.
Get the launcher at https://midgardplus.odinthered.dev
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1.56.4
22 Oct 2026, 01:40 UTC
A small fix patch. 1.56.0 through 1.56.4 all play together, so update when it suits you. Megin 0.4.14 works with it.
Fixed
- Village gates clear the ground. When a village grew, its new walls stood so close to the edge of the flat ground that the gate opened into the slope. The ground is now flat well past every wall. Thanks imrys.
- Your HUD stays where you put it. A HUD piece you moved, like the hotbar, could be nudged back on every login while the screen was still setting up. Now it comes back exactly where you left it. Thanks imrys.
- Item drawers collect from the ground. With
Chests collect items on the ground on, drawers now take single items like weapons and trophies into their stored count, and containers from other mods that sit on a different layer are found too. Thanks swegomat.
- Companion bag key. The hint to hold for a companion's bag shows your own Use key instead of always saying E. Thanks imrys.
Get the launcher at https://midgardplus.odinthered.dev
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Launcher 1.5.112
22 Oct 2026, 01:00 UTC
The launcher is now digitally signed, so Windows can check it really comes from us and warns less when you run it. It also has the settings text from MidgardPlus 1.56.3.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.56.3
21 Oct 2026, 19:30 UTC
A fix patch. 1.56.0 through 1.56.3 all play together, so update when it suits you. Megin 0.4.14 works with it.
Fixed
- Black screen with Forsaken Ascension. With both mods installed the game never got past a black screen, since both change the wind on sails. MidgardPlus now loads after Forsaken Ascension and leaves that part to it, and the rest of our sailing works as before. Thanks yirujiwang.
- Tames with endless health. With
Tame skills on, a tame's health could keep climbing every time it loaded until it was absurd. A tame like that is set back to its proper health, and the bonus is never stacked on itself again.
- Stuck downed forever. With
Revive downed players on, running out of time or giving up only started the countdown again when a companion was near, so you could never die or get up. Now you die when the time runs out or you give up, and a companion close by counts as close enough to help you up. Thanks _danielross.
- Companions wrecking your base. Tames and companions fighting near your builds, ships or chests no longer damage them. Thanks _danielross.
- Every creature at ten stars. With
Most creature stars above 2 and a high star chance, every creature that got two stars went straight to ten. Stars past two now roll at no better than one in two, so you get a real spread. Thanks l0newolfie.
- Item drawers give back the right cost. A drawer taken down now gives back what
Item drawer cost is set to, not the cost it had when the world loaded.
- Ring quiz text fits. The Lantern Ring questions and answers shrink to fit their boxes instead of spilling over, at any screen size.
- Quick slots stay up with the hammer. The quick slot bar stays on screen in build mode, like the hotbar does. Thanks imrys.
- Kraken altar key. The kraken altar shows your real use key instead of a placeholder.
Get the launcher at https://midgardplus.odinthered.dev
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1.56.2
19 Oct 2026, 19:00 UTC
A small fix patch. 1.56.0, 1.56.1 and 1.56.2 all play together, so update when it suits you. Megin 0.4.14 works with it.
Fixed
- Trophies at the Sacrificial Stones. With
Item stands take any item on, the hidden stands around the Sacrificial Stones took any trophy, and one Eikthyr trophy there set off the end of the game. That setting now only opens the stands you build, so the world's own stands keep the game's rules. Thanks jackdispade.
- Villagers stop running from you. With
Creature fear on, villagers, traders, faction folk and the Lodge folk ran from strong gear. Now only creatures that would fight you run.
- Jarl helm crests come off. A crest like Jack's Drekarbrynja Crown or the Himindreki Crown now always leaves with its helm when you swap, take off or transmog it, for you and everyone around you.
- Reset a wrongly finished altar. If a trophy already set your altar off, an admin can stand at the Sacrificial Stones and type
mp_altar_reset in the console. Any item a world stand there was never meant to hold drops back out.
- NPC factions says what it needs. Faction villages and seats only show up with
Villages in every biome on too, and the setting says so now. Thanks LordIvanos.
Get the launcher at https://midgardplus.odinthered.dev
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Launcher 1.5.111
19 Oct 2026, 04:00 UTC
Pick an older MidgardPlus version under Help and tools and stay on it, Megin tells you when it has an update, and the 1.56.1 settings in every language.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.56.1
19 Oct 2026, 03:40 UTC
A small patch with vein mining in it. 1.56.0 and 1.56.1 play together, so update when it suits you. Megin stays on 0.4.13.
New
- Vein mining. Turn on
Vein mining and one pickaxe hit mines the whole thing by itself, a hit every quarter second. Each hit wears your pickaxe and takes some stamina like a swing, and it stops when you walk off, put the pickaxe away or run dry. Server setting, off by default.
- Everything a pickaxe mines. Ore deposits, big rocks, giant remains and muddy scrap piles come down chunk by chunk. A lone rock that only a pickaxe breaks goes on to the next one of the same kind close by. Buildings, trees and anything behind a ward you can't use stay alone.
- No key to hold.
Vein mining key starts on Always, so one hit is enough. Set it to Hold the alternate key if you'd rather hold Shift while you hit. Vein mining stamina sets what each hit costs and Vein mining radius how close you stay.
- See how it's set. Type
mining vein in the console and it tells you what Vein mining does for you right now.
- Bigger ore stacks were already there. Want more ore in a slot too? Put ore:4 in
Stack size by kind and copper, tin, iron, silver and flametal ore stack four times as high, and materials:2 doubles stone and obsidian.
Fixed
- Storage buttons stay clear of the Hall header. With
Interface style on Hall, Sort, Stack, Restock and Trash sat under the header with your armour and weight. The header makes room for them now.
- Faction seats stay on real villages. The map could pin a faction's seat where nothing was built, and some factions had no seat at all. Villages with nothing built in your world stay off the map and out of the war now, and the seat moves to a village the faction really holds.
- The Kraken really loads on dedicated servers now. And one broken feature can no longer stop the rest of MidgardPlus loading on a server.
- The F9 guide caught up. It still said New in 1.52 and Coming in 1.55. Those things shipped, so it says added now, and the version example says 1.56.
Get the launcher at https://midgardplus.odinthered.dev
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Launcher 1.5.110
19 Oct 2026, 01:19 UTC
Your picks stay on now and Check my picks fixes anything still off. New: see which of your mods MidgardPlus already covers, copy a server's setup into your own game, the ideas and bugs list, Free up space after updates, and the Best of MidgardPlus style.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.56.0
19 Oct 2026, 01:19 UTC
Everything from this week in one update. The sea comes alive, fishing is a real fight, you can build your own ships and put weapons together from parts, our own bosses fight fairer, three new Jarl sets ship built in and there's a big pile from #ideas on top.
It's a minor version, so the server and everyone who joins need 1.56.0 at the same time. Everything new starts off apart from the red Hugin, so your game stays vanilla until you turn it on. Megin 0.4.13 comes out with it and needs 1.56.0.
The sea
- Living Water. Turn on
Living Water and the Kraken rises far out on the ocean late in the game and fights your ship with water jets, slams and dives, and wraps the hull until you cut it free, octopus spawn swarm deep water, and wrecks drift with loot and survivors to pull aboard. Server setting, off by default.
- The Kraken fight. It now has a ring on the sea and a circle on the map that tightens over three stages, its grip and slams mark where they land so a moving ship can dodge, and the spoils float up in crates once it sinks.
- Kraken sea altars. Turn on
Kraken sea altars and rune stone altars stand far out on deep ocean where Kraken bait calls it after Moder, and Hugin points the way.
- Sea King raiders. Once Bonemass is down, raider karves and longships chase your ship, shoot, ram, hook alongside and board. Board them back and the hold is yours. Turn on
Sea King raiders, it needs Living Water.
- The Kraken now loads on dedicated servers. A server without a screen stopped building the Kraken and its spawn, and the raiders and sea events after them, so Living Water did nothing there. Now it all loads and the Kraken looks the same for players.
- The sea gets busier the longer you're out. Turn on
Sea gets busier and every ship builds up sea time on deep water, faster far from land and as more bosses go down. It drains away near shore or in your harbour, and a note in the corner tells you when the sea grows restless.
- Calm trips, busy voyages. A quick trip stays calm with jumping fish, shoals by the boat, gulls over wrecks and the odd whale. Stay out longer and Viking traders and fishing boats come by to trade, then octopus swarms, raiders and serpents.
- The Kraken comes looking. With
Sea gets busier on, the Kraken only rises on its own late in the game after a long time at sea, and before Bonemass the sea never gets past busy. Bait still calls it any time.
- The sea fights back. Turn on
Sea hazards and long voyages after Bonemass bring rogue waves you see coming, so take them on the bow, and whirlpools you sail out of. Each has its own frequency setting.
- Ice, wreckage and waterspouts. Floating wreckage, and drift ice in cold seas, holes a hull that rams it fast. After Moder, waterspouts twist up in storms and pull at anything close.
- Longship upgrades. With Living Water on, the mast post takes iron or kraken plating, a tarred sail, a sea chest, a bow ballista and an iron ram.
- Shipyard. Build a shipyard on the shore and put a Karve or Longship together plank by plank, with sails, benches, cargo and weapon mounts. Weight sets speed and turning, shown while you build, and you can save a design. Turn on
Shipyard.
- Sea combat. Steady decks, ballistas you can man, boarding hooks, gangplanks and a ship repair kit. A companion at a ballista shoots on its own. Turn on
Sea combat.
- Viking ship weapons. Turn on
Viking ship weapons and the Shipyard fits harpoons on a rope, fire pot slings, a shield wall, a dragon prow and a war horn. Hook a raider, reel her alongside and board.
- Shipyard sails and the ship card. Three sails that sail differently: wool loves the wind behind, linen points high but spills in a gale, and the heavy storm sail comes alive in a storm. The window and the helm show hold, armour and sail units. Part of
Shipyard.
- Shipyard hulls, holes and codes. A Skiff hull after Eikthyr, a Knarr cargo hull after Moder, and designs you copy and paste as codes. With
Ship plank damage on, hits hole the nearest planks, low holes let water in, and a repair kit or a ship stores box patches her up.
- Shipyard ships look like what you built. The knarr gets high plank sides, a cargo tarp and crates, every sail has its own colour or pattern on every hull, and the planks set the wood tone. Reinforced hulls show iron bands or kraken plates, rail shields are painted and barrels, chests and benches sit on deck.
- Ship hull health. A ship only sinks when her hull hits zero, and the Kraken and raiders go easier on hulls, so a plated longship can last the fight. Turn on
Ship health bar for a hull bar aboard and visible damage, and Ship toughness makes every ship tougher or softer.
- Ship handling. Turn on
Ship handling and the rudder bites harder, a slow ship still turns on the oars, sails set twice as fast and the keel slides less, so you can dodge the Kraken. A karve turns about 30 degrees a second and a longship about 21, the skiff quickest and the knarr heaviest.
- Battle oars. Turn on
Battle oars with Ship handling and the crew rows harder and keeps rowing at half sail, so a fight doesn't hang on the wind. Shipyard benches pull more and Sailing adds a little.
- The Kraken's slam waits 2 seconds instead of 1.6 when Ship handling is off. A ship under half sail can still get out from under it.
- Fishing. Turn on
Fishing minigame and a bite becomes a fight: reel with block, keep the line in the gold zone and steer against runs. New fish in every biome with records and legends, a fish journal, a trophy plaque and new dishes.
- Fishing at sea. With Living Water on too you get deep sea fish, nets and trawls for ships, crab pots and bottles with wrecks in them.
- Better fishing. Make and upgrade your rod at the workbench. Legendary fish fight in three rounds, and a small fish kept on the hook as live bait brings up bigger ones, just crouch as it lands. With Seasons on some fish keep to their season, and speared fish go in the journal.
- Fishing together. Fish next to friends and a shoal can come up for everyone, and
Fishing derby every gives a server a derby day with coins for the top three. Fishing tap to reel and Fishing steer assist help if your hands get sore.
- Easy going fishing that pays.
Fishing difficulty starts on Relaxed, so a common fish is in your bag in 5 to 10 seconds, with Normal and Hard there if you want a fight. Turn on Fishing rewards and small fish sometimes come two at once, a perfect catch can bring up amber or coins and the journal gives gifts for new kinds.
- Fish worth cooking. Turn on
Fish recipes too and the new fish cook into thirteen dishes, one or more for every biome and the sea, plus two feasts from legendary fillets. None beats the best food of its biome.
Crafting and building
- Part crafting. Four new workshops: the weaponsmith, the armourer, the alloy furnace and the carpenter. Put swords, axes, bows and armour together from parts and see the numbers before you make it. Turn on
Part crafting.
- Construction sites. Put down a site board and a hut or a stone wall shows as a ghost. Bring the materials and it rises in four stages. Turn on
Construction sites.
- Darkwood and angled flametal pieces. Darkwood walls, floors and a stair to match the darkwood roofs, plus flametal pillars at 26, 45 and 67 degrees for the black forge. Thanks Nicuuso and BlackDragonDeath.
- Flat roofs. Straw, wood shingle, darkwood, black marble and grausten roofs in 2x2 and 1x1 that run on in rows without a seam and keep the rain off, with edge trims and corner caps to finish them. Tilt them with Free rotation and they still snap. Turn on
Flat and small roof pieces. Thanks BlackDragonDeath and Lyferian.
- Smaller roofs. Half and quarter straw and darkwood roofs at 26 and 45 degrees, with their tops and corners, for porches and that odd metre at the end of a row. Same setting. Thanks Lyferian.
- Piece scaling. Turn on
Piece scaling and keypad plus and minus make the next piece bigger or smaller, as far as Piece scale limit lets you. The size stays on the piece so everyone sees it. Thanks Lyferian.
- Loose piece placement. Turn on
Loose piece placement and pieces go where the game says invalid placement or needs more space, right through walls, floors and each other. Wards and no build zones still count. Thanks Lyferian.
- Black metal portal. The step after the Silver portal, for 10 black metal. It lets black metal through too. Thanks healeronly.
- Ship lamp. A small Dvergr pole lantern for the prow or the mast, from bronze, resin and fine wood. No fuel, and rain can't put it out. Turn on
Ship lamp.
- Beehive space check. The beehive ghost goes red where the bees want more space or the biome is wrong. Bees ignore space is the cheat. Thanks duskrynn.
- Show where creatures spawn. With the hammer out, a line under the crosshair says if wild creatures can spawn where you aim. Thanks zeroxasuka.
- Mark warded portals. In the portal picker a portal inside a ward that won't let you in shows (Prot), and you pick it twice to go. Thanks BlackDragonDeath.
- The bounty board is a real board now. Posts, a plank board with notes pinned on it and a little roof. Boards you already built stay put. Thanks Animus.
- Smooth ramp. Excavation has a new ramp that eases into the ground at both ends, and the height step goes down to 0.01 m.
- Height on the mouse wheel. Hold
Ground tools height scroll key and turn the wheel to raise or lower where the hoe works. Empty to start.
- Build camera.
Build camera picks up items brings your auto pickup along with the camera, and Escape leaves the build camera drops you back into your body.
Saddles and mounts
- Mount barding. Armour you can see on your mount. Light barding from the workbench for wolves, boars and deer, heavy from the forge for trolls, lox and asksvin. Turn on
Mount barding.
- Mounts that fight back. A mount with teeth or tusks bites what comes at it while you ride, and keeps its nerve for a bit after you get off. Turn on
Mounts fight back.
- Mount traits. Wolves heal from their bites, boars knock foes back at a run, deer jump for less stamina and trolls stagger easier. Turn on
Mount traits.
- Saddle bags on every mount. Pet packs fit deer, trolls and big tames too.
- Sitting right. You sit on top of the saddle now, even on big starred tames, and
Saddle seat height moves you up or down. Getting off a wolf, boar, deer or big tame steps you down at its side.
- Saddles say why. When a saddle won't go on, it tells you why.
Bosses
- Mosskin hits when his fists land. His earthquake goes off the moment his slam hits the ground, so you can parry it, and a green ring shows how far it reaches while he winds up. Thanks BlackDragonDeath and Vonaris.
- Mosskin's vines. The ground shows where the roots come up before they grab, so step out and they miss. If they catch you, you're held for 2 seconds instead of 5.
- Bokr's fire ring. He roars, brings both fists down and the fire goes off on the smash, with its ring on the ground the whole time. It burns once, not five times.
- Hrævængr's frost lands with his staff. The frost ring and the rimefall hit when his cast comes down, and he casts as his hall falls.
- Vordr and the Gravejarl warn you. The reed wall is drawn on the ground before the roots rise, and the ground stirs a second before the Gravejarl's warband climbs out.
- Hits you can see coming. Marked strikes from our bosses, the Red One's sky spears and Ulfarr's pounce land a beat after they show on your screen and a little inside their ring, so a roll at the edge counts on a server too.
- Softer cold. The last stage cold from Ulfarr and Hrævængr bites for 1 health every 2 seconds, down from 3, and your health still mends slowly.
- Boss marks from vanilla bosses. Eikthyr, the Elder, Bonemass, Moder and Yagluth can leave a smaller lasting mark too, the same way our own bosses do.
- Our bosses hold their ground. Hits and knockback weapons don't shove them round the arena anymore. They're as heavy as the game's own bosses now, so you stand and fight them. Thanks healeronly.
The Saga of the Red Eye
- The Saga of the Red Eye, lore by jackdispade. A new chapter in the Saga Book writes a page every time a Forsaken or one of our old ones falls: the Allfather's other eye, the blood seals and the five paths, right up to the Red One after Fader. It sits on top of the game's story, changes none of it and needs
Saga Book.
- Ask about the Red Eye. Once the first seal breaks, village elders and travellers tell you what their side thinks of it.
- Red Hugin. When Hugin brings our news he comes deep red all over, wings and tail too, with red eyes and a dim glow, while the game's own tips keep him as he was. It's on from the start since it only changes his look, so turn off
Red Hugin for MidgardPlus messages if you want him black.
Jarl gear
- Himindreki. BlackDragonDeath's sky dragon kit: an atgeir that turns into a scythe, the Crown, Mail, Greaves and Wings. Its powers are its own sky and storm kit now, on the game's atgeir and battleaxe moves, and a full bar brings a pale sky dragon diving down.
- Jacksníðhöggr's wyrm is a real dragon. The little wyrm that wakes on Jack's sword is now a small dark red dragon that flies at your shoulder.
- Húsfreyja. TheBarracksRat's battle maid set: Sópvöndr, a war broom that turns into a mop, with the Headband, Battle Dress, Lace Greaves and Lace Cape and every power TheBarracksRat picked.
- The Blood of the Wolf Moon. Snugglz's own kit: Garmr's Eclipse, a battleaxe that bleeds what it cuts, the daggers Fate and Fury and the four piece Moonfang Harness with a Bloodmoon Fury bar. Run his standalone Blood of the Wolf Moon mod too and MidgardPlus keeps its copy out of the drops.
- Moonfang glows now. Dim violet runes on the pauldrons, warbelt, leg plates and new bracers, a red Heart of the Eclipse, violet eyes in the wolf skull and a lit moon on the cape, a soft glow on Húsfreyja's gold trims too, and the warbelt sits on the waist now instead of sticking out past the arms.
- Where to find them. Both drop in the Ashlands and the deep north, and admins get them with
midgardplus legend.
- Bigger full bar attacks. Every Jarl weapon's charged special lands big now: blasts of 10 to 13 m with rings and marks on the ground and a short shake, still easy on the eyes. Some area attacks reach further too, and a full bar on Garmr's Eclipse and Fate and Fury really goes off when you hold the form key.
- Jack's Drekarbrynja ships built in. The four pieces and the set come inside the mod now.
- Jarl weapons by name.
Supporter legendaries in loot shows as Jarl weapons in loot now, and the game, the F9 panel and the launcher call them Jarl weapons and Jarl gear, so nobody mixes them up with the Legendary step of Loot rarity. Your setting stays just as you had it. Thanks Animus.
Tames and companions
- Hjarðmaðr, the tamer steward. Turn on
Tamer steward, build him at the workbench and he lists every tame you own anywhere in the world, with name, kind, stars, health, distance and which way. Server setting, off by default. Thanks Zugrot.
- Find your lost tames. Hit Mark and the map opens right on that tame, or mark all the far ones at once, and the marks clear when you walk up. Thanks _danielross.
- Breeding on or off for each kind. The tamer steward has a button for every kind of tame you own, so you can stop your boars breeding and keep the wolves going.
- Breeding caps. Hosts can set how many of each kind live together before they stop breeding, like Boar=10, Wolf=4, Lox=0. Empty to start, so nothing changes until you set
Breeding caps.
- Whose tame it is. Tames you tame, breed or hatch while the steward is on are yours. Old tames become yours when you tell them to follow you.
- Work area markers. Put up the little post with a banner and whoever you send stays inside its ring, using only the chests in there. Set one to pasture and your tames graze, eat and breed in it. Turn on
Work area markers.
- Work stones for the wilds. Not every job sits inside your base, so
Work area markers also gives you a work stone for 6 stone and 1 resin, no workbench needed. Put it by a mine, a logging spot or a camp and set it up like the marker. Its little stash takes what they gather.
- The Hall Board. Turn on
Hall Board, build the big board with the pinned notes and write your base's jobs on it: torches at dusk, 40 iron bars then stop, 20 of a dish, fires, fields, feeders, repairs and hauling. Companions in the area take the jobs that fit them, and a stuck job pins itself on your map.
- The Bryti. Turn on
Bryti and hire the old Norse steward at your board for 50 coins. He does the lights, fuel, feeders and hauling himself and takes his wage every morning, coins or two meals. No pay, no work.
- One wheel for your companions and tames. Turn on
Companion and tame commands for their own page in the radial menu: follow, stay, guard here, go to a marker, change jobs, ride, dismiss. Look at one to order it alone, or at nothing to order everyone close.
- Household list. Same menu, it shows everyone close by with their job, health, mood and what they're up to. The tamer steward can send any tame to your pasture, even far ones.
- Companions get on with it. They don't stand around anymore. They grab the next job as soon as one is done, try a blocked path again after a short wait instead of giving up for ten minutes, and a healer walks over to whoever's hurt near home.
- They tell you why. When one has nothing to do, its hover and the household list say why, like no ore in the chests or no room in the chests.
- Gear window. Every slot laid out, from weapon, shield and bow to helm, cape and utility: drag gear on, see if it's better, lock a slot, save loadouts by name or hit best gear for their role. Durability, fight style, arrow refills and mending at a bench sit right there too.
- Your companions, your call. Follow distance, how far they go to work, when they eat, sleeping at night, warriors that go for anything near you, quiet companions and nameplates are your own settings now. The server's values stay the most they can go.
- Pick each companion's body. Turn on
Companion body per companion and one companion can be a Viking, the next a Dverger and the third a Fuling. They keep their name, gear and levels. Thanks Nicuuso.
- Companions revive you. Playing alone with Revive downed players on, your own companion pulls you back up. Turn on
Companions revive you.
- Companions shrug off smoke. A builder by the hearth or a cook at the cauldron never chokes. Turn on
Companions shrug off smoke.
- Healer heals without camera shake. Your own setting, it takes the shake and rumble out of the healer's mend.
- Weapons from other mods. A companion handed a weapon its body doesn't know borrows the swing of a game weapon of the same kind instead of just holding it.
- Tame feast. The cauldron cooks a bowl that helps babies grow up, wild ones tame and grown tames breed a bit sooner. Breeding caps still count. Thanks duskrynn.
- Tame dung and corked vials. Fed tames leave dung that rots if you leave it, and the cauldron turns it into pungent pebbles. Corked vials can be made from crystal at the forge. Thanks duskrynn.
Villages in every land
- Villages past the meadows. The later lands get folk of their own: stilt villages over the swamp, stone halls in the mountains, timber forts on the plains, Dvergr outposts that keep the mist back, walled fortresses in the ashlands and ice halls in the deep north. Turn on
Villages in every biome, it needs Village.
- Held by the side that fits. The Ashen Host likes the swamp and the ashlands, the wolf clans and the troll kin sit in the mountains and the north, and the sea kings take the shore once More factions is on.
- Their own trade and work. Traders there sell food and arrows of that land, and errands ask for its goods once its boss is down and pay better for it.
- Raids that fit the land. Guards wear the gear of that land and raiders are its own creatures, with no stars until you've beaten the boss there.
- Old worlds get them too. With
New places in old worlds on they land in ground nobody has walked yet. Admins can check them with villages biomes.
- Village folk come back. Set
Village folk come back to Respawn and a villager who falls comes home after Village folk return after minutes, same name, same face, same job. Set it to Immortal and they get knocked down and run, but they never die.
- Many more villages fit. A new world could get just 1 of its 25 villages, and now nearly all fit, with 20 hamlets, 15 towns and 10 strongholds under
Village tiers. midgardplus places catchup looks harder and says why any did not fit.
Realms and village styles
- Villages that don't all look the same. Turn on
Village styles and new villages come as longhouse, highland, stilt or fort folk next to the old look, with their own walls, roofs and layout. Villages already standing stay as they are.
- Realms. Turn on
Realms and named realms with a jarl, a colour and a banner share out the villages, and realms of the same folk go to war, make truces and make peace by themselves. It needs Factions raid each other.
- War bands. A realm at war marches on an enemy village and the band shows on the map. Be there and the two sides fight it out at the village, so pick yours.
- Your standing with each realm. Trade, errands and fighting for a realm raise it, and it moves prices, errands and whether its guards come for you. Open the realm window with Insert or type realms in the console.
From #ideas
- Hunter's tonic. The herb table brews a tonic that makes what you kill drop half again as much for ten minutes, but you carry less while it lasts. Thanks duskrynn.
- Herb ward. A green flamed torch from the herb table that burns tonics and spreads them around it: calm tames that never get hungry, warmth like a fire, or a smell small pests can't stand. Thanks lyferian.
- Wardrobe. With
Transmog wardrobe on, an armour stand lets you pick your looks from every piece you ever found or crafted, and keep three outfits per character. Thanks lyferian.
- Cartography table travel. Way stones from the trophies of Moder, Yagluth, the Queen and the Fader take you from a cartography table to any spot you've explored. Each stone works like a portal of its metal. Thanks duskrynn.
- Read outs that follow your skill. Tame labels can wait for Ranching, and wild herbs and bushes tell you more as your Herbalist rises. Thanks lyferian.
- Skill gates. A server can ask for Woodcutting, Pickaxes or Farming before the tougher trees, ores and crops. Gentle still lets you work slowly, Strict stops you. Thanks lyferian.
- Norse mushrooms and herbs. Berserker's cap, Hulder's bonnet, Gravecap and Yarrow: eat one for a short boost, then sit out a milder down side. They grow wild in new land and the Bog Witch sells them.
- Eitr skill. Grows like Endurance and Vitality as you spend eitr. At 100 you have 40 more eitr and it comes back a quarter faster. Turn on
Eitr skill.
- Legendaries keep growing past full. A full strength legendary keeps counting kills up to 1200 and slowly gets a bit stronger again, so an old favourite keeps up late.
- Tower shield bash. Hold block with a tower shield and attack to shove everyone in front of you back, still blocking.
- Trophy bait. Burn a trophy at a campfire, hearth or brazier and its kind comes for the smoke, only where it lives. Sometimes nothing answers, sometimes a frenzied pack does.
- Bone meal fertilizer. Two bone fragments on a young crop or sapling jump it a quarter of its grow time ahead.
- Hip lantern flame. Upgrade the hip lantern at the forge and it warms you like a campfire, but burns resin twice as fast. Its light indoors and outdoors can be set on your own screen.
- Tankard toasts. Raise a tankard with a Tasty mead in your bag and you drink it with a toast and go pleasantly tipsy for two minutes. Tipsy blur sets how much of it you see.
- Two handed weapons in one hand. Atgeirs, greatswords, sledges and battleaxes swing like a spear, sword, mace or axe in one hand, so your shield stays on. Same damage, skill and look.
- Item drawers. Up to 200 stacks, a server can set the build cost, and you pick the take key, the number colour and whether an empty drawer keeps its icon.
- Stations fuel themselves, kind by kind. Look at a station and press Left Alt + O. Turn cooking stations off so your raw meat stays raw while the smelters keep working, set how far each kind reaches, and leave single items in the chests. Server owners set the limits with
Stations fuel themselves by kind.
- Food and sleep.
Food stats multiplier scales what every food gives, and Waking up restores picks what waking fills back up. Both start where the game is.
- Tree stumps. Stumps can break in one hit, or felled trees leave none and replanting starts as the tree falls. Starts as in the game.
- Creature spawners. Two server settings for how fast bone piles, rancid remains and nests spawn and how many they keep around them. Both start at the game's own 1.
- New unlock pop ups. Hide the corner pop ups for new build pieces, or every unlock pop up, while you still learn everything.
- Sort by food. Sort by gets Food health, Food stamina and Food duration, best first.
- Compact status effects as text. The compact list drops the icons so only names and times show.
- Tiered portal frames. Each tiered portal's wooden frame takes its own metal colour so they read apart. Look only.
- Pick a portal on the map. The portal picker gets an On the map button, so you click a portal's mark on the big map to go there.
- Map pin colours. With By kind on, the big map shows a small legend of every mark's colour.
- Auto pin turnips and onions. Wild turnips and onions get an auto map pin.
- Mark explanations. The journal gets a Marks page with every mark on the gear you wear and what it does.
- Building skill icon. Building has its own icon now, the hammer over a wood wall.
- One New skills set. Every skill MidgardPlus adds or makes better sits in the New skills group in F9 and the launcher, each with a switch: Building, Eitr, Herbalist, Ranching, Looting, Hunting, Exploration, Swimming, Fishing and more. Mining, Foraging, Sailing, Packhorse and Breath holding get one each, on to start. Thanks Animus.
- Replanting paused. While replanting is paused, a crop it would replant says so when you look at it.
- Protection marks. Armour and capes can roll a little resistance to fire, frost, poison, lightning or spirit from Rare up, or slower Ashlands heat. A Legendary piece gives full resistance, never more, and a better cape or mead still wins. Turn on
Protection marks.
- Another mod handles loot rarity. Running Epic Loot, Path of Valheiman or another loot mod? Turn on
Another mod handles loot rarity and MidgardPlus leaves rarity, marks and enchanting to it and never marks gear it rolled. Boss sets still drop with their powers, and boss spoils, siege and war horn chests and bounties still give their pieces, just plain. Thanks snugglz.
Owed from Discord
- Honest loot. Turn on
Honest loot and creatures only drop loot from fights a player had a hand in. Wolves eating deer far from anyone leave nothing behind. Thanks healeronly.
- Stamina per action. Running, jumping, dodging, blocking, swimming, building, chopping and mining each get their own stamina multiplier, and
Weapon swing stamina sets each kind of weapon. They all start at the game's own cost. Thanks franklyfranky.
- Grudge rope. The master ball I promised NightGod. It tames on the spot, even mid fight, but the pet never forgives you: less health, softer hits and the odd bite when you pet it. Turn on
Grudge rope.
- Supporter perks. The mead-giver's cloak with the MidgardPlus crest and a gold name over your head and in chat, for everyone who bought me a mead. Turn on
Supporter perks.
- Big tames keep their distance. Turn on
Big tames keep their distance and a troll, a lox or a wolf grown big with its stars stops further back when it follows you, so it stops walking into you and shoving you around. Thanks _danielross.
- Fires warm you from further off.
Fire warmth range multiplier stretches how far a campfire, a hearth or a brazier keeps you warm and lets you rest. 1 is the game's own. Thanks healeronly.
- Damage meter. Turn on
Damage meter for damage, damage per second, healing, damage taken and kills, fight by fight, with your companions under you, a breakdown by weapon, power and target, and a card when a boss falls. With Damage meter shares with the group on the server you see your group too. Thanks healeronly.
Balance
- Legendary balance starts on Progression. Legendaries follow the game's own weapons now: 25 percent before any boss up to full after the Fader. One you use a lot runs at most one boss ahead of your world. As made brings the old way back.
- Lantern Rings grow with a vanilla feel. Rings grow from powers that land and never past the bosses you've beaten, and powers open level by level with the great power at 10. Old rings keep their level, and Ring growth Fast brings the old way back.
- Megin power damage follows your bosses. 45 before any boss, about 20 more with each one, the full 180 only after the Fader. Megin 0.4.11.
- Companion levels stop at your bosses. The health and hit bonus from levels stops where your world's gear is, so a level 10 companion in bronze hits like a bronze fighter.
- Fafnir's gift and Packhorse. The orange ring carries 75 more instead of 150, and Packhorse adds up to 100 at 100. Both sit next to Megingjord now, not over it.
- Unworthy swings cost more stamina, not less.
- Stormgrinder's worth counts the world's bosses.
Lantern Rings
- Bigger on the hand. The ring is two and a half times bigger, so it clears the finger and shows from behind and in first person, with a soft glow in its colour.
Ring size on hand goes from 0.8 to 2 and starts at 1.
- Thirty powers with a real identity. Roots that pin, Hel's cold and dread, bleeding and blood debt, soaked foes, rot and hot scales, a crystal that shatters, a falcon gust, healing feathers and a shared cup.
- Effects that don't blind. Ring lights at about half the strength, at most three ring lights and flashes at once, no long full screen flashes and half the smoke.
- One calm for everything. Legendary, Vault, Megin and boss effects share the same calm now.
- One charge pool. Lantern Ring charge is one pool per player, so carrying a few rings and swapping them no longer gives endless flight, and a fresh ring starts on what you have left. Thanks yirujiwang6468.
- Ring battery. Make one at the forge, fill it at your rune hearth and carry a full ring charge on the road. It holds one more charge as your ring grows. Turn on
Ring battery. Thanks BlackDragonDeath.
A new look
- Hall interface style. Set
Interface style to Hall for dark see through panels with thin gold frames, clean slots that light up under the cursor, a header with your armour and weight, and a key bar for the mouse. Classic stays the default, and Hall stays off next to SeneaL UI.
- Hall crafting window. With Hall on, crafting gets a search box, category chips and recipes grouped by biome into ready and missing, with what is missing in red. The detail pane splits damage and stats into tidy tables, every material shows how many you have, and Craft takes an amount with a Max button.
- Hall on the HUD. The minimap gets a gold frame with a wind line and a day and time line under it, and the hotbar keys sit on small key chips.
Step aside
- 13 more mods. MidgardPlus sits out its own version while TameableDeer, ItemDrawers, Armoire and ten more that do the same job are loaded. Each one shows in the F9 step aside notice, and Never step aside for keeps ours.
For hosts
- Server command file. The server reads say, save, players, kick, ban, unban, time, sleep and the safe admin commands from its command file, and answers each line once.
Fixed
- Tame labels stop showing everywhere and through walls. They only show on the tame you look at, up to 10 m, and only with nothing in the way. Turn on
Tame labels from afar for the old 40 m. Thanks Kodi and Zugrot.
- Companions listen. Pressing Use on a companion busy with an errand did the opposite. It follows or stays the way you asked now.
- Staying companions stay. They kept drifting off a few steps at a time.
- Out of the doorway and off your back. Companions step out of doorways and stop shoving you at a bench or a chest. Thanks Rilest.
- Swings from the saddle reach past your mount.
- No missing buildings or creatures after a fast portal trip.
- Villager talk and the gear slots work with a controller.
- Megin windows grow with your UI scale. The talk window, the contract board and the power builder.
- Ýdalir is found again instead of being built twice.
- Bulk harvest says when the server has it off.
- Moved HUD pieces from add-ons keep their place after a restart.
- Chat stays behind HUD pieces you moved, and comes back on top while you type.
- Gatherers pick up coal from the charcoal kiln.
- Set time to midday leaves the sun moving.
- Resting until nightfall really brings the night.
- Settings changed in game always reach midgardplus.cfg.
- Auto pickup leaves out the road and path carry bonus.
- Equipment panel tooltips let the cursor through, so they stop flickering.
- Extra upgrade levels show the station level you really need and stop blinking red when you have it.
- World recovery never clears player built pieces with no owner.
- Village assaults count the defenders you slay.
- Diplomacy says which setting it still needs.
- The rented server install survives a slow or dropped upload.
- Extra bosses go home when nobody fights them, even with players close by. Thanks healeronly.
- A chest snapped onto another chest places, with Chest snap points on. Thanks masterbinks.
- OpenKeep's sort leaves your equipment slots alone, and MidgardPlus steps aside for OpenKeep and PackPanel. Thanks jwolf1019.
- Quick stack says why when it waits for an open bag or chest. Thanks butterchickenwarrior.
- Frames back with Balrond Character Customization. Companion and villager bodies no longer carry its player parts. Thanks itzhaikyuu.
- Jarl weapons with a swift passive show one speed line, and you really move faster with them. Thanks NightGod.
- Crop grow times reach the berry bushes you plant, by the berry's name. Thanks Tera277.
- Armour on companions can count. Turn on
Companion armour protects and what they wear takes the edge off their hits, half as much as it would for you to start with, and Companion armour strength sets how much. Off, it stays just for looks like before. Thanks hanfire.
- Curved walls and round pieces name their snap points. Thanks TylerS76.
- Build, planting and terrain areas take nothing with nocost on. Thanks TylerS76.
- The radial menu key leaves the build camera. Thanks TylerS76.
- Saddles grow with every star. On lox and asksvin past two stars the saddle stayed small and sank into the body, so you could not get on. Now every saddle grows with the creature and you can reach it from further off. Thanks _danielross.
- You ride a troll on its shoulders. The troll saddle sat you inside its head. Now you sit up on its back, and Saddle seat height still moves you up or down. Thanks nicuuso.
- Big starred trolls carry you on their back too. On a troll grown big with its stars you still sat in its head, deep in its hair. Now your seat rides the troll's back as it moves and grows, behind the head, and its hair stays out of your eyes while you ride. Thanks _danielross.
- The swings left under your stamina are right. They now count
Stamina cost multiplier and the swing costs for each weapon, so the number is what you really get. A swing from the saddle costs the same as one on foot. With Fight from the saddle off the troll strikes on its own stamina, which is why yours never went down. Thanks _danielross.
- Swearing an oath calms that side right away. Wolf Clan folk and fenrings that were already going after you stop the moment you swear, on every player's game, and a war you still had with that side ends with the oath. Thanks Haru.
- The Repair tab works next to Balrond Absolute Overhaul. Its repair everything ran on every repair, for free, so one click fixed the whole bag. Now the item you click is the one that gets fixed and Repair cost still costs. With both of those off, the station's Repair button still does Balrond's repair everything. Thanks lyferian.
- Backpacks sit on your back again. With Balrond Character Customization or another mod that moves the back slot, the pack ended up at your feet, half in the ground. Thanks lyferian.
- Every requirement shows in the crafting panel. A recipe that needs more than four things, like the Fourth Horn with its eitr, used to hide the rest and only flip to them now and then, so it just said you were missing something. Now the slots squeeze up and you see all of them at once. Thanks healeronly.
- Hotkeys wait while you type. Typing O in the build menu search opened the achievements, and other MidgardPlus keys like J, F8, F9 and F10 went off in chat, the console, signs, chest names, map pins and our own search boxes too. Now none of them fire while you type in a text box. Thanks Tera.
- Waterproofed pieces really hold water. A low sealed rim, like a timber pole along the edge, still let the pool pour over. Now any waterproofed piece that closes the rim counts: poles, beams, floors and every kind of wall. The launcher turns on what it needs with it. Thanks TylerS76.
- The round minimap shows the map again. With
Round minimap on it was just a flat brown disc with your arrow on it. Now the land, the fog and your pins show inside the circle at every zoom.
- Crafting from chests stops repeating itself in the log. When another mod counts how many of a recipe you could make, every check it made wrote a "Cannot craft ... even with chests" line, with odd numbers like 768 wood for a club. Now only a craft you really ask for gets a line. Thanks toki.
- Boss helpers have their names back. Bokr's fulings, Vordr's leeches and the other boss helpers showed a code name like MP_Bokr_Goblin when you looked at them. Now they show their real name in every language.
- Drekarbrynja set powers say what they do. The set bonus powers on Jack's Drekarbrynja had no text, so the tooltip and the message came up empty. Now they show.
- Companions told to stay now stay behind at portals. A builder or gatherer told to stay while it walked to a chest or a bench went back to following you and came through every portal. Now only a companion that really follows you comes along. One that stays, works or guards stays put, even after you log back in. Thanks rilest.
- Companions stop shoving you around. They no longer push you when you walk into them or past them. They also step out of your way when you walk toward them, and back off a little when you stand right on top of them, so they never block a doorway. Thanks rilest.
- Downed players stay down. With
Revive downed players on you could still walk and swing while down. Now you lie still in your pose, can't fight, eat, use items, change gear, heal or take a portal, and you drop off mounts, helms and carts. Friends close by hear who went down. Thanks osrsgoblin.
- Every spot on a trophy rack gives its power. After a restart spots 2, 3 and 4 lost track of their rack, so a boss trophy hung there gave no power. Now every spot finds its rack, for everyone on the server, and taking the rack down still drops all four trophies. Thanks Koltz.
- Label station names stick. Chests labelled at a label station lost track of it after a restart, so a label you renamed went back to its old name or the default. Now every chest finds its station again, even ones labelled before, and follows what you change. Thanks Koltz.
- Moved top left lines stay where you put them. A clock, season, fame or deaths line moved in HUD layout still slid with the lines around it when the hotbar or a message showed, and the fame bar could fall off the screen until you opened F9. Now it keeps its place, so drag it once more if it sits a bit off. Thanks hentaiforpl0t.
Launcher
- The game remembers the last server's settings. That way the launcher can copy them into your single player game. The launcher part comes with the next launcher update.
- Every new setting is in the launcher, described in every language, and All of Midgard turns on the new features like every other.
- Everyone sees the new setup once. The first time you open launcher 1.5.105 it shows the new Let's set you up, even if you set things up before. What you have on is already picked, your settings stay as they are, and you can skip it. Start here on Home brings it back any time.
- Cards stay sharp when you hover them. On Let's set you up the picture cards went a bit blurry under the mouse. Now they stay sharp and just light up. Thanks Tera.
- The launcher no longer closes when the game is using its settings file. Clicking back to the launcher while Valheim was saving midgardplus.cfg could close it. Now it waits a moment and reads the file again, and if you press Save while the game holds the file it tells you to close the game, with your changes still there.
- The settings check no longer looks like errors. Big test settings like Free building or a 20 by 20 build area now read as far from vanilla in a calm colour, with a line that says nothing is wrong, and Keep these stops flagging the ones you meant.
- Dev builds are easier to follow. The header looks for a newer dev build every few minutes and when you click back to the launcher, says when one is out and opens the Update channel when you click it, and Home shows what changed in your dev build and the Megin that came with it.
- Starting the game is calmer. After Play the launcher shows Valheim is starting and leaves the settings file alone until the game is up, and if the game closes with an error in its log, Home offers to open the log and send it to #help-and-bugs.
- Cards and styles really turn it all on. Every card and All of Midgard switch on all they name plus what it needs, like the Lantern Ring for the ring battery, and What changed lists every one. If Valheim holds the settings file, it waits and keeps your picks.
- Small launcher things. It opens on the page you were on last, search finds settings by their old names too, and Enter goes to the first result.
Get the launcher at https://midgardplus.odinthered.dev
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Launcher 1.5.107
18 Oct 2026, 02:20 UTC
The launcher no longer closes when the game is using its settings file. Cards stay sharp when you hover them.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.106
17 Oct 2026, 23:00 UTC
Cards stay sharp when you hover them. Everyone sees the new setup once, your settings stay as they are, and Start here on Home brings it back any time.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.105
17 Oct 2026, 21:30 UTC
Everyone sees the new setup once. What you have on is already picked, your settings stay as they are, and you can skip it. Start here on Home brings it back any time.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.104
17 Oct 2026, 16:10 UTC
More cards to pick how you play, nothing you skip gets turned off, a clear note when two picks clash, a what changed summary, and better help on every setting
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.103
17 Oct 2026, 10:20 UTC
Every Set me up opens the new setup that picks a style made for you, and Play loads your mods on every PC
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.102
17 Oct 2026, 09:40 UTC
Play loads your mods again on every PC, a new setup that picks a style made for you, safe mode with Shift, a crash window with the log, no more freezing on slow internet
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.101
17 Oct 2026, 09:30 UTC
Opens on any PC: safe mode with Shift, a crash window with the log, no more freezing on slow internet
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.55.5
13 Oct 2026, 20:40 UTC
A small patch. 1.55.4 and 1.55.5 play together. Megin stays on 0.4.10.
Fixed
- Missing boss altars come back. If the Feeding Stone, the Cold High Seat, the Reckoning Stone or the Quiet Cairn never showed up in your world, the new places catchup now puts them back, and admins can place one with
midgardplus places here hraevengr (or ulfarr, bokr, thogn). Thanks healeronly.
- The faction capital line on the big map moved down. "No capital known yet for..." no longer sits on top of the map coordinates. Thanks Nicuuso.
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1.55.4
13 Oct 2026, 04:30 UTC
A one fix patch. 1.55.3 and 1.55.4 play together. Megin stays on 0.4.10.
Fixed
- Legendary cache chests hold up now. The guards that rise around a cache could smash the chest, and the legendary with it, before you got there. The cache chest can't be broken anymore, so fight the guards and claim what's yours.
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1.55.3
12 Oct 2026, 23:10 UTC
A small patch with four things you asked for on Discord. 1.55.2 and 1.55.3 still play together, but the two new server switches only work for players who have 1.55.3. Megin stays on 0.4.10.
New
- Hide auto pins with one click. The new button in the top right of the big map hides the berry, ore and other auto pins so your quest, cache, portal and own pins stand out, and a second click brings them back. You can also put it on a key with
Auto pin hide key, thanks BlackDragonDeath.
- Companions can leave your serving trays alone. Turn on
Companions leave serving trays alone and gatherers walk past a feast you set out instead of eating it. It's a server setting and starts off. Thanks nicuuso.
- Double tap jump to stop flying. With
Double tap jump ends Lantern Ring flight on, two quick taps of jump end ring flight and you glide down soft like when the charge runs out. Holding jump still climbs. It's your own setting and starts off. Thanks duskrynn.
- Only admins build near the spawn stones and boss altars. With
Only admins build near spawn and boss altars on, everyone else gets a red ghost and a message near the start temple, any boss altar and the Lantern Ring altar, 30 m out unless you change Admin only build radius. It's a server setting and starts off, thanks Tera.
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1.55.2
12 Oct 2026, 10:00 UTC
A fix release for 1.55.1. Nothing new travels over the network, so 1.55.1 and 1.55.2 play together. Megin 0.4.10 comes out with it and still works on 1.55.1.
Fixes
- Tamed deer and hares calm down. They stop running from you once they're yours, eat from the ground and from the feeder, and hares breed at a sane speed and stop when the pen is full. Thanks duskrynn.
- Your first rune hearth is really free now. It shows up in the build menu once you own a ring and stand near a stonecutter.
- The rune hearth goes where you want it. Put it inside on your floors or outside on the ground.
- Food slots only take food. Taking your grave back puts bag things in the bag, and only food and ammo go back to their slots.
- Raiders land outside your village walls instead of popping up inside them.
- First person on ships off means off. If you turn it off it stays off, even on a server that has it on.
- The enchanting window fits. Nothing prints on top of each other anymore and the mark boxes fit in every language.
- The finisher count under the hotbar goes up with every kill, no re-equip needed.
- Dig mounds stay within the Terrain height limit, so what you see is what gets saved.
Legendaries
- Legendaries can be found once Eikthyr is down. Caches and rumours open after him, and world chests stop rolling legendaries while caches are on. The server log tells you why a cache is still waiting.
- Legendaries grow to full strength with use. With Progression balance, one you use a lot hits full strength even early on.
Lantern Ring
- Rings hold twice the charge by default. Lantern Ring charge goes from 100 to 200. If your server still had 100 it moves to 200 by itself once, and any other value you picked stays.
Megin 0.4.10
- No more "you cannot cast while hidden" when you're not in Hljóð. If you died in Hljóð, switched character or something took the effect off you, the game still thought you were hidden and wouldn't let you cast. Now the stance drops when you die, respawn, log out and as soon as its effect is gone.
- If you really are in Hljóð, the message tells you how to get out: your stance key, or pick Hljóð on the radial menu.
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Launcher 1.5.99
12 Oct 2026, 04:20 UTC
Start here for new players, one big Play button, search that forgives typos, plain errors with a fix, ring settings up front, a Halloween look and the Lantern Rings banner
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.98
12 Oct 2026, 04:10 UTC
Big map stops clicking, DatHost installs, updates end with the MidgardPlus the game really loads, and every 1.55.1 setting in every language
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.55.1
12 Oct 2026, 03:20 UTC
A fix release for 1.55.0. Nothing new travels over the network, so 1.55.0 and 1.55.1 play together. Megin 0.4.9 comes out with it and needs 1.55.1.
New
- Move aside key. Press it and your own companions and tames right in front of you step a few metres to the side, wait a bit and carry on. It's your own key, not a server setting, and it's empty until you pick one, like G with Left Alt.
- mp_ring for admins. Type mp_ring max in the console to max out your Lantern Ring, or mp_ring 1 to 10 to set its level. It only reaches your own ring.
Fixes
- The big map stops clicking. With Force map visibility on, opening the big map played the menu click over and over. Now you get one click, and the first time you open it each session it's quiet.
- Digs and mounds land in one piece. A big dig or mound across a zone edge could leave a torn seam you could see through and fall into. The whole shape lands at once now.
- Your grave keeps gear out of the food slots. Taking your grave back could drop coins, helmets and other gear into food slots. Everything goes back where it belongs now.
- Hip lantern and a pendant together. The hip lantern is worn in a utility slot now, so a pendant fits beside it and your belt stays on.
- No more little hammer floating around you. The legendary glow showed a hammer icon next to you and over marked drops. It's just sparks now.
- Equipment slot tooltips don't blink anymore on big UI scales. The panel was flipping between two layouts every frame under your mouse. It holds still now. Thanks HatchnetDuskrynn.
- Item counts on hover sit under their own icon, like in the game's bag.
- Feeders look right. The Tame feeder trough, Water trough and Hay bale show real planks again, and the Table look stands at a normal table's size.
- Fermenters and fires tell you how many chests feed them, same as smelters.
- Mead bases can stack now. Put meads:5 in Stack size by kind, or use the stack multiplier.
- Any bed works for resting companions now, including the small barracks bunk and modded beds.
- The Steward sees the cook and craft stations around him again in big bases.
- A heads up when BepInEx is stuck on an old version. If BepInEx says you have a different MidgardPlus than the one it loaded, the log tells you to delete the BepInEx cache folder so friends and servers see the right version again.
Legendaries
- Every legendary tooltip shows how to use it. Each power you set off yourself gets a line with the keys you have bound right now, and it changes the moment you rebind. The Lantern Ring lists all its powers and flight too.
- Tera's Jarðvörðr got a balance pass. The Tremor only shakes the ground when you land near foes and staggers them more than it floors them. Jörð's Fist flies straight, the other powers hit harder, and the quake leaves your build, your tames and your party alone.
- Two new earth moves for Tera's set. Earthbreaker: crouch in the air to slam down and quake. Bedrock: crouch while you stand to turn to stone at once.
- Tera's quake is calmer. Smaller radius, less push, a lighter stomp and camera shake, same damage.
- jackdispade's Drekarbrynja comes through the vault. Jack's dragon armour breathes fire from the eyes, burns whoever hits you up close and ends in a Wyrmfall leap once the set is fully grown.
- Vault armour can carry powers. Helms, chests, legs, capes and shields from a vault pack can have their own powers and set bonuses now.
Megin 0.4.9
- Himinbjörg counts your kills on dedicated servers. A cleared floor ends again, so you don't have to yield. A foe that wanders out of the ring gets pulled back in.
- The Ýdalir contract tracker stays clear of your status effects, and you can move it with F10.
Servers
- Force map visibility can go back on. If you turned it off because of the clicking, turn it back on after you update.
- Boss altars stop crowding each other. New ones keep at least a kilometre apart. Altars already standing in your world stay put.
- BlackDragonDeath joins the staff. He gets the staff badge and can help on servers that turn on Let MidgardPlus staff help here.
- Excavation max depth and Terrain height limit say it plainly. Very deep digs can stop at bedrock, so back up your world before you use big values.
Launcher 1.5.98
- Installs on rented servers that hide the server program, like DatHost. Thanks jackdispade.
- Updates end with the MidgardPlus the game really loads. The launcher clears the BepInEx cache after every install and moves old copies from other installs out of the way, so you can join your friends again.
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Launcher 1.5.97
11 Oct 2026, 21:30 UTC
Every 1.55.0 setting in every language: Lantern Rings, tames, the SeneaL UI parts, coin wallet, living map, mod profiles and profile import
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.55.0
11 Oct 2026, 21:30 UTC
The biggest one yet. Lantern Rings, new Jarl gear, a new boss, more tames, the SeneaL UI bits built in and everything from the dev builds since 1.54.2, with your reports on top.
It's a minor version, so the server and everyone who joins need 1.55.0 at the same time. Everything new starts off, so your game stays vanilla until you turn it on. Megin 0.4.8 comes out with it.
Lantern Rings
- Lantern Rings. Every player can win one ring at a guarded altar out in the Meadows or the Black Forest. Once Eikthyr falls or you wander near the Black Forest, Hugin tells you where it stands and pins it, and saga stones point the way. Off by default, server setting.
- Seven colours. Three questions from the old tales wake your ring green for Yggdrasil, red for the berserkir, yellow for Hel, blue for Ægir, violet for Freyja, orange for Fáfnir or white for Valhalla.
- Ten powers and a great one. Every colour has ten powers on Left Alt and the number keys, and a great power on Left Alt and R.
- Ring flight. The flight key lifts you off the ground and you hover while the charge lasts, then glide down safe. Turn on Lantern Ring flight for it.
- Rings grow. Up to level 10. The rune hearth fills your ring back up with a thin beam to your hand, and with Ring support on, friends feed each other's charge.
- Bigger rings, fists in the air. A ring holds 10% more charge for each growth stage, and you can punch and swing while flying.
- Team attacks. Two colours casting together merge into one big attack, like Ragnarök Dawn, Bifrost Bridge or Fimbulwinter. Three great powers at once open the Gate of the Nine Worlds. Turn on Ring team attacks for it.
- Ring oath. You can now swear your ring's oath out loud at your rune hearth. Say all four lines into your mic and the ring fills up and you go Oathbound for a bit. Once a day, and it needs proximity voice on.
- Shout your oath. A mic meter shows how loud you are and tunes itself to your room first. Shout the oath and Oathbound hits harder, and Oath shout bonus sets how much.
- Calmer ring effects. Effects right in front of your camera fade so they never blind you, and Ring effects brightness turns the rest down or up on your own screen. It starts at 0.35.
- Rings of Valheim. One switch in the launcher turns every ring feature on or off.
- Ring tutorial. The first time you put on a Lantern Ring, a short walkthrough shows you the ropes. You can switch it off any time. The Last Bearer now lands right in front of you.
- The altar waits for Eikthyr. The ring altar sleeps until Eikthyr is down. Server setting, on by default once the rings are on.
- First hearth free. Your first Rune Hearth costs nothing. Later ones cost the recipe, and the free one gives nothing back if you tear it down.
New Jarl gear
- Tera's Jarðvörðr. Tera277's own Jarl set in weathered green and bronze. Boulders, stone skin, roots and a Ground Surge when the Heart of Jörð fills, and with the set on your spears hit harder and a thrown spear roots what it hits.
- Tera's Jarðvörðr Buckler. A perfect parry roots whoever swung at you and bursts stone all around you.
- Tera's Jarðgeirr. Tera's own earth spear. It seeds what it hits and comes back to your hand through the roots when you throw it, and on a full bar it raises Yggdrasil, drags them in and drops the crown on their heads.
- Jacksníðhöggr. jackdispade's dragon sword. Burning scales fly off every swing, its fire breath drinks their blood back into you, and on a full bar the wyrm climbs out of the blade to fight beside you.
- Superdestructo's Sparkleguard and Sassbreaker. His own Jarl set in pearl plate and rainbow trim with his unicorn crest on a pink mantle, and a unicorn horn spear that flies home when you throw it. Rack up the kills and ghost unicorns stampede.
- Admin regalia. A white and gold set only admins can wear. The crown flies, blinks, heals, mends, smites and more, and the server logs every use. It's the Admin regalia button in F9.
- 40 Jarl weapons. With these there are 40 Jarl weapons and 65 legends out there to find.
Bosses
- Hrævængr the Hallsold. A mountain jarl who sold his hall to the frost for wings of black ice, from an idea by Wolfrages. Once Moder falls, forge an Unpaid Ring and lay it on the Cold High Seat in the mountains, and he comes back for what he's owed. Off by default, server setting.
- Boss rewards. Every MidgardPlus boss drops its own trophy for everyone close by. Hang it on an item stand, rack or pedestal for a power like the Forsaken ones, and every boss you help kill leaves a small mark on your character for good. Three server settings, all off.
- Legendaries from the caches. With Legendary caches on, legendaries come only from the guarded cache chests, not from creatures. Bosses still drop theirs.
- Epic Loot and boss sets. Epic Loot and our boss sets drop together now: turn on Boss sets with Epic Loot under World and bosses keep leaving their set pieces and Epic and Legendary gear, while Epic Loot handles the rest and no item ever gets both. Thanks snugglz for asking!
Tames
- Deer, hares and necks. Tame deer with berries, mushrooms, carrots and dandelions and ride them on a deer saddle from the workbench. Mistlands hares and necks can be tamed too. Server settings, off by default. Asked for by Lyferian and LordIvanos.
- Troll shoulder ride. Tame a troll and ride on its shoulders from a seat made at the workbench. You can climb on from beside it. Off by default, server setting.
- Show tame info. Look at an animal and see what it eats, if you can ride it and where its saddle is made. There's a Tames guide in F9 and on the site too.
- Feeders. Tames eat raw meat from the feeder again and walk to any feeder in range.
- Tame window, part two. It shows who tamed your animal and on which day, its mother and father, how many babies it's had, what it eats, how long it stays fed and if it wears a saddle. Follow me, Stay here and Rename buttons are right there, and babies carry their family with them when they grow up.
SeneaL UI, built in
- The SeneaL UI bits. Health numbers on creature and boss bars, a ping key, a round minimap, pins that bunch up with a count, portal lines on the map and an unlocks page in the Saga Book. All off by default. Asked for by Snugglz.
- Station trails. Look at a station and see a trail to the chests it pulls from.
- Keeping SeneaL UI? The launcher tells you what to switch off in one of them, and where both draw the same thing MidgardPlus steps aside, only on the PC that runs SeneaL UI. A host with it doesn't take the wallet away from everyone else.
Coins and the map
- Coin wallet. Coins go in a wallet with no stack limit, straight from the ground, your grave, chests, drawers and stall sales, and add-ons pay into it too. Off by default.
- Living map. Where you've been, your map shows the world as it is now: your buildings, dug and paved ground, cleared forest. Off by default.
- Worn paths. Ground walked over again and again wears into a dirt path. Off by default, server setting.
- Rumour journal. Every legendary rumour Hugin told you is kept, on the big map and in the Saga Book.
- Only your people on the map. Player markers show to your party and guild only, and admins still see everyone. Off by default, server setting.
- Skip the pins you don't want. Berry, mushroom, ore and other auto pins stay off your map even when the server turns them on, and /autopins clear berries tidies up the old ones. Asked for by MenonJ.
Companions
- New jobs. Cooks take station orders, an alchemist taps your mead, guards walk between waypoint torches, gatherers haul a cart and a crew sits aboard your ship. All off by default.
- Smaller barracks. A single bunk or a weapon rack counts as barracks now, no whole house needed. Asked for by Lyferian, Valkarah and duskrynn.
- Hirðstjóri. A steward you build in the furniture tab. Talk to him to run all your companions from one spot.
- Doors, beds and dismissing. Companions open doors on their way, can heal resting in beds, and you can send away only the one you look at.
- Your chests, your rules. Builders can stick to kilns, gardeners can plant only seeds from the chests, and cooks only take from food barrels. Thanks Valkarah.
duskrynn's ideas
- Rest bench. Sit by a burning fire on a full belly and skip ahead to the next part of the day. It eats your meals for it and something might jump you. Off by default, server setting.
- Tame pen pieces. A Tame feeder like a trough that only tames eat from, a Water trough that keeps them fed longer and a Hay bale that hatches eggs faster. Separate tame and companion feeders keeps the two apart, and the companion feeder gets a small table look. Off by default, server settings.
- Except tags. Chest tags take except or !, so a chest can hold Materials except Metal.
- Your damage to built pieces. Turn it down and swinging at the fuling above you won't chop your own ladder down. It's your own setting.
Crafting, building and chests
- Repair and Recycle tabs. Pick the one item to mend or break down at the station, no hotkeys to remember. Asked for by Lyferian.
- Craft category tabs. Weapons, armour, tools, food and the rest get their own tabs over the recipe list, like the old CraftIndex. Asked for by duskrynn.
- Vanilla crafting window. Rather have the plain one? It's your own setting now. Asked for by jxrsll.
- Scroll through nearby chests. With a chest open, the arrow keys or the wheel open the next chest in reach. Asked for by Tera277.
- Seal with tar or resin. Use tar or resin from the hotbar on a piece to waterproof it. Asked for by Lyferian.
- Label station. Twenty chest labels on one table, and Alt and L puts one on a chest so quick stack knows where things go.
- Building. Page Up and Page Down raise and lower a piece, mead barrels keep bases and meads apart, and you can build near spawn stones and boss altars. All off by default.
- Enchant anywhere. With No cost on, the Enchant tab shows at every crafting station. Asked for by Yoriichi.
- Forge of Potential. A failed upgrade can leave your gear as it was, and holding Shift pays more idols for a sure one. Off by default.
Skills, gear and the world
- A slider for every skill. Each MidgardPlus skill gets its own strength, and skills with more than one effect get one per effect. Asked for by Lyferian.
- Sailing wind handling. The better your Sailing, the less a bad wind slows you down. Asked for by Lyferian.
- Weapons on your body. What you carry shows on your back and hips instead of vanishing.
- Hip lantern on the belt. It burns resin, takes your colour and keeps the freeze off, and your trinket slot stays free. Asked for by duskrynn.
- Creature fear. Creatures way below your gear run from you like deer, unless they're guarding their nest. Off by default, server setting.
- Legendary caches. A legendary can wait in a guarded chest, every player gets their own copy, and a beam of light shows you the way until you grab yours.
- Rumours wait their turn. Nobody hears about an Ashlands legendary before the Queen falls, and 40 tries inside the circle bring it for sure.
- Trader recipes. Haldor hands out Megin bounties, and the Bog Witch, Hildir and Haldor teach you what you buy.
- Translate it yourself. midgardplus translation in F5 writes every text to a file you can translate into your own language.
Staff
- Staff help. A server setting that lets me and Tera277 count as admins on your server only, so we can jump in when something breaks. It's logged, presets never turn it on and you can switch it off any time.
- Staff badge. You'll see a small badge next to our names in F9 and on hover.
For admins
- Kilns burn only wood. The charcoal kiln takes plain wood only, never fine wood, core wood or Yggdrasil wood. Off by default, server setting.
- Players choose for themselves. Let players set some of their own options while the server controls the rest.
- Host and single player count as admin in F9. F9 asks for confirmcheats before it turns cheats on.
- Sieges wait for their own boss. A raid that names a boss stays away until that boss has really fallen in your world.
- Setting help in F9. Pick a setting in the F9 admin panel and its help shows in a big box on the right you can actually read.
Fixes
- Smoother. I went through what the mod does every frame. Ring effects show on your own screen instead of going out to everyone, their lights are capped and the hitch when ring powers went off in a fight is gone. The HUD, minimap, pins, hovers and chest trails do a lot less too.
- Missed swings. With Slope combat help on, looking down tipped your swing into the ground or the floor. It only tilts a swing that would miss now, so what should land does, on server creatures too.
- Legendary kills count on servers, your own ward and ring wall let your swings through, swings from the saddle reach short foes and big starred creatures get hit where you see them.
- Grown sieges really bring their raid leader, and faction raiders are counted right.
- Stuck teleports. If a teleport hangs on the loading screen and the ground is already there, you land after 20 seconds.
- From the dev builds. Ring constructs wear their own models, the white ring glows pale gold, Freyja's and the Einherjar ghosts glow violet with no red alert mark, worn paths catch up when a stage didn't show and the admin crown wakes when you put it on.
- Gardeners keep their cultivator. Without one they leave the crops standing instead of emptying the garden.
- Cooks remember your cauldron dishes and go on to them when the meat runs out. They stop at Cook stock target and stick to the station queue.
- Healers stay out of fights.
- Area repair finds every damaged piece in its radius. Thanks Tera277.
- Quick stack and tidy pick the best signed chest. Iron before Metal, Metal before Material.
- Ships and carts tell you why they won't come apart.
- Villages. One pin each, pieces sit on the ground on dedicated servers, raids only pay for real kills and workbenches work under the open sky. Reported by Lyferian.
- Portals. Names stay after a relog and you don't fall through the far platform anymore.
- The hoe. At 1x1 it starts at normal size, the ring shows the real width and dedicated servers dig the size you see.
- Thrown spears keep their lightning and their marks.
- Smoke goes straight up through grates and fences.
- Companions don't get dropped in open water when you sail off.
- Waterproof key works from the build camera.
- No cost makes enchanting free at the table and Jarl's Bench.
- The legend bar's line under a full bar doesn't cut off anymore.
- The carried map sits on top and Escape closes it.
- Tooltips don't eat your first click anymore. Thanks jxrsll.
- The equipment panel waits for the inventory instead of jumping up from the bottom of the screen.
- Long status names wrap under their icons instead of running into each other.
- Carry weight bonus adds to what other mods give instead of wiping it out.
- Iron nails stay at the forge.
- Keys typed as a symbol in midgardplus.cfg, like [ for quick stack, work now.
- Party and guild accept answer you right in the chat.
- Rented servers. When Gale can't send MidgardPlus to a rented server, the launcher tells you how to set it up instead. Thanks tharehl.
- Companion bows. With Companion bows follow skill on, their arrows hit like yours at the same skill, not near full power from day one. Off by default, server setting. Thanks hanfire.
- Warm weapons. Weapons, tools and shields can roll Warmth and Comfort marks, so holding one turns freezing into plain cold. Turn on Weapon marks keep you warm on the server. Thanks Tera277.
- Door lock. Shift and your Access key lock a door so it only opens by hand, and plates and companions leave it shut. The chickens stay in, duskrynn.
- Hrævængr falls to the ground in a burst of frost when he dies instead of vanishing. Thanks Wolfrages.
- Raids. The raid boss count doesn't flip back and forth anymore and raids send their enemies. Reported by Lyferian, masterbinks and gherragh.
- Explore radius goes up to 10 on land and at sea. Asked for by FranklyFranky.
- Chat box. The F10 chat box lines up with its panel again at every screen size and UI scale. Thanks _raug_.
- Food slots. A greyed out food slot tells you why now, instead of only saying it is not enabled.
- Map pin icons. Pins on the map show their right icons again.
- Chests in the build menu. The cost in the build menu shows how many more you have in chests in reach.
Thanks to everyone who sent reports and ideas this round: jackdispade, duskrynn, Tera277, Wolf (saiyalilith), sierra_alpha_kilo, i_devour_bugs, Valkarah, MenonJ, jxrsll, Lyferian, masterbinks, franklyfranky, domme, banne222, FunKooT, rilest, wyshtechdude, _raug_, tharehl, hanfire, gherragh, Snugglz and LordIvanos.
Megin 0.4.8
- Your own casts look right again. Powers you cast on yourself show their full look, and other players see the whole cast, not only the hit.
- The ledger keeps up. Every death goes in the server's Megin ledger right away.
- Your Megin level shows in the Skills window, with your rank and affinity, so you don't need the elder for it.
- Trial rivals get dressed. Rivals in Megin trials and quests wear armour for their tier and drop none of it. Thanks _raug_.
- Megin 0.4.8 needs MidgardPlus 1.55.0, on the server and for every player.
The launcher, 1.5.97
- Mod profiles. Named sets of mods, switched before Valheim starts.
- Import from r2modman or Gale, and back up your profile first with one button. Asked for by Tera277.
- Move your settings to another PC with export and import.
- Join a saved server with only its mods, and What's new opens right away.
- Every new 1.55.0 setting is in the launcher, described in every language.
- New styles. High Fantasy, Vanilla Plus with magic, Viking survival and Cozy builder and farmer, and Set me up asks if you want magic.
- Vanilla Plus has no magic now. Tick add-ons like Magic or Tames and companions on top of any style and take only what you want.
Get the launcher at https://midgardplus.odinthered.dev
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1.54.2
07 Oct 2026, 06:30 UTC
Another small fix release. Nothing new travels over the network, so 1.54.0, 1.54.1 and 1.54.2 play together. Megin 0.4.4 works with it as it is.
Fixes
- Which mod added this got honest. CLLC showed up as the maker of every item you owned. Valheim's own stuff says Valheim again and each mod only gets its own things. Thanks Pecs.
- Equipment slot tooltips stay put. They flickered and closed while you hovered the slot. Thanks HatchnetDuskrynn.
- Locked chests stay locked for companions. Cooks, gardeners, builders and the tame pantry don't take from a locked chest anymore. Thanks HatchnetDuskrynn.
- The cook pays attention. With every station full he said there was nothing raw to cook. He finds the raw food now, stops at the number in Station max production and tells you when the chests already hold all the cooked food you asked for. Thanks HatchnetDuskrynn.
- Long setting descriptions in F9 scroll. They got cut off before. Thanks Animus.
- Tames on dedicated servers level their skills. The ones near spawn never even got started.
Servers
- Crossplay on or off, you're still you. Switching crossplay split your server character and progress in two. The folders merge when the server starts and nothing gets deleted.
- A stuck crossplay join code gets a fresh one instead of the server failing to open.
- Admin kill leaves Megin folk, villagers and traders alone.
- Faction fights keep away from villages and Ýdalir.
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1.54.1
06 Oct 2026, 16:10 UTC
A small fix release, mostly for dedicated servers.
This is a patch version: nothing new travels over the network, so 1.54.0 and 1.54.1 play together and a server and its players can update whenever suits them. Megin 0.4.0 works with it as it is.
Fixes
- Dedicated servers know you again. Hosted a world and moved it to a dedicated server? Your upgrade tree points are back. Guilds and parties know you too, also after crossplay was turned on or off. Thanks Rilest.
- No double cost with Path of Valheiman. With Craft from nearby chests on and Path of Valheiman's chest node in, crafting took the bars twice. It takes them once now. Thanks Wyshtech Dude.
- Sort leaves your slots alone. Sort only tidies the bag. Food, quick slots, equipment slots, what you wear and your favourites stay where you put them. Thanks Wyshtech Dude.
- Companions bring their gear, not their loot. With Companions keep their gear on, a new companion comes back with weapons, armour, tools and ammo only. Food, materials and other loot drop where it fell, and an old record sets its loot down beside you. Thanks Wyshtech Dude.
- Staff legendaries do their job. Draugadróttinn, Gelgja, Mistilteinn and Valgaldr hit for real, and kills by their summons and by burn or poison after your hit count toward growth, on servers too.
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Launcher 1.5.95
06 Oct 2026, 09:30 UTC
Every 1.54.0 setting in every language: Forgiving hits, proximity voice, build camera wheel and turn keys, bag fill, tame skills
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.54.0
06 Oct 2026, 09:30 UTC
Room to grow, and the last of the leftovers from your reports. New legendaries, armour and shields can now reach your game from the website without a mod update.
This is a minor version because the new legendary and vault gear slots, the trophy displays, Jarl's Bench, portal setup and proximity voice are new to the network, so the server and everyone who joins need 1.54.0 at the same time. Everything new starts off, so your game stays vanilla until you turn it on. Megin 0.4.0 comes out with it.
Room for what comes next
- Room for 100 legendaries. The Legendary Vault holds 100 legendaries instead of 30, so new ones can arrive with the vault pack from the website without a mod update.
- Vault armour and shields. Twenty slots each for helmets, chests, legs, capes and shields wait in the vault, with sets and set bonuses, and they arrive the same way, without a mod update. Turn on Vault gear crafting to make them at the station the pack names. Pieces already made keep working when it is off, and admins can always spawn them by name.
Bags and building
- New items fill the bag from. Choose where the things you pick up land. Vanilla keeps the game's way. Top fills the bag from the top row down and takes the hotbar row last. Bottom fills it from the bottom row up, gear too, so your hotbar is left alone. Dragging an item onto a slot yourself still puts it there. Asked for by Hatchnet.
- Bag rows stay whole. When another mod resizes the bag panel after you change backpacks, the extra rows are no longer cut off.
- The build camera wheel. The mouse wheel turns any piece that can turn, even one the game skips, and changes fly speed again when you hold nothing to turn.
- The build camera wheel can fly again. A new setting of your own, Build camera wheel turns pieces, on by default, keeps the mouse wheel turning the piece in the build camera. Turn it off and the wheel changes how fast the camera flies, the way the game does. With Free rotation on, the new Turn left key and Turn right key, numpad 1 and 3, turn the piece from the keyboard, in the build camera and on foot, and a gamepad still turns it. Reported by Frankly Franky.
Factions and the map
- All five factions in F9. The Factions page lists every faction with your standing, the villages it holds and where its capital is, marked on your map. A side with no capital known yet says so, on the page and on the map, and tells you to explore to find its villages.
Tames
- Tame skills and bloodlines. Tames grow five skills as you ride, fight, feed and pet them, and pass them and rare traits to their babies. Off by default, server setting.
- Tame window. Looking at a tame now shows one short line, its bloodline total and the key for details, and the mount you ride shows nothing in the middle of the screen. Left Alt and T opens a window for the tame you look at or ride: a turning picture of the animal you can drag round, its five skills as bars with what each gives now, its traits as badges with coloured rings around the picture, its generation, health, hunger and breeding. Long tame skill text brings the old full text back.
Fights
- Forgiving hits. For players far from the server. When your melee swing misses a creature another player's game is looking after, your game also tries it where you saw it a moment ago, and the hit lands as the game's own hit if it would have landed there. Off by default, server setting.
Voice
- Proximity voice. Talk to the players near you with your own voice, right in the game, on Steam and crossplay alike. Off by default, and the server decides: an admin turns on Proximity voice, then you turn on Voice use my microphone for yourself. Hold N to talk. Voices come from where people stand and fade with distance, gone at 30 m unless the server picks another Voice range. Turn on Hear my own voice to check your microphone alone. Voice picks a microphone that hears you by itself and says which, and in F9 Voice microphone device is a list of your microphones with a level bar. Voice microphone gain, Voice auto gain and Voice player volumes set how loud you go out and how loud each player plays for you, and Voice volume goes up to 3.
Bow strength
- Bow strength. Every bow gets a draw weight from 1 to 6 by tier, from the crude bow up to the Ashlands bows, and every player gets a pull from a new Strength skill plus a little from the Bows skill. A pull above the weight draws faster and costs less stamina to hold the bow drawn, up to Bow strength bonus at most, and a crossbow winds faster the same way. A bow too heavy for you draws at most 15 in a hundred slower, and Heavy bow skill levels lets the heaviest bows ask for some Bows skill too. It never blocks a full draw and never cuts damage. The bow's tooltip shows its weight and your pull, and the draw bar turns orange on a bow that is too heavy. Strength rises as you draw a bow, carry a heavy load, mine and chop. Off by default, server setting.
Trophy displays
- Trophy displays. Three new pieces in the hammer's furniture tab, built at a workbench: a Trophy plaque for the wall, a stone Trophy pedestal with a glowing rune band, and a Trophy rack, a long wall shelf that holds four trophies. They take trophies and nothing else, and a nameplate on each shows the creature, who put the trophy up and on which day. On the rack the four trophies stand upright facing out, each sized to its slot so a boss trophy and a small head sit side by side, each with its own nameplate, and the pedestal turns its trophy to face its nameplate. Forsaken powers from trophies on item stands works with them too. Off by default, server setting.
Jarl's Bench
- Jarl's Bench. With MidgardPlus stations on, the recipes MidgardPlus adds leave the game's own tables and move to Jarl's Bench, so the workbench, the forge and the rest list only the game's own recipes again. The bench sits in the hammer's crafting tab with four extensions you build around it: the rune carving stand for runestones and focus runes, the enchanting altar to enchant at the bench, the legend anvil for supporter legendaries and vault gear, and the altar bench for the boss offerings. Each extension raises the bench one level, up to 5. A bench with no extensions already lists its own recipes: whetstones, ropes, saddles, lanterns, the flashbang, the backpack, the travel stone, chain, nails, tar and the stone pickaxe. Each extension opens its own, and with No cost on the bench lists everything it makes. MidgardPlus stations need can wait for the world to beat a boss first. Gear made before is still repaired where it always was, and turning it off puts every recipe back. Off by default, server setting.
Portal setup
- Portal setup. E on a portal opens a setup window instead of the game's tag box. Give the portal a name of up to 40 characters with its capitals kept, pick the one portal it always links to from a list of every portal in the world, and mark one default portal that every new portal links to on its own. Wards are respected, and Shift+E still opens the game's tag box. Off by default, server setting. Asked for by HatchnetDuskrynn.
Sajakain's Sköll and Hati
- Sajakain's Sköll and Hati. A new Jarl armour set for Sajakain, one of our supporters, to stand beside his Ember and Rime: near black iron with blood red runes and two wolves, Sköll in ember and Hati in rime. The Helm's Hati's Gaze slows the next foe you hit with frost, the Cuirass's Sköll's Ember burns whoever strikes you up close and it resists fire, the Greaves' Ember Tracks leave burning embers where you dodge, and the Mantle's Rime Pelt hardens after a heavy blow and resists frost. Two pieces worn give Twin Fangs, fire and frost on your hits, and all four give Sky Swallowed, a burst of fire and frost that heals you after a run of kills. Each piece drops in a land of its own, and like every legendary they wake small and grow with the hunt.
- SAJAKAIN in lights. Hold the Sajakain name key (9) with Ember and Rime in hand or the Sköll and Hati Helm on to write SAJAKAIN in blood red light with a frost white edge above you, seen by every player near.
World pregeneration, for admins
- midgardplus pregen. An admin can make the world ahead of players on the server. midgardplus pregen 3000 makes every zone within 3000 m of the spawn, in a spiral outwards, and midgardplus pregen 3000 x z starts from another spot. It skips zones that already exist, spends a few milliseconds of each server frame (Pregen budget ms per frame, server setting, default 8), and pauses while a player is near the next zone or the server is busy. midgardplus pregen status, stop and resume do what they say, progress is kept beside the world and carries on after a restart, and the server log shows it every 2%. On a dedicated server, put the command in a file named after the world with .midgardplus-pregen-command.txt, beside the world, and the server runs it within a few seconds. Nothing happens unless an admin starts it.
Quality of life
- Status icons follow the minimap. The status effect icons stay just under the minimap wherever it sits and however big it is, so a minimap you made bigger or moved never covers them. Off by default. Asked for by HatchnetDuskrynn.
- Minimap mouse wheel zoom. The mouse wheel zooms the minimap in and out while the pointer is over it, or while you hold Minimap wheel modifier, Left Alt to begin with. It leaves the wheel alone while you build. Off by default. Asked for by NightGod.
- HUD buttons on the radial menu. Buttons on the MidgardPlus page of the radial menu show or hide the compass, the clock, the season line, the fame bar and the death counter without opening the settings, and Hide fame bar hides the fame bar on its own. Off by default. Asked for by HatchnetDuskrynn.
- Station chest rules. Station chest range sets how far each kind of station looks for chests, Station keeps in chests leaves a number of single items in the chests for you, like Wood:50, and Station max production stops feeding a station once the chests around it hold enough of what it makes. All three start empty and change nothing until you fill them in. Server settings. Asked for by HatchnetDuskrynn.
- Locked chests. Look at a chest you built and press Lock chest key to lock it, and stations, collectors and companions never take from it or put anything in it, while players open and use it as always. Pick a key first, it starts empty. Off by default, server setting.
Fixes
- Clearer descriptions. Backpack says its second belt slot needs Second utility slot, and Legendary rumours on the map describes the boss mark inside a search circle, in all five languages.
- Quieter logs. Tamed summons without a body of their own, like Gungnir's einherjar and risen draugr, no longer write a warning to the log on every hit.
- Server summary. The server summary in the log counts the switches that are on again.
- Vetrnætr keepsakes look right and come alive. Placed keepsakes no longer show the plain vanilla piece under them, and neither do their placement ghosts or dropped copies. Walk near one and it says a short line, by day or by night, and within 20 m they stir: the Watcher sways, the Hel Stone's runes brighten, the cauldron heaves and the candles flare. The Watcher and the Hel Stone stand on the ground instead of above it, and the witch cauldron is half again as big. Reported by a player.
- Tame any creature works on what is already around you. Creatures that were loaded when you turned the switch on never became tameable, so F9 tame skipped them. Now they do, and the rule is narrower: big four legged beasts, boar sized and up, and flyers that big. Walking folk like trolls and greydwarfs and small critters stay wild. F9 tame says how many it tamed and why the rest stayed wild. Reported by Lyferian.
- The Waterproof piece key says what is missing. Pressing it used to do nothing when Waterproof pieces with tar or resin was off, when the hammer was not out or when you were not looking at a building piece. Now it tells you which, and that on a server the server's setting wins. Reported by Lyferian.
- The chat no longer covers the HUD layout screen. With Better chat window on, opening the HUD layout key put the chat's frame over the whole screen, so it caught every click. Now the frame sits on the chat itself, and the chat moves and resizes like the rest of the HUD. A chat position saved before this starts back where the game puts it. Reported by jackdispade.
- Village banners stand up for everyone on this update. Each player's own game builds the posts under a village banner, so a player still on 1.53.1 saw only a plank, even on a newer server. Everyone on 1.54.0 sees it standing, in old worlds too. Reported by jackdispade.
- Every ship shows on the map. With Ships and portals on the map on, only rafts, karves, longships and drakkars got a marker, and Auto pin ships you leave stays quiet on such a server, so a Skiff never showed on the map at all. Now every ship gets a marker, the Skiff and ships from other mods too, under the ship's own name in your language. Reported by HatchnetDuskrynn.
- Fewer server hitches around villages. When a village gets its banners, fires, wall, watchtower or dock, or grows a level, the server now puts the pieces up a few each frame instead of all at once, so the game no longer stands still for it. With Detailed log on, the Slow lines also name the village site check and the placing of new locations, so the server log tells you where a hitch came from.
- The clock tells the real time of day. The clock followed the sun instead of the world's time, so its hours crawled by day and raced by night, it grew dark around 17:00 whatever Night length percent said, and it called 10:00 afternoon, 14:01 evening and 03:00 morning. Now every hour on the clock lasts the same, so with Day length in seconds at 5400 a day is 90 minutes and an hour is 3 minutes 45 seconds. Sunrise and sunset move with Night length percent and the seasons: at the game's 30 the sun rises at 03:36 and sets at 20:24, at 15 it rises at 01:48 and sets at 22:12. Night runs from sunset to sunrise, morning until 12:00, afternoon until the light turns golden, 17:22 at 30 and 18:31 at 15, and evening until sunset. The admin settime words morning, noon, evening and night land at the right moment with any night length too. Reported by HatchnetDuskrynn.
- The top left lines no longer pile up. The death counter, fame, clock, season and weather forecast each take their own row in one shared order, and they keep clear of the hotbar, the quick slot bar and the game's own messages there, so nothing is drawn over anything else. A piece you moved in the HUD layout editor keeps your move. In the HUD layout editor a click picks the smallest piece under the pointer, small handles sit in front of big ones, and no handle can cover the whole screen any more. Reported by a player.
- The enchanting table opens on Craft. Every time you use it, the table opens on its crafting list, so runestones and focus runes are easy to make again, and big Craft and Enchant tabs at the top of its window switch between the two. When focus runes are missing, the list says which settings to turn on. The enchant keys only work while you use the enchanting table, not at a workbench or forge beside it. Reported by HatchnetDuskrynn.
- Gentler legendary sounds. Two new settings of your own, which no server sets: Legendary sound volume turns the sounds of the supporter legendaries' powers down for you, from 1 as they were made to 0 for silence, and Soften high pitched legendary sounds lowers the pitch and the volume of their sharpest sounds, like the shattering ice of Ember and Rime's frost rounds and beam and their falling ice lances, and leaves out the high ringing after Ember and Rime's twin cast. Only you hear the change. Reported by FunKooT.
- Enchanting takes from nearby chests. With Craft from nearby chests on, marking, rerolls, sockets and focus runes take the runestones, runes and matter they cost from your bag first and then from chests within Chest search range, the same way building and crafting do, so Crafting leaves in chests, Crafting leaves per item, wards and private chests are respected. The enchanting table counts what those chests hold, so a cost you can pay from a chest shows as one you can pay. With the setting off, enchanting spends from your bag only, as before.
- The planting area turns. With a cultivator planting area bigger than 1 by 1, the mouse wheel, the rotate keys and a gamepad only turned the crop under the crosshair, and the rows always ran straight away from you, so you had to go back to 1 by 1 to turn anything. Now the usual rotate input turns the whole area in the game's own steps, with the same spacing, ghosts and checks on every spot, and with the world grid on the rows keep to the grid. Reported by HatchnetDuskrynn.
- The Watcher looks at you with its face. The Watcher keepsake turned to follow the nearest player with the back of its head, so all you saw was a spinning turnip. Now its carved face and glowing eyes turn toward you. Reported by FunKooT.
- Grave Hangings show only themselves. The Grave Hangings keepsake could still show the red and white striped banner it is built on behind its own black hanging. Every placed keepsake now hides the piece it is built on again as it loads and keeps it hidden while it stands, also after damage, so only the keepsake shows.
- Icons that show what they are. The Runestone, the Travel stone and empty legendary slots no longer wear the Thunderstone's picture, the taming ropes show a rope, the pet pack one crate, the water pieces show water, the three portal tiers show bronze, iron and silver, the enchanting table has its own picture, the fuling bed has a name, and SweatyT's Talon, the storm powers and the dark Jarl armour read clearly on dark slots. The Vetrnætr Trophy shows its keepsake on every stand, upright and facing out on wall stands, plaques and racks, standing on floor stands and pedestals, and lying on its back on the ground, and the Dísir Shrine stands much larger.
Also in here, from 1.53.2
Everything in 1.53.2 is in this update too: the build camera turns pieces, Megingjord and a backpack together, the bag grid stays put, the enchanting table makes runestones and explains itself, rumours point the way, compact status effects, setting links, icons everywhere, village banners stand up, honing tells you why it stopped, world size support for Riverheim and Better Continents, and Most players for servers up to 64.
Megin 0.4.0
- Fair kill credit. A kill counts for the hunter who struck the killing blow, or that hunter's own tames, and a bow kill counts from as far as 200 m. Drótt work still shares a kill made by a hunter close by.
- Safer quest sites. Megin sites keep off lava, deep water and steep ground, and timed trials and raced contracts land within reach of the clock.
- No duplicate marks. A marked beast that runs off is followed instead of being raised again every 30 seconds. Only when it is truly gone does one new beast wait at the mark, and you are told the trail went cold.
- A faster contract board. The board shows new work every 10 minutes instead of 20. A server still on 20 or 60 moves to 10 once.
- The elder speaks of your latest deed once, Hamskipti says why it turns you down, the rank page counts the way the server does, and a shorter Himinbjörg rest setting now shortens a rest already running.
- Megin 0.4.0 needs MidgardPlus 1.54.0, on the server and for every player.
The launcher, 1.5.95
- Every 1.54.0 setting is in the launcher, described in every language: the three Forgiving hits settings, the fourteen Proximity voice settings, Build camera wheel turns pieces, Turn left key and Turn right key, New items fill the bag from, Vault gear crafting, the five Tame skills settings, the three Bow strength settings, Trophy displays, MidgardPlus stations and MidgardPlus stations need, Portal setup, and the ten quality of life settings, from Status icons follow the minimap to Lock chest key, Sajakain name key, Pregen budget ms per frame, Tame window key and Long tame skill text.
- All of Midgard leaves the compass turning with you, as in the game. Turn on Compass keeps north in the middle if you want north fixed.
Get the launcher at https://midgardplus.odinthered.dev
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Launcher 1.5.91
05 Oct 2026, 01:10 UTC
Stamina regen multiplier goes down to 0, like the mod
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.53.1
05 Oct 2026, 01:10 UTC
A quick round of fixes from your reports, mostly villages and a few things around the player. Thanks to Lyferian and to a player on Discord for sending them.
This is a patch version: nothing new travels over the network, so a server and its players can update whenever suits them.
Villages and raids
- Village pieces sit on the ground. New growth, walls and dressing in a village were placed about a metre up, so they fell down a moment after you found a village or after it was rebuilt from a raid. They sit on the real ground now and stay standing. Reported by Lyferian.
- Raiders always reach you. A raid on your base or a village could sit there empty when the game found no spot for its enemies near you, and it still counted. Now the raiders are brought in 20 to 40 m from you, and you are told why they could not find their own way. If monster spawning is switched off in the F9 panel, the raid says so and gives no reward, and a raid that still brings nobody is called off with no reward. Reported by Lyferian.
- The Hearthguard only raid when there is someone to fight. A live Hearthguard raid on a village now only starts when a player sworn to a side at war with them is there. Reported by Lyferian.
- Villagers tell you why they back away. When the Hearthguard count you as a foe, the villagers now say so plainly instead of just walking off. Reported by Lyferian.
- The village gate fits in the wall. The wall gate takes one wall slot, so the stakes either side of it stand again instead of leaving gaps. Reported by Lyferian.
- Floating braziers and walls come down. Props and walls that older versions left hanging in the air, braziers among them, are set back down on the ground once a player comes near. Reported by Lyferian.
Building
- Fires snap onto the raised hearth floor. With Raised hearth floor on, a campfire, iron fire pit, bonfire or hearth clicks to the middle of the stone bed. Asked for by Hatchnet.
Fixes
- Upgrade tree key. It starts on Left Alt and U now, so turning on Upgrade tree gives you a way in without the radial menu. If your key was still empty from before, it moves there once, and you can empty it again in the launcher if you want no key. The tree also opens from the Upgrade tree button on the Guide page of the F8 panel. Reported by a player on Discord.
- Tame in the F9 panel works in multiplayer. It tames every tameable creature within 20 m, not only the ones your game happened to own, and tells you how many it tamed or that nothing nearby can be. Reported by Lyferian.
- Carried maps. Opening a carried map closes your bag first, so the two no longer sit on top of each other and get stuck. Escape, the map key, the inventory key or the map's own hotbar key put it away. Reported by Lyferian.
- Bow draw while crouched. With Stay crouched while drawing a bow on, the draw animation plays again and you still keep sneaking through the shot. Reported by Lyferian.
- Map only at cartography tables. In a world with the map turned off, pressing the map key at a cartography table opens the big map, instead of asking for the minimap the world hides. Reported by Lyferian.
- Tyrfing and Vegtamr. Tyrfing's Dvalinn's Ransom and Vegtamr's Road's End no longer throw an error when the foe they were going for dies or vanishes on the way.
- Quieter log. Ride any tame big enough only writes its creature sizes to the debug log now.
The launcher, 1.5.91
- Stamina regen multiplier goes down to 0 in the launcher too, the same as in the mod, also when you bring settings over from Valheim Plus. Reported by Lyferian.
Get the launcher at https://midgardplus.odinthered.dev
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Launcher 1.5.90
04 Oct 2026, 19:30 UTC
Italiano, twelve clear styles led by Valheim Plus and a five question style finder
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.53.0
04 Oct 2026, 19:20 UTC
Sorry for the extra update. I meant to hold the next batch for Wednesday as usual, but the bugs that came up, the translations among them, made me put this patch out today. Since it had to go out, we made the most of it and added more: the fixes for backpacks and a few other things you will find below.
My own kit, Italian, and fixes from your reports. Thank you for sending them.
This is a minor version because the new spear and armour are new to the network, so the server and everyone who joins need 1.53.0 at the same time. Everything new starts off, so your game stays vanilla until you turn it on.
Odin the Red's kit
My own legendary spear and armour set, in red, white and gold.
- Odin the Red's Gungnir is a long spear of white ash with a gold leaf blade and two gold ravens at the socket. Thrown, it flies home to your hand. With its bar full the throw never misses: it hunts the foe the ravens chose, strikes with lightning and comes back. A stab throws the Allfather's Spark, every fourth stab looses a bolt, every third throw that bites rings out Draupnir's light, a kill brings down a rain of golden spears, and holding attack as it comes home looses the Bifröst Beam. Hold the Gungnir name key (9 by default) and it writes ODIN THE RED in gold light above you for everyone to see; fully awake, it also blesses your friends with the Allfather's Witness and staggers the foes around you. It carries more light than any other legendary: gold lightning crawls along the blade, runes circle the head, the ravens' eyes burn and every stab leaves a gold trail, all growing as it wakes. Once half awake it adds three combos: three quick stabs call the Allfather's Thunder down from the sky ahead of you, sprinting into an attack lunges you forward as Sleipnir's Charge, and a throw in mid jump splits into Hugin's Storm of three hunting spears. It also answers three keys of its own as it wakes: LeftAlt+9 opens Odin's Eye and shows every foe within 60 m in gold, LeftAlt+- calls two golden einherjar from Valhalla to fight beside you, and fully awake LeftAlt+0 plants the spear for the Ragnarök Strike, three waves of gold and red lightning.
- Odin the Red's Alföðr is a set of white and gold plate with a red mantle: a helm with a gold winged crest and one red eye, a cuirass, greaves and the mantle. Huginn and Muninn fly out from the helm and mark your foes in gold through walls, Svalinn's Ward soaks blows on the cuirass, Gangleri's Road makes you quicker and lighter on your feet, and a perfect parry in the mantle bursts with Baldr's Light. Two pieces add lightning to your hits, and all four fill Hliðskjálf: every so many kills the Allfather looks down, light bursts around you, heals your friends and shows every foe near. The ravens only fly when you send them: press 0 (Alfodr ravens key) to send them out or call them back.
- Like every Jarl legendary they start asleep, wake in a boss's blood and grow with every kill, and each armour piece sleeps in a land of its own. Turn on Supporter legendaries in loot to find them. See them on https://midgardplus.odinthered.dev/creators/
Animals
- Taming rope tiers. Turn on Taming rope tiers and a roped animal tames faster until it is tame: x0.75 with the taming rope, x0.5 with the new strong taming rope from the forge, x0.25 with the runic taming rope, which also keeps it calm, and Gleipnir from the black forge tames it on the spot. Bosses, faction fighters and other folk still refuse every rope.
- Tames live on while you are away. Turn on Tames live on while you are away and a tame you were taming keeps taming for as long as its last meal lasts, and a fed pair in a pen can start a pregnancy, never past the pen's limit. Young ones already grew up and pregnancies already finished while you were gone; now the rest of the barn keeps up too.
Backpacks
- Biome adventure packs. Turn on Biome adventure packs and your backpack grows over seven levels, each upgrade made from a biome's own materials and adding that biome's charm: faster stamina, extra wood and ore, never wet, higher jumps, steadier footing, feather fall and never cold. The pack hangs on your back for everyone to see, and the optional Backpack slot keeps your belt free. A worn pack also adds a little carry weight, 5 a level by default (Backpack carry per level).
Italiano
- MidgardPlus speaks Italian. Pick Italian in the game's settings and every line of MidgardPlus and Megin follows: the F9 panel, every setting, the legendaries, the bosses, the villages and the guides. The launcher has Italian too.
Fixes
- Sieges switched on mid game start on their own. On worlds with player based raids, sieges turned on from the F9 panel or pushed by an admin only started by hand until you logged out and back in. The game now hears about them straight away and rolls them like any raid.
- Every Jarl weapon mends at the forge. Odin the Red's Sköfnung and twenty one other legendaries only took a repair at a black forge or a galdr table, so a forge at any level turned them away. Now every legendary mends at the forge, and still at its own station.
- Reward chests stay put. The chest a siege, a war horn challenge or a faction fight leaves you broke a few minutes later and spilled its loot on the ground once a player came near it on a dedicated server. It now stands until you empty it.
- Raids keep their warning. With a short Siege length and a long Siege warning seconds, a raid could end before its warning did, so the notice and the red circle came and nobody followed. Only the fighting part of a raid is shortened now.
- Status timers in gold. With Compact status effects on, Rested, Wet and the rest showed raw colour codes beside their timers. The timers show in gold again.
- Area planting, building and the hoe tell you the real reason they stop. With placing for free turned on, the first crop went in and the rest stopped with "you ran out of what it costs". The whole area places now. When an area does stop, it says why: out of what it costs, too far from the crafting station, or the game refused the spot.
The launcher, 1.5.90
- Twelve one click styles. Valheim Plus, Light Touch, Casual and Relaxed, Solo and Small Group, Explorer, Warrior, Homesteader, Builder, Living World, Hard, Server Host or Low-end PC. Valheim Plus turns on everything MidgardPlus adds at vanilla difficulty, and a five question style finder picks one for you.
- Italiano. The launcher speaks Italian, with every setting described.
Get the launcher at https://midgardplus.odinthered.dev
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Launcher 1.5.89
04 Oct 2026, 07:40 UTC
Twelve clear styles led by Valheim Plus, a five question style finder, every 1.52.0 setting in four languages, and dev builds bring Megin along
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.52.0
04 Oct 2026, 07:10 UTC
The biggest update I have made for MidgardPlus. Three new bosses, Úlfarr, Bókr and Þögn, so there are seven of our own now. Every legendary wakes and grows: it sleeps until a boss's blood wakes it, then climbs over 750 kills, unlocking its five powers one by one while its look grows with it. Five new Jarl weapons join them, and Trajan's Úlfheðnar is the first Jarl armour set. The world is alive now: villages grow from hamlets to strongholds, five sides fight over the land, sieges answer to your wealth and fame, and a diplomacy window lets you deal with every faction. Loot is new from the ground up, with about 70 marks, 24 runes, 14 rune words and 14 boss sets. October brings Vetrnætr, the Winter Nights. I added barracks for your companions, an enchanting table you can see into, armour and building paint, pet packs, ship anchors and a lot more, and fixed what you reported. Thank you for sending it all.
This is a minor version because the new bosses, weapons, villages, loot and pieces are new to the network, so a server and everyone joining it need 1.52.0 together. Everything new starts off, so your game stays vanilla until you turn it on. The one exception is the legendary setting described below.
Get the launcher at https://midgardplus.odinthered.dev, it picks your language for you.
Three new bosses
Úlfarr, Bókr and Þögn each rise from an altar of their own. Read about all seven in the Bestiary section of https://midgardplus.odinthered.dev/
Úlfarr the Unfed
- A new boss for after Moder. Úlfarr the Unfed is the Red One's third wolf. Two eat from his hand; this one was told to wait by two fires on a mountain and was never fed again. A gaunt wolf on two legs, about four and a half metres tall, heavy with dark hanging fur and a long mane, glowing ice along his spine, shoulders and claws, and a broken chain at his throat. Turn on Ulfarr boss to meet him. Off, as it starts.
- How to call him. Once Moder is down, cook an Unfed Portion at a cauldron from a Fenring trophy, 10 wolf meat, 10 freeze glands, 10 silver and 5 wolf fangs, and lay it on the Feeding Stone: a flat stone between two fires that do not go out, inside a ring of standing stones in the mountains. Hugin tells you about him when Moder falls and marks the nearest stone on your map. One portion is one fight.
- The fight. 14,000 health and 110 a claw for one player, fast, weak to fire and barely troubled by frost. Every part of the fight has its own switch, all off as they start. Ulfarr stages gives him three: the Hunter, the Pack at 65 percent and the Fires Go Out at 30. Ulfarr pounce makes him leap on whoever stands furthest away, with a ring on the ground before he lands, so hanging back with a bow is the most dangerous place to be. Ulfarr pack brings starved wolves and Ulvs out of the snow. Ulfarr frost breath and Ulfarr frost burst give him the Fenring cultists' spells, all frost. Ulfarr cold aura is his last trick: within 20 m his cold goes through wolf fur and frost mead alike, and only standing by a fire stops it, so a campfire built in the middle of the fight is worth the wood. Ulfarr snowstorm closes the weather in.
- What he leaves. 50 silver, 40 wolf pelts, 40 wolf fangs, 30 freeze glands, a Fenring trophy and an Ulv trophy, and for every player there his own trophy and the Unfed's Pelt, a wolf cape of his fur. With Loot rarity on he also leaves an Epic piece of Plains gear, and a Legendary one 55 times in a hundred.
- The rest. He works with Boss scaling, Cinematic boss fights (his own intro, arena, stage cards and a great move called the Long Winter), Passive boss powers and the Saga Book, which has the Wolf-Feeder deed and a bounty for him, and the mountain saga stones carry a new verse, The Third Wolf. Admins call him with midgardplus ulfarr, send him away with midgardplus ulfarr clear, and use the Summon Ulfarr button on the F9 panel.
Bókr the Ledger-Eater
- A new boss after Yagluth. On the plains the Red One kept a ledger, and a Fuling chief found his tribe's name on every page. He could not pay, so he ate it. Bókr has his own body, a swollen chieftain with great horns and a spiked crown, pages nailed to his hide, glowing tally brands, the ledger chained to his back and a burning tally maul. Once Yagluth has fallen, bind a Torn Ledger at an artisan table from a Fuling berserker trophy, ten black metal, twenty linen thread, twenty needles and ten tar, and lay it on the Reckoning Stone, a marked stone ringed with Fuling stakes on the plains. Hugin marks the nearest one on your map. He has 20,000 health, twice Yagluth, hits for 150, is weak to frost and shrugs off pierce.
- Three stages, each power its own switch. With Bokr stages on, the tribe answers at 60 percent: Fulings, archers and a shaman who keeps a shield over him until you kill the shaman, and he eats a page to heal for every Fuling you leave standing. At 30 percent he spends Yagluth's fire, a nova around him when you stand close and meteors from the sky. Boss scaling calls more Fulings and more meteors for a bigger group, and the Cinematic boss fights settings cover him too.
- What he leaves. Black metal, needles, tar, linen thread, Fuling totems, a berserker trophy, and for each player his own trophy and a page of the ledger, which you can read. With Loot rarity on he leaves an Epic piece of Mistlands gear, and a Legendary one 70 times in a hundred. There is a new saga verse on the plains stones, The Eaten Pages, the Debt-Collector deed and a bounty in the Saga Book, and a Summon Bokr button on the F9 panel for admins (midgardplus bokr, and midgardplus bokr clear). Bokr boss is off, as it starts.
Þögn the Unanswering
- A new boss after the Queen. The Dvergr mage who carved a fourth horn to tell the Red One no, in his own robes, a sculpted mask and circlet, a braided beard, crystal pauldrons and a cloak, with a spell crystal on a grand staff. Once the Queen is dead, carve a Fourth Horn at a black forge from a Dvergr trophy, a Sealbreaker fragment, three black cores, twenty soft tissue and twenty refined eitr, and sound it at the Quiet Cairn, a ring of leaning black marble in the Mistlands that Hugin marks on your map. One horn is one fight.
- The fight. 24,000 health and 150 a blow. He pokes with his staff and casts fireballs and ice bolts, poison bites him and frost barely does. With Thogn stages on he goes through three: at 65 percent the towers answer him, Dvergr stand with him, a mender heals him and he raises a ward that turns most of every blow; at 30 percent they leave him, seekers come instead, he adds the fire shower and the ice ring, and nobody near him can call on a Forsaken power.
- What he leaves. Refined eitr, black cores, carapace, soft tissue and a Dvergr trophy, and for each player his own trophy and the Unanswered Horn, worn where the Wishbone goes, which brings your eitr back a quarter faster and halves your noise. With Loot rarity on he leaves an Epic piece of Ashlands gear, and a Legendary one 70 times in a hundred. He has The Last Word deed and a bounty in the Saga Book, works with Boss scaling, Per player boss progression and Cinematic boss fights, and admins call him with midgardplus thogn or the button on the F9 panel. Thogn boss and every one of his stages and powers start off.
Village folk tell you where all three wait once their way is open. Every boss of ours now rises only from its own altar or an admin's command, and one that turns up any other way leaves quietly.
Legendaries that wake and grow
See every Jarl weapon at https://midgardplus.odinthered.dev/#weapons and the lands they come from at https://midgardplus.odinthered.dev/realms/
- A legendary starts asleep. A new one hits at a quarter of its full strength, its powers are greyed out in the tooltip, and it gains no kills. To wake it, fight a boss with it: hit the boss yourself with the legendary in hand (or the legendary shield on your arm), get it under half health, and be there when it dies, within two minutes of your last blow. The weapon only has to be in your bag when the boss falls. It wakes with a burst of light in its own colour.
- Then it grows with every kill, up to 750. A creature is one kill, a one star creature two, a two star creature three, and a boss sixty. Damage climbs from a quarter to full strength along the way.
- The five powers wake in stages. The projectile wakes with the weapon, the secondary at a quarter of its growth, the combo at half, the large area attack at three quarters and the charged special when it is whole. Each stage is announced with a flash. Bars, passives, form switches and arrowless shots work from the start.
- The look grows with it. The glow is a faint ember while it sleeps, brighter when it wakes and full when it is whole, and its effects grow from smaller to full size. Everyone around you sees it.
- Every legendary has all five powers. I went through all 35 and filled every gap: Hall Fire on Hornbearer's full horn throw, Hlautvid's lots waking one by one, Naudfjotrar's Fetter Links, Norna-hjól landing only on faces that are awake, and Hróðvitnir's Wolf Pyre.
- What you already grew stays grown. A legendary from before 1.52.0 that has kills on it counts as whole and keeps every power, and its growth carries over to the new 750 kill climb.
- Legendaries start dormant is a server setting under World and it is on. Turn it off and every power works from the first swing, with growth starting at a quarter.
- Legendaries live in the hard places. A legendary drops only from creatures and chests at or above its own tier, so the early lands never hand out an endgame weapon. Every world draws a stretch about 1400 m across for each legendary and for each piece of a legendary armour set, the same stretch Hugin's rumours point to, and inside it the find comes four times as often. Everywhere else it keeps a tenth of its chance, set with Legendary drops outside their place. Type midgardplus legend where and a weapon's name to see exactly what drops it, at how many stars, and its chance inside and outside its stretch.
- For admins: midgardplus legend grow max (or a percent) sets the growth of the legendary in your hand, midgardplus legend awaken wakes it, and midgardplus legend test all gives a fully grown test copy of every legendary, with buttons for both on the F9 panel. Test copies are marked, cannot be sold, earn nothing and fade when dropped.
Trajan's Hróðvitnir
Trajan84's black and red wolf bow, with TRAJAN84 cut in Valheim's own runic lettering on an iron plate on the limbs.
- Blood Arrows. It needs no arrows: every draw looses a black shaft with a red wake.
- Crimson Volley. Every fifth draw is a crimson beam.
- Pack Howl. The secondary attack fans out seven wolf shafts.
- Marked Prey. Your hits mark a foe for six seconds, and the bow's fire hits it half again as hard.
- Wolf Pyre. A foe it kills bursts into fire around it.
- Black Fenrir. Fill the bar and hold the Legendary form key. A huge black wolf with burning red eyes rises beside you and breathes fire on everything in front of it, hunting your marked prey. The breath starts short and grows longer and wider with the bow.
- Name in Fire. Crouch and hold the Legendary form key to write TRAJAN84 in fire.
- Hrodvitnir draws blood (off, as it starts): the bow spends arrows when you carry them, and with none each shot costs 1 health, never the last.
Ivanos's Valgaldr
LordIvanos's black thorn staff, crowned with a horned demon skull and a red soul crystal.
- Angry Souls. Every cast tears loose blood red souls that hunt the nearest foe and burst in blood, one at first and three when the staff is grown.
- Soul Chains. The secondary binds foes together, and a blow to one carries to the rest.
- Soul Tap. Chained foes bleed their life into you.
- Raise the Morgen. Crouch and hold the Legendary form key. Pay 40 percent of your health and all your eitr, and a black Morgen with red eyes fights at your side, longer and stronger as the staff grows.
- Blood Ritual. Fill the bar and hold the Legendary form key. Pay some health, a blood nova bursts around you, and for twelve seconds a red circle burns at your feet while your souls, chains and healing double.
Animus' Skjoldr
Animus's buckler: green iron plates and riveted bands, the Helm of Awe glowing on its face, a rim of aged green black iron with ice shards breaking out of it, and a snarling wolf at its heart whose eyes wake as the shield grows. Near full growth the rim lights in frost green and pulses.
- Rime Shards. A perfect parry fires shards of ghost ice back at your attacker.
- Wolf's Lunge. Attack while blocking to dash forward.
- Rime Trail. Four quick blocks send frost ahead of you.
- Spirit Nova. Blocks fill the spirit bar. Full, your next block bursts frost around you, leaves a field of rime, and raises the Ward of the Dead on you and your group.
- The Wild Hunt. Blocks also fill a second bar. Hold the Legendary form key and the ghost wolves of the hunt run at your side.
Boko's Vein Tearer
Boko's vampiric crossbow: black, with bat wing prods, a fanged bat skull at the muzzle, glowing veins and a blood gem at its heart.
- Vein Bolts. Every bolt opens a vein that bleeds the target.
- Blood Thirst. A small, capped share of the damage you deal heals you.
- Night Leeches. The secondary looses leeches that hunt bleeding foes.
- Vein Rupture. Every fourth bolt into a bleeding foe spills the whole wound at once.
- Blood Bloom. A bleeding foe that dies bursts and opens the veins of everything near it.
- The Red Feast. Fill the bar and hold the Legendary form key, and a blood vortex drinks from everything inside it.
Moumix's Wayfinder
Grey living metal grown beneath the roots of the world tree, with a shard of red lightning set in its haft. In the hand it is a spear; ask it and it stretches into an atgeir.
- Two forms. The Legendary form key turns the spear into an atgeir and back.
- All In. Crouch and strike for extra lightning, at the price of taking more harm while it swings.
- Blood Thunder. A landed all in blow bursts red lightning over the foes around it and bleeds them.
- Life Slash. Every few blows, one heals you for a share of its damage and opens a bleed.
- Living Current. Lightning runs in your blood: you move a little faster and lightning harms you less.
- Bloodstorm. Fill the crystal and hold the Legendary form key. Red lightning strikes the foes around you, bleeds them and drinks.
All five come from the world, not the forge. With Supporter legendaries in loot on, Hróðvitnir drops from Fenrings, cultists, Charred archers and mountain cave chests, Valgaldr from the Morgen, Charred mages and the chests of the Charred fortress, Skjoldr from ghosts, draugr elites and sunken crypt chests, and the Vein Tearer from wraiths, draugr elites and sunken crypt chests. The Wayfinder sleeps in a stretch of its own like the rest, and Legendary rumours point to all of them.
Trajan's Úlfheðnar, the first Jarl armour set
Made for Trajan84 to run beside his bow in black and red. See it in 3D at https://midgardplus.odinthered.dev/#ulfhednar
- Four pieces, four lands. The helm, cuirass, greaves and cape are each found in a different land, every piece in a stretch of its own that Hugin's rumours point to.
- It grows with kills. Every piece wakes small and grows keener with every hunt, like the legendaries.
- Wolf Sight (helm). Foes your arrows hit glow red through walls for a few seconds.
- Pack Hide (cuirass). Less damage for each tamed beast or packmate near you.
- Hunter's Stride (greaves). While drawing a bow you move faster and quieter.
- Red Mantle (cape). Near death, the red cloth tears loose into wolf spirits that hurl your foes back.
- Wolf Hide. Each piece resists an element, slightly at first and fully once it has grown.
- Set powers. Wear more of the set for Pack Embers, which adds fire to your bow hits, and with Hróðvitnir in hand Úlfheðinn Fury, which makes your shots howl and pierce after a run of kills.
A new loot system
Everything here needs Loot rarity on, and every part has its own switch, all off as they start. See it before you play at the enchanting table preview: https://midgardplus.odinthered.dev/tools/enchant/
- About 70 new marks. Loot rarity more marks opens the whole set: life steal, blows that land true, more health, stamina and eitr, faster swings and draws, thorns, a chance to shrug a blow off, a last stand that keeps you alive, more from mining and chopping, and many more, each fitting the piece it lands on.
- 24 runes and 14 rune words. With Rune sockets on, Rare pieces get one socket, Epic two and Legendary three. The twenty four runes of the elder row drop from creatures in their own lands and from every boss. Each rune adds a power of its own, different on a weapon and on armour, and the right runes in the right order speak one of 14 rune words, a power bigger than any one rune.
- 14 boss sets. With Loot sets on, every boss, the game's own and ours, drops pieces of its own set. Wear two, three or four pieces and each step wakes a set power.
- Sealed bundles. With Haldor gambles on, Haldor and Hildir sell a sealed bundle: pay coins and open a piece of gear from the lands you have reached, at a step it rolls when you open it, with a small chance at Legendary.
- Marks that awaken. With Marks awaken on, Epic and Legendary pieces can carry a sleeping mark. Fight with the piece and it wakes, then keeps growing with every hundred kills up to its ceiling.
- Rolled Norse names. With Loot rarity names on, a marked piece gets a name of its own from the old tongue, like the Grim Edge of the Ash, and every player sees the same name.
- Break down at the table. With Enchanting breaks down gear on, a marked piece you no longer want breaks into runestones, and any runes set in it come back to you.
- Runic looks. Loot rarity glow now shows the step on the gear itself instead of a colour wash: glowing runes along the blade, the limbs of a bow or the rim of a shield, silver for Magic and Rare, gold among them for Epic and bright pulsing gold for Legendary. A mark with an element shows its own element runes, and the metal looks more polished with every step.
Vetrnætr, the Winter Nights
Turn on Vetrnætr for an October season event, from 1 to 31 October by the server's date. See it at https://midgardplus.odinthered.dev/#vetr
- Soul Candles. Undead and anything killed at night can drop soul candles, more with stars. Bosses drop 3 to 6 candles and a keepsake the killer has not found yet.
- Ten keepsakes. A skull lantern, a Dísir shrine, a raven candelabra, a witch cauldron, a Hel stone, a watcher that turns its head, a bone throne and grave hangings to build with the hammer, and a mask and a wisp jar to wear.
- A stall at Haldor and Hildir. Both sell keepsakes for candles while it lasts.
- A collection log and a trophy. The F9 guide keeps your log, with a trophy for finding them all.
- Everything you find stays, works and can be built after October.
A living world
Everything here needs Village on, and every part has its own switch, all off as they start.
- Village growth. A village grows a level every few days (Village growth days, 3), faster with your trade and errands, up to level 5: a cooking spit and table, a market stall, a workshop, a fourth house, then beehives and banners at the gate, with one more villager each time. The trader gives 2 percent off per level. A lost raid costs a level.
- From hamlets to strongholds. Hamlets near home, villages further out, towns with a great hall, a smithy and watchtowers in the harder lands, and stone strongholds with towers, a gate and a keep in the hardest. Raiders, defenders, loot and coin grow with the tier, and villages by the water get a dock.
- Village folk talk. Press Use on a villager to talk. Elders, smiths, farmers, guards, children and travellers greet you by the village's level, who holds it and where you stand with them. Ask about the place and its own saga, for news of dungeons, altars and other villages, for work, or for one of seven old tales. Every village has a lore stone with its saga. With Village rumours mark the map on, news puts a search circle on your map near what they told you about.
- Errands. One a day from each village: bring what it needs, clear a camp, thin the beasts, or hold the next raid, paid in coin, standing and growth.
- A better market. The village trader has tabs for materials, food and mead, arms and gear, the village's own wares by land and level, and a Sell to the village tab, with every discount spelled out.
- Faction oaths. Press Use at a village banner to swear to whoever holds it. Sworn to the Hearthguard, their villages trade with you for 10 percent less and buy for 10 percent more; sworn to the Ashen Host, the undead leave you be and the Hearthguard turns on you.
- More factions. The Wolf Clans, the Sea Kings and the Troll Kin take villages of their own, each with its own oath, greetings, lore and look. With Wolf clans turn at night on, Wolf Clan villagers become fenrings after dark.
- Faction looks and walls. Every side dresses its villages its own way, banners, braziers, totems, pelts or bonfires, and each village has a centrepiece of its own. With Village walls on, grown villages and every faction seat stand behind a wall with a gate that shuts when a siege starts.
- Settlement assaults and village raids. Sworn players can sound the war horn at an enemy banner and take the village through three waves of defenders, the last led by a champion, for a reward chest and the village itself. The Ashen Host raids Hearthguard villages, and holding the line pays.
- The territory war. With Factions raid each other on, every side presses the weakest enemy village near its land each day. Be there and you can fight on either side; stay away and the server settles it at dawn by strength. Tribute at the banner, 50 coins, stiffens a village's defence for three days.
- Capitals. Arinheim, Nastrond, Ulfheim, Brimvik and Utgard are the faction seats, pinned on every map from the start, walled and hard to take. When one falls, the whole server hears it.
- For admins: the villages console command lists, grows, flips, raids and settles villages.
Smarter sieges
- The threat comes from what you own. With Sieges grow with your wealth on, the server scores each base out of 100 from its wealth, its size, the bosses beaten and trophies on its stands, your fame and the factions that hate you, and how many players build there. Quiet, Noticed, Coveted, Hunted and Infamous bases draw more raiders, more stars and faction raiders from the sides that like you least.
- Factions grow envious. With Factions envy wealth on, a faction whose envy line your hoard passes lowers your standing once a day. Before you would turn hostile it warns you and waits a day.
- Tribute calms them. Stand in one of its villages and type midgardplus siege tribute to pay 100 coins for 5 standing, twice a day, or carry and store less.
Faction diplomacy (Insert)
- A window for every side. Turn on Faction diplomacy and press Insert, open it from the Factions page of the F9 panel, or ask a village elder to speak of treaties. Each faction shows its banner, seat, land, wars and friends, how it sees you and why.
- Trade agreements give you better prices at its traders.
- Pacts keep its patrols, war bands and base raids off you.
- Alliances bring its fighters when a raid hits your base and let you rest at its seat, and you can ask your allies for help with a war band of their own.
- Tribute, demands and war. Pay tribute to raise your standing, demand tribute when you are feared, declare war or break a treaty.
- Every side answers from a willingness score you see before you ask. Treaties belong to each character, are kept by the server beside the world and end on a set day. Killing one of a side you have a treaty with breaks it.
New places in old worlds
- New places in old worlds catches an old world up on villages of every tier and the Mosskin, Gravejarl, Vordr, Red One, Úlfarr, Bókr and Þögn altars, explored land included. In explored land it only builds on flat, dry ground in the right land, away from your buildings, wards, tombstones, tames and dug ground, and only once nobody is near. Back up your world first. Admins check and run it with midgardplus places, or from the F9 panel.
- Villages keep out of the sea. New villages stand on dry ground above the water, and a village an old world drowned is left as a ruin.
Crafting and building
- The enchanting table window. Use the table and put a piece from your bag in its slot. Raise a step, reroll, keep the marks you want while the rest are drawn again, inscribe the exact mark you want, strengthen one, remove one, lift a curse, set runes or break a piece down, and see Now and After side by side before you pay. The piece floats above the table in its rarity colour. Needs Enchanting and Loot rarity.
- The painter's table and armour painting. Turn on Armour painting and build the Painter's table from the hammer: wood, raspberries, blueberries, coal and resin. Paint a helmet, chest, legs, cape or shield in a main and an accent colour, solid, two-tone or trim only, and watch your own character wear it before you press Apply. Save up to six schemes, Paint all worn in one go, and remove paint for free. The paint lives on the item, stays on your body when you fall, and everyone sees it. Armour paint cost sets the price, free as it starts.
- Building paint. With Building painting on and the hammer out, hold the paint key and right click a piece you built to colour it, or every matching piece within 4 m. You see it on the building before you pay, wards are respected, and every player sees it, including those who join later.
- The barracks. A new table in the hammer's furniture tab lists every companion you have out, near or far, with role, level, health and where it is, and those that fell. Call one to you, have it stay, guard the barracks or leave its work, rename it, change its role or dismiss it. With Companions need a barracks on, each barracks houses Companions per barracks (2).
- Loadouts. Customise and gear opens seven slots. As given makes a companion wear exactly what you put on it, and No weapons keeps its hands empty.
- Companions can be unarmed. Look at your companion and press the unarm key (V): once to take its weapons, twice for everything you gave it, a third time to gear up again.
Mounts and pets
- Saddled wolves and boars. They move, run, turn and jump again at any size, a big mount's legs keep pace with the ground, and riding a wolf or boar you attack through it, with its bite or tusks where you look.
- Pet packs. Craft a pack at a workbench and give it to a tamed wolf, boar, lox or asksvin. It carries a pair of crates you can open, more on a lox, and what is inside falls in a floating crate if the animal dies.
- Lead tames. Set Lead tames radius and press Left Alt and H: every tame around you follows, press again and they all stay.
- Tame any creature. Turn on Tame any creature and every beast big enough to ride, and everything that flies, can be fed and tamed: lox, seekers, drakes, birds, dragons and the creatures other mods add. Trolls and the other walking folk stay wild, and so do bosses, faction fighters and villagers.
- Ride any tame big enough. Any tame at least the size of a boar takes a boar saddle and carries you, modded creatures included.
- Fight from the saddle. Swing your own weapon or draw your bow while you ride, on wolves, boars, lox, asksvin and anything else you saddle.
- Tames eat from the feeder. Creatures added by other mods now eat their own food from nearby chests, like the tameable deer one of you sent in.
Quality of life
- Themed title screen. A Deep North title screen with an aurora over the snow and three of the Jarl weapons, behind your main menu.
- Build area in one direction. The area grows from the piece you aim at, to your right and away from you, and the Area side key (Backslash) turns it to your left.
- First person on ships. The camera glides in to your eyes on deck and back out when you step off.
- Guides in F9. A Player guide and an Admin guide in the Guide tab of the MidgardPlus panel, in English, Russian, Spanish and Brazilian Portuguese. The player guide is also on the site: https://midgardplus.odinthered.dev/guide/
- Ship anchors. Press Left Alt and Y aboard. The sail comes down and the ship holds its place through wind, waves and serpents until you raise it, and everyone sees it.
- Hop out of water. Look at a dock, ledge, rock or boat side while swimming and press Jump to pull yourself up. Your swimming skill lets you reach higher.
- Station queues. Look at a smelter, kiln, furnace, cooking station or fermenter and press Left Alt and O to tell it what to take from your chests, how much and in what order, with repeat. Needs Stations fuel themselves.
- Item magnet. Drops within the radius drift to you, only what fits your bag and carry weight, with a toggle key and an only what you carry choice.
- Backpack. A pack worn in the belt slot gives your bag one more row, up to three as you upgrade it.
- Compass keeps north in the middle. A true north dial with the whole circle on the bar and a notch where you look.
- Teammate beacons. Your party on the compass in their own colours at any distance, red while they are down or badly hurt.
- Trolls and bosses smash the area. Their blows hit the built pieces and trees around where they land, never inside an active ward. Collateral damage share sets how hard.
- Chairs are no shelter. A creature's blow knocks you out of your seat, and standing up never leaves you in or behind a wall.
- Raised hearth floor. A half metre stone bed for a fire, so a campfire or hearth can stand on a wooden floor.
- Map pin name switch. An Aa button on the big map hides or shows the names under your pins.
- Quick stack asks first. It asks each chest's owner like the game's Place stacks, fills chests named for what they hold, tells you what moved, and Quick-stack takes the hotbar puts away what you are not holding.
Megin, the RPG add-on
Megin 0.3.0 comes out with this update, on Thunderstore as MidgardPlus_Lodge. Choose a path, take the lodge's quests and contracts in every land, hear the elders' tales, pass the trial gate and climb Himinbjörg, the tower of two hundred floors. Plan your powers with the power builder: https://midgardplus.odinthered.dev/tools/megin/
The creator program
Streamers and video makers who play MidgardPlus can apply to the creator program. Trajan84's full kit is the showcase, the bow and the armour both in 3D. Read about it and apply at https://midgardplus.odinthered.dev/creators/
Fixes
- The stone oven (#80) cooks again with Production timers on.
- Village traders and much more on dedicated servers (#81). Village trade, boss altars, faction fighters, extra bosses and the Red One's saga stones all work far from the world's middle on a dedicated server, where nothing is loaded (ServerFar).
- Admin commands on dedicated servers reach the server and work there.
- Loot tooltips list every mark from more marks, runes and awakening, not only the first eight kinds.
- Naegling and Norna-hjól no longer log Unity errors on their first special.
- Bag rows. MidgardPlus never resizes the bag while another inventory mod owns it, a bag grown by 1.46 to 1.48 settles once, moving items out of the extra rows, and the bag refreshes right after.
- Legend grow rounds up, so midgardplus legend grow 50% really opens the combo stage at half.
- The solo host counts as admin for their own world, so siege raid, dawn and rescan work when you host your own game.
- Square ground tools (#35, #55). With square ground tools on, the cultivator tills and the hoe levels, paves and paths a square that matches its marker.
- Craft from nearby chests (#46) covers recipes that take any one of several ingredients, like raw fish from any fish.
- Ships and carts from plan mode (#79) are built for real instead of sinking through the world as ghosts. Thanks to Duskrynn for the report.
- The seed bed (#77) and every piece a server switches on show up in the hammer without a restart.
- Keys (#57). MidgardPlus keys no longer wait on a window that is already gone.
- Day length (#4) applies on clients as soon as the server settings arrive.
- Skip intro (#13) skips the opening film.
- Everything floats (#21) only floats real items, so the client physics no longer freeze.
- The blast furnace takes every ore (#45) holds in every session, on and off.
- The area off messages (#54) name the real Build area, Terrain area and Planting row settings.
- Vordr's and Mosskin's weapons join the game's item list, so drawing one no longer throws errors.
- The cultivator clears anything a player planted as a piece, and anything that keeps growing back inside your own ward.
- Repairing a loaded ship or cart is never refused by Hammer takes apart ships and carts.
- Lightning rain leaves nothing behind on the network after a strike.
- Extra bosses no longer raises Mosskin at Eikthyr's altar. Mosskin rises only at his Moss Ring.
- The character preview sits beside your bag and never covers the chest, crafting or other tabs.
- The equipment panel opens in its place when a chest opens or closes.
Balance
- Boss material drops are cut to about one loaded bag per kill. Trophies, weapons and prizes are unchanged.
Lighter and smoother
- Big fights are about a third lighter.
- Rune and set effects are more than half lighter.
- Legendary effects are about 40 percent lighter.
- Less to carry. The legendary models are trimmed, the bundles load straight from the mod without a second copy in memory, and boss bundles let go once their bosses are built.
- The settings panel no longer stalls the game. A change saves once and applies only what it touches, and switching tabs keeps the rows it has.
- Less work every frame for legendaries, villages, companions, auras, hover text and the HUD, and the server writes the shared map and the leaderboard in the background.
The website
- Seasonal themes. The site dresses for the season, Vetrnætr this month.
- The admin panel, the Úlfheðnar page and the Creators page are live: https://midgardplus.odinthered.dev/#ulfhednar and https://midgardplus.odinthered.dev/creators/
The launcher, 1.5.88
- One click styles. Vanilla Plus, Quality of life, Adventurer, Builder, Hardcore or Server host. See every change before it is set and undo it all with one button.
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Launcher 1.5.88
03 Oct 2026, 09:50 UTC
A simpler first screen: Install or Play, choose a style and Megin. Styles show every change before they are set and Undo puts it all back: Vanilla Plus, Quality of life, Adventurer, Builder, Hardcore and Server host. Share your own style as a code or a file. Set me up is now eight short questions, one at a time.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.87
01 Oct 2026, 17:10 UTC
Vanilla Plus: a new quick setup with every MidgardPlus feature switched on and the game's numbers left exactly as Iron Gate made them. The survey now starts by asking where your world should begin, and it keeps your place as you answer. The launcher also spots a new update while it is open, without a restart.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.86
30 Sep 2026, 20:30 UTC
The Midgard add-ons page: install, update, switch on or off and remove Megin from the launcher. Plus the 1.51.2 notes.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.51.2
30 Sep 2026, 20:30 UTC
Fixes from your reports.
Fixes
- No Viking Left Behind. MidgardPlus now knows that mod's extra slots and leaves the bag to it: while it is loaded, the equipment panel, Extra inventory rows and Bag rows past 9 stand down, so your bag keeps one size when you join a server. Both editions of the mod are covered.
- The equipment panel opens in its place. It waited a moment at the bottom of the screen before moving beside your bag. Now it appears where it belongs.
- Feather and guck collectors stay what they are. Once placed, both worked and read as a tar collector. Each one now keeps its own kind, and ones already built turn back into what they were.
- Area planting spaces every crop for its size. Flax and other wide crops were set out closer than they need to grow, so only one seed of a grid went in. The grid now leaves each crop the room the planting guide asks for, and the whole grid plants.
This is a patch version: nothing new travels over the network.
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Launcher 1.5.85
30 Sep 2026, 10:00 UTC
1.51.1 what's new, server start script on Play, Send my log, collapsed setting cards with reset and undo
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.51.1
30 Sep 2026, 09:50 UTC
The same update as 1.51.0, packed again. If you are coming from 1.50.1, everything listed under 1.51.0 below is new to you: the station pause key, the planting guide, Auto pin labels, Compass coordinates, the admin map, bigger mounts that grow, a smaller download and the fixes.
Get the launcher at https://midgardplus.odinthered.dev, it picks your language for you.
A server and everyone joining it need 1.51.1 together.
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1.51.0
30 Sep 2026, 09:40 UTC
A working update. You can pause one station and leave the rest running, plant with a guide that shows where a crop will grow, and label your auto pins the way you like. Admins get a map that shows every place and takes them there on a click. Saddled mounts are bigger and grow with their level, the download is smaller, and three fixes from your reports are in. Thank you for sending them.
This is a minor version because the station pause is saved on the station and the admin map adds two network messages, so a server and everyone joining it need 1.51.0 together.
Get the launcher at https://midgardplus.odinthered.dev, it picks your language for you.
A smaller download
- The download is about 55 MB, down from 72. The models and textures inside are packed tighter, and the forms of Norna-hjol share one set of textures, so MidgardPlus.dll is 60 MB, down from 81. Nothing was taken out.
Fixes
- Companion gear comes back once. With Companions keep their gear on, what a fallen companion carried goes to the next one you call and nowhere else, and it stays that way after you log out and back in. What a dismissed companion leaves on the ground is all there is of it. Thanks to BlackDragonDeath for the report.
- The F9 panel says when a change is not in force here. On a server, your own options like the Clock and Show season on the HUD follow the server while you are connected, so the panel now says that your value is saved and what the server has, instead of only saying it changed. A setting that is sitting out for another mod says so too. With Lock settings between updates on, every change the panel makes is written to the lock straight away. Thanks to Frankly Franky for the report.
- Keep food after death holds on next to other death mods. Your plate is now read before any other mod handles the death, and it stays remembered until the food has held on your new body. If you stand up without it, it is put back, with your health to match, and an empty plate never replaces a fuller one. Thanks to NightGod for the report with Gentle Death.
Stations
- Station pause key. Look at a smelter, kiln, furnace, fire, cooking station or fermenter and press Left Alt and P to pause that one station, so Stations fuel themselves takes nothing from the chests for it until you press it again. The pause is saved on the station, so everyone sees it and it lasts, and the hover text shows it with the key. With Smelters fill nearby chests on, a paused station still empties what it makes into them. The text of Stations fuel themselves now says that it starts at once. Thanks to Earendr for the report.
Farming
- Planting guide, snap and restriction. A ring shows the room a crop or sapling needs, green where it grows and red where it would be stunted, with rings on its neighbours and on anything in the way, and a warning when a new plant would stunt one already there. Snap moves it to the nearest spot where it grows, packed against your other plants, and Alt with Shift or Ctrl and the wheel nudges it in fine steps. Restriction stops you planting where it would never grow and says what is too close. Works with rows, grids, crop rows and seed beds. All off, as they start. Thanks to Pecs for asking for it.
Admin tools
- MidgardPlus commands on the F9 panel. The MidgardPlus group on the Commands tab now has All legendaries, Fill the bar, Give a legendary with a list of every one by name, Save a report, and the rest of the midgardplus commands, so you don't have to type them. They follow the same admin rules as the console.
- Admin map on the F9 panel. Under Cheats and you on the Commands tab, admins get three new switches. Show every place puts bosses and altars, traders, MidgardPlus places and the homes of the legendary rumours on your big map as named pins, with dungeons and villages one click away. Reveal the whole map lifts the fog. Click to teleport takes you anywhere with Left Ctrl and a left click on the map, or onto a pin when you click one. The pins and the lifted fog are yours alone, are never saved to your character or the shared map, and go away when you switch them off. All three start off, need Admin devcommands on, and a server sends its list of places only to its admins. Teleports go in the Admin change log. In the console it is midgardplus map all, fog and click.
New to switch on
- Compass coordinates. A small line under the compass shows where you stand, like X 1234 Z -567 Y 42, and keeps up as you move. It sits with the Compass readout line when both are on. Needs Compass on. Off, as it starts.
- Auto pin labels. Choose what the pins from Auto map pins say beside their picture. Name writes what it is, as it always has. Short keeps only what a picture cannot tell you: a portal's tag and which kind of dungeon it is. None shows the picture alone. A pin you renamed keeps your name, the pins already on your map follow the choice, and it is yours alone. Needs Auto map pins on. Asked for by NightGod.
Mounts
- Saddled mounts are bigger and grow as they level. With Mounts on, a saddled wolf stands 1.5 times a wild one and reaches 2.2 times at riding level 5, a boar 1.8 to 2.6 times, a lox or asksvin 1.1 to 1.4 times, and everyone on the server sees the same size. The saddle, your seat, its bite reach, its footsteps and your camera grow with it; health, damage, speed and stamina do not. Take the saddle off or turn Mounts off and it is its old size again. Large mounts need wide doors. Two new server settings under Mounts: Mount size, a multiplier from 0.5 to 2, and Mount growth with level, which is on. Mounts itself is off, as it starts.
For add-on makers
- The add-on API. MidgardPlus now has a public API that other mods can build on, with its own settings, text, bars, casts and saga events. It does nothing until an add-on is installed, so nothing changes in your game today.
The launcher
- Start your server from Play. On My server, pick your .bat or .cmd once under Start the server from the launcher, and Play, now labelled Start server, runs it from its own folder in its own window. Asked for by Earendr.
- Send my log. On Help and tools. It gathers your log and the MidgardPlus report, strips your Windows user name, Steam, Xbox and PlayFab IDs, IP addresses, PC name and emails, shows you every file before anything is written, saves a zip and opens Discord. Nothing is sent for you.
- Settings pages, from Earendr's feedback. Setting cards start closed on one line with their state, and search opens the ones it finds. Each Game settings page has Reset this page to vanilla and Undo to last saved. Check my settings opens the whole list of what you changed, each with Back to vanilla. Settings that hold a list, like Carry weight from skills, get a row per entry. Bosses get a sub-menu with a sub-menu per boss. A server can bring in the player's own changed server settings it still has at vanilla.
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Launcher 1.5.84
30 Sep 2026, 02:50 UTC
Legendary balance settings, restock fills the equipment slots, house chests keep gear with its kind.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.50.1
30 Sep 2026, 02:50 UTC
The legendaries now play the way your server wants them to: as made, grown alongside your world, gentler, mightier or at your own number. Restock reaches your slots, and house chests keep your gear where it belongs.
Legendary balance
- Legendary balance is a new server setting that sets how hard the legendaries hit, powers, finishers and block included. As made, as it starts, keeps them exactly as they were built.
- Progression ties them to your world: 35 percent before any boss falls, rising with every boss beaten until the Fader, when they stand at full strength. A legendary found early helps you along without taking the early game away from you.
- Gentle holds them at 60 percent, close to the game's own best weapons, and Mighty lifts them to 150 percent for anyone who wants to be the storm.
- Custom uses Legendary strength, anywhere from 25 to 300 percent.
- Legendary finisher needs growth keeps the full bar finisher asleep until the weapon has grown to full strength from its kills. The bar shows how many kills it has taken so far, and every other power works from the first swing. Off, as it starts.
Restock and house chests
- Restock fills your slots. Arrows in the ammo slot, meads in the quick slots and food in the food slots are topped up from nearby chests along with the rest of your bag.
- House chests keep gear with its kind. A chest signed Iron gathers iron bars and iron scrap, and your Iron Pickaxe goes to the chest signed Tools or signed with its own name. Weapons, tools and armour follow their group word or their exact name.
This is a patch version: nothing new travels over the network, and the new settings are server settings that sync to everyone who joins.
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1.50.0
30 Sep 2026, 01:50 UTC
Nineteen new Jarl weapons, each built around one idea no other weapon in MidgardPlus has, among them a staff that looses Fenrir for a price in blood, a cursed greatsword that will not be sheathed hungry, a spear whose job is to make everyone else's weapon hit harder, Thor's own fists, which get there before their thunder, gauntlets that cast stone, edge and ember as lots, need-fetters that bind, heal, seal and judge, and the Norns' own wheel, which spins into a new weapon every time. That makes thirty Jarl weapons to find. Odin's Galdr Gauntlets now have their hands, and Zero's Winter Yew wears the charred skulls he asked for. Fixes from your reports ride along too. Thank you for sending them.
This is a minor version because the new weapons, Fenrir and their projectiles are new to the network, so a server and everyone joining it need 1.50.0 together.
Fixes
- Companion gear. A companion's saved gear comes back once, to the next one you call, and never a second time when another is dismissed. A companion that falls with nobody to take its things leaves them on the ground where you can pick them up.
- Item drawers with backpack mods. Taking from a drawer takes out only what your bag really kept, whatever other inventory mods are loaded.
- The Wishbone. Wishbone finds works on its own, no key needed. The Wishbone hunts the game's own treasure and silver together with the finds you chose, pings for whichever is nearest, and names it in the top left. Wishbone target key narrows the hunt to one kind.
- Rarity on upgrade. An upgraded item keeps its rarity and marks, found by the slot it sat in.
- Haldor's pockets. When your bag is already at its row limit, the Buy button tells you why, and no coins change hands.
- Network pacing. When another networking mod already owns the game's send code, MidgardPlus steps aside for it and names that mod once in the log, so the two never fight over the same numbers.
- Settings groups. The F9 settings group names load cleanly, with no warnings in the log.
- The hip lantern. It shows at your hip and lights your way day or night, in a cave or at home in your base.
- Fields you planted stay yours to clear. Mushrooms, yellow mushrooms, thistle, dandelions and berry bushes from Plant anything grow into the real thing, and the real thing comes back after every pick. Now the cultivator's remove key (middle mouse) takes them out: a ripe one you planted gives back what it cost to plant, and one that was picked and is growing back can be cleared by aiming at the spot where it stood. Wards still protect what they cover. Nothing you plant grows on top of one that is already there, picked or not: the ghost turns red and tells you, rows skip that spot, and a sapling already planted on top waits for room instead of doubling up. Reported by MuscleBearGamer, with TylerS76 finding the missing middle click.
- Coins fit the misc slots, next to keys, trophies and fish. Reported by NightGod.
- Health follows your plate after a death. Auto eat's pause near a workbench or on a boat no longer holds back your maximum health, and a new body reads its health from an empty plate straight away. Reported by NightGod.
- Keep gear on death steps aside for Landoria GentleDeath, which splits the tombstone itself. Reported by NightGod.
- The hot tub is a fire. With Stations use nearby chests, the hot tub follows the Fires entry in the station list instead of counting as a smelter.
New to switch on
More features, each off or at the game's own number until you change it.
- Auto map pins. Berry bushes, mushrooms, thistle, dungeons and caves, portals, the ships you leave, wild beehives and loose deposits go on your map as you walk past, one pin per patch, and come off once the thing is gone for good. Each kind has its own switch, pins you clear stay cleared, and the server map share never sends them. The compass can show them too, and Compass readout names the marker nearest the middle with its distance and bearing.
- Achievement goals. Every Valheim achievement with this character's progress on each part, from every creature to every thing to craft, eat or build, with up to three pinned on your HUD as goals. It opens on O.
- Crafting leaves in chests. Crafting, building and repairing from nearby chests always leave a reserve of each thing behind, and Crafting leaves per item sets your own numbers, like Wood:50.
- Wood in water stays sound. Docks, piers and stilts standing in water stop taking wet wear, while rain still wears unroofed wood on dry land.
- What stations hold. Set how much ore, wood, flax, barley and soft tissue each smelter, blast furnace, kiln, eitr refinery, spinning wheel, windmill and hot tub holds, and the coal or sap each bar or eitr burns. Lowering a number never takes anything out of a station.
- Beds, falls, tames and wards. Sleep without setting your spawn with Left Shift on a bed, cap how much one fall can take, keep tames alive against everything but the butcher knife, and keep the world's spawns away from an active ward.
- Building. Protect built pieces from creatures, players or everything, keep boats and carts from damage, set support strength and reach by material, light fires on wooden floors, and repair every connected piece of a building with one press.
Odin's Galdr Gauntlets
- Both gauntlets are on your hands now, crystal and rune sigil and all, and the sash is gone.
Zero's Winter Yew
- Real skulls at both tips, charred black with ember cracks, their eyes burning red under a crown of ice. Frost crusts the whole bow and grows thickest toward the skulls, and the dark leather grip and forged steel crystals around the handle hold it all together.
Odin's Gelgja
A staff cut from the setting that holds Fenrir, with the fetter running slack.
- Van. Every cast throws the wolf's poison slaver.
- Gagged Jaws. The secondary attack bites ahead for poison.
- Mire of Lyngvi. Hold the secondary and a bog rises around your foes.
- Thviti. Enough marks on a foe slam it down and pin it.
- Loose the Wolf. With the bar full, hold the form key and Fenrir hunts at your side. He takes a share of your health on the spot and all healing is refused until he is bound again, and then it comes back. No cooldown: the price is the limit.
Odin the Red's Tyrfing
A cursed greatsword with no element at all, so nothing in the bestiary shrugs it off.
- Blood Debt. Go too long without drawing blood and it starts taking your stamina, and it will not leave your hand until it kills.
- Blood Arc. A crescent that cuts through a whole line and sharpens on every body.
- Dvalinn's Ransom. Every kill cuts once for each body in the ring.
- Bare the Blade. A lunge nothing interrupts.
- Three Evils. The last blow of a heavy chain hunts the strongest thing on the field.
- Svafrlami's Doom. Your own healing locks shut while every blow takes a share of what a body can hold, then the sword splits the ground.
Odin the Red's Laevateinn
A rune cut twig that opens what nothing else can hurt, for the whole party.
- Nine Locks. Throw spears that stand where they land.
- Sinmara's Chest. Setting the ninth bursts them all at once and strips resistance where they cross.
- Runecut. A thrust that learns a kind of creature for good.
- Vidofnir's Fall. Every few thrusts take a step off whatever the target guards best, so everyone hits harder.
- Gates of Death. A doorway of grey light where nothing keeps a resistance and everything takes more.
More of Odin the Red's weapons
Sixteen more, each with its own model, its own powers, the charge bar, the glow and element of a Jarl weapon, growth with every life it takes, and a place in the world where it can be found.
- Glapsvidr and Svipall. Twin curved blades, frost on one and the aurora on the other, that grow stronger with every blow you avoid until one real hit takes it all.
- Þrymlúðr. A Dvergr slug gun, one thunderous slug a wind, where the reload is the fight.
- Vegtamr. The way-tamer's atgeir, weakest at your own hearth and strongest where nobody has been.
- Sköfnung. The mound sword that sleeps in the sun and wakes in the dark.
- Hnikarr. A siege crossbow that stills the gale and ends the argument with one bolt.
- Riðill. Regin's knife, made for the work after the fight.
- Nægling. The sword Beowulf broke on the dragon, nailed through a block of iron, and better every time it breaks.
- Mistilteinn. The one sprig that never swore, grown through the old barrow blade.
- Draugadróttinn. The lord of the draugar, a staff that stands your dead back up.
- Dáinsleif. The dwarf's axe that keeps a ledger, and what it opens stays open.
- Angurvaðall. The axe whose runes lie dim in peace and burn when war is coming.
- Biflindi. The painted tower shield that throws every blow back as fire.
- Þrúðhendr. Thor's strength-hands, all speed: lightning in every punch, a flash step through the line, and a pillar of lightning when the bar is full.
- Hlautvið. Gauntlets that cast lots of stone, edge and ember, charged in the hand and loosed as a crushing blow, a spectral blade or a fireball.
- Nauðfjötrar. Five chains on one hand, each marked with the need-rune, that bind, heal, seal and judge.
- Norna-hjól. The Norns' wheel on an ash haft. The heavy attack spins it into one of nine weapons, from Urdr's scythe to Skuld's bow, and whatever it lands on must be used up before it turns again.
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Launcher 1.5.83
30 Sep 2026, 01:40 UTC
Mouse buttons bind cleanly, updates while a server runs from another folder, Jotunn kept current, and the 1.50.0 notes.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.82
29 Sep 2026, 18:10 UTC
Cards for Queue weapon changes, its window, and Re-equip after swimming, plus the two rumour settings on a card of their own. Russian, Spanish and Brazilian Portuguese descriptions for every setting in 1.49.0.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.49.0
29 Sep 2026, 15:40 UTC
One mod to rule them all. This is the biggest MidgardPlus yet: sixteen packs of new features, a big quality of life pack among them, each doing the job of a mod you may be running today. There are new Jarl weapons for Zero and for Odin, whole new powers for the knives, the swords and the Stormgrinder, arrows of light for every legendary bow, and new powers for every Jarl weapon. Server owners get more control too: the F9 panel runs the server, and admins can set how big legendary effects may get. We also fixed a few bugs found by our community. Thank you all for the reports.
A note on timing: I am away from tomorrow until Sunday, so today is the last day for hotfixes this week. Anything found after today gets fixed from Sunday on.
Every new setting starts off, so your world plays exactly as before until you switch something on. Each new feature also steps aside by itself when the mod it replaces is loaded, says so once in the log and keeps your setting saved, so two mods never fight over the same job.
Get the launcher at https://midgardplus.odinthered.dev, it picks your language for you.
This is a minor version because the new pieces, items and messages, the Winter Yew, the Galdr Gauntlets and the new chains, feathers, knives, wolves and bolts are new to the network, so a server and everyone joining it need 1.49.0 together.
Fixes
- We fixed a few bugs found by our community, among them in the bag, the seals, the Wishbone, upgrading rare gear and the keys around the F9 panel. Thanks to everyone who reported them.
Companions
- Companions take jobs. Lead one to a Garden sign and it keeps that garden, harvesting and planting again, seed beds too, or to a kitchen and it cooks. A Household board shows who does what, and the harvest goes into the right barrel or signed chest. Steps aside for Offline Companions.
Farming
- See where you plant. A ghost on every spot a click will plant, red where the crop cannot grow, with a count and the grow time. Crop rows line up with the field beside them, and Alt and the wheel size the planting area.
- Bulk harvest, Replant after harvest, and the Seed bed, where crops grow without tilled ground. Steps aside for PlantEasily and MassFarming.
Storage
- Quick stack fills the open chest too, follows chest signs and groups by kind. Store all, Restock, Sort by and a Trash button that can recycle. Food, seed and meat barrels with a lid that shows what they hold. Steps aside for Quick Stack Store Sort Trash Restock, OdinsFoodBarrels and SmarterContainers.
Slots
- Up to six quick slots with their own keys and a quick slot bar on screen, a second utility slot, two misc slots for coins, keys, trophies and fish, and slots that open boss by boss. Slots refill from your bag and one key eats from every food slot. Steps aside for Equipment and Quick Slots, Extra Slots and the other inventory slot mods.
Archery
- A quiver bar with a key for each kind of arrow, Left Alt and 1 to 4, a draw bar on the weapon readout, and arrow recovery that knows arrow kinds and the arrows left in a kill.
- Bowcraft: draw speed and stamina, crossbow reload and recoil, critical arrows, archery XP, a crouched draw, crosshair colours and an aim trajectory, all steadied by the Hunting skill. Steps aside for BetterArchery and BowPlugin.
Sharpening and Blacksmithing
- Four whetstones, rough, fine, dragon and runed. Grind a blade for a few seconds and it keeps a honed edge for a number of blows, with a glint everyone can see.
- The Blacksmithing skill rises as you craft, upgrade, repair and sharpen, for keener edges, extra durability and cheaper repairs. Steps aside for Blacksmithing by Smoothbrain.
Skills
- New skills: Ranching, Building, Tenacity, Endurance, Vitality, Exploration and Herbalist, with a herb table and dandelion and thistle tonics. Bonuses for the game's own Cooking, Woodcutting, Dodge and Sneak, and food that raises stamina regen.
- Passive boss powers, professions, smarter skill gain, reliable block and carry weight from skills. Each steps aside for the Smoothbrain, blacks7ar or other mod it replaces.
Mounts
- Ride your tamed wolves and boars on a saddle you craft and upgrade. Every mount, lox and asksvin too, levels up as you ride, adds to your carry weight, comes to your whistle and pulls a cart with the cart hitch key.
- A taming rope holds a wild animal while you tame it. Creatures another mod already saddled are left alone.
Ships and carts
- Longship upgrades fitted at the mast: a hinged mast, a lantern, sail colours and patterns, a tent, side shields, a bigger hold and a surtling brazier. The surtling boost burns cores to push any ship, even into the wind.
- Crafting carts carry a workbench, forge, cauldron, stonecutter, artisan table or black forge. Steps aside for LongshipUpgrades, Surtling Boats and CraftyCarts.
Portals
- Choose which tames follow you through a portal, take carts through with their load, let enemies give chase, pay a toll for ore, and travel faster by tier. Portal stations and a travel stone you carry. Steps aside for TeleportEverything, QuickTeleport, FastTeleport and PortalStations.
World
- Traders sell more and hold goods back until a boss falls, dungeons grow bigger, creatures roll past two stars, skills wait for bosses, and loot, night length, recipes, stack sizes and weights are yours to set.
- Pressure plates and lifts, tar, feather and guck collectors, forty more of the game's own pieces, leviathans that rise again, forests that grow back mixed, a map shared by the server, guild wards, locked tombstones, a training yard, spearfishing, fires that need lighting and smoother saves.
- Each part steps aside for its own mod, from TradersExtended and Max Dungeon Rooms to PressurePlate, ServerSideMap, ProtectiveWards, TombstoneLock and the Zen and Venture mods.
Raids
- Upgraded sieges take over every raid: a siege book you can rewrite, faction and seasonal sieges, a war horn before the attack, and rewards when your base holds.
- The War horn shrine calls a horde in waves, ending with a warlord. Steps aside for Custom Raids, and the shrine for Valheim Fortress.
Saga Book and bounties
- The Saga Book opens on J: creatures slain land by land, finds, lands walked, the bosses and their tales, and 68 deeds with rewards and titles to wear.
- Bounties from a Bounty board and the village trader: 45 named, starred hunts across eight lands. Steps aside for Almanac.
Admin tools
- The F9 panel takes over from Server devcommands: admins on a server can use its commands, search them with suggestions, spawn any prefab, save and load settings presets, and drag the panel to any size. Steps aside for Server devcommands.
- The F9 panel keeps the look you know on every tab. The new tools sit quietly inside it: one command line under the feeds, the new commands as ordinary buttons in the groups they belong to, and your aliases and keys at the bottom.
- F9 Game settings fold into groups: each section folds open and shut with a count, and big sections split by feature, so all the Mounts or Companion settings sit together under one heading. Only changed now means changed from vanilla, Only switched on shows the features you have on, search opens every group it finds something in, and the panel remembers which groups you left open.
- The panel resizes from its corner and from its right and bottom edges, and stops at the edge of the screen. Rows with long text grow to fit, and button text shrinks to fit in every language.
Quality of life
- Stations fuel themselves. Smelters, kilns, blast furnaces, spinning wheels, windmills, eitr refineries, fires, torches, hot tubs, ovens, cooking stations and fermenters take what they need from the chests around them, and with Smelters fill nearby chests on they empty back into them, so nothing on a cooking station is left to burn. Kilns can stop at a set pile of charcoal, and chests can always keep a few of everything for you. A kitchen with a cook companion is left to the cook, and builders leave these stations to the chests.
- Timed torches that rest by day and light at dusk, and ovens that never run out of wood.
- Production timers on every station, a compact status list with names and time left, a weather forecast under the clock, and a better chat window with times and coloured shouts and whispers. All of them move with the HUD layout key, beside the quiver and the quick slot bar.
- Coloured durability and food bars, your shots counted on the hotbar, biome notices, a bag that opens at once, item icons when you look at things and MidgardPlus tips on the loading screen.
- Item and recipe browser on Left Alt and I: every item in the game, where it comes from and what it goes into.
- A build panel you can drag and grow, a rotation gizmo with rings, tilt and roll by holding the mouse thumb button or Z and turning the wheel, a key for the rotation step and one to lay a piece flush on a slope, and snap points on fences and stakes.
- Chest names on Left Alt and N. A name is read like a House chests sign, so smelters, stations and quick stack put things where the name says.
- Damage numbers for everyone, only you or nobody, knockback you can tune, bare fists that never hit your pieces or tames, instant equip, weapon swaps on the run, hide your helmet and quiet ladders.
- A hip lantern in the trinket slot, so your belt stays on. With Equipment and quick slots on, the panel keeps its trinket slot open for it beside both utility slots. Bright and wisp lanterns, and a wider Wisplight.
- Mounts get two more settings, how fast a mount tires and how fast a fed one gets its breath back.
- Each part steps aside for its own mod, from AutomaticFuel, VNEI, Gizmo and SearsCatalog to MyLittleUI, MinimalStatusEffects, HipLantern, Chatter, Intermission and the Zen mods.
Odin's Galdr Gauntlets
A new Jarl weapon: a pair of ornate eitr gauntlets worn as fists, built on the Deep North gold fists, with a glowing crystal on the back of each hand and a rune sigil in each palm. They carry Odin's name until their own Jarl is named, and admins can spawn them with midgardplus legend gloves.
- Galdr bolt. Every punch looses a bolt of galdr.
- The Elivagar torrent. Hold the secondary attack and a torrent pours from both palms.
- Ymir's Fall. A secondary attack in the air brings you down as Ymir's Fall.
- The rune flurry. Every fifth punch in a chain looses a flurry of runes.
- The Heart of Ginnungagap. With the bar full, hold the legendary form key to gather the heart above your head and throw it.
Zero's Winter Yew
A new Jarl weapon, named for Zero, who backs MidgardPlus and only ever reaches for a bow. Ullr keeps his hall in the Yew Dales where the snow never goes, and Zero cut this longbow from the heart of the oldest yew there, frozen through to ice, with a snarling wolf of rime at either tip. It needs no arrows: every draw looses an arrow of ice light. It turns up where the other Jarl weapons do, and admins can spawn it with midgardplus legend zero.
- Ice Arrows. An arrow drawn past half shatters into up to five shards of ice when it hits.
- Frost Wolves. Tap the secondary attack and three frost wolves (four once the bow is fully grown) run down the nearest foes, bite, and chill everything around them.
- Hoarfrost. Three arrows in the same foe within four seconds freeze it through, and it bursts into eight shards that fly out all around.
- Blizzard Volley. Hold the full draw a little longer and let go: thirty hailstones fall across 11 metres where you aim and slow everything under them. Once every 8 seconds.
- Ice Lance. Arrow hits fill the bar. Full, hold the full draw long and let go: a lance of ice pierces everything in its path, freezes and shatters each foe it passes, and ends in a frost nova.
- The draw bar marks where the blizzard and the lance are ready.
- While you carry it, Ullr's Stride makes you a little faster and the cold bites you less.
Sajakain's twin axes now carry his name in every language.
Hugin and Munin
The knives have all new powers, built on Odin's two ravens.
- Raven Feathers. Every swing looses a feather out to 22 metres, red from one hand and gold from the other, and every hit leaves a blood mark.
- Blood Marks. Blows, feathers and knives mark a foe, up to five marks. Marked foes bleed every second, and the fifth mark opens the veins for a heavy hit.
- Shadow Step. The secondary attack blinks you behind the foe you aim at. Feathers burst out where you land and mark the foes around you.
- Knife Flurry. Every fourth blow that lands in a chain throws eight knives in a fan.
- Murder of Crows. A marked foe that dies bursts into ten feathers that fly out and mark every foe close by.
- Hugin and Munin take wing. With the bar full, hold block a second and let go. For six seconds the ravens circle overhead and dive on your foes with feathers and knives, then open the veins of every marked foe.
- The knives are the size of real daggers now, twice what they were, and their element sits on the blade instead of beside it.
The Fetter and the Wing
The swords are built around their chains now.
- Chain Dart. Every swing throws a chain of lightning out to 26 metres. It binds the foe it hits, lashes out to two more close by and drags them together.
- Chain Hook. The secondary attack throws a hook out to 30 metres. It yanks a foe to you. A boss or a heavy foe pulls you to it instead, and a hook in stone or wood pulls you across.
- Chain Whip. Every fourth blow that lands in a chain throws six spectral blades down the chain, and one more along the chain to every other bound foe.
- The Reel. When a chained foe dies, or four foes wear your chains at once, every chained foe within 25 metres is hauled into one knot and thunder breaks around it.
- Gleipnir. Blows fill the bar, and a perfect parry adds more. Full, the next secondary attack binds and roots everything within 12 metres, then every chain explodes in thunder, more chains for more damage, with a nova and a ring of twelve blades.
- The swords are the size of real swords, 1.8 times what they were, a little longer than the game's own one handed swords.
New powers for the older Jarl weapons
- Úlfrinn's Fang. On every third blow that lands, the storm wolf leaps on from foe to foe with lightning. On every fifth swing it howls, and a line of lightning runs out ahead of you. And the Wild Hunt: blows fill a bar, and when it is full, hold attack and two storm wolves (three once the axe is fully grown) fight beside you for 25 seconds while lightning howls 9 metres around you.
- SweatyT's Talon. Thunderhead: once every 5 seconds an arrow that lands calls a thunderhead onto its prey, lightning 8 metres around that leaps on to more foes. Raven Scatter: with the bow at rest, the secondary attack shakes seven storm bolts loose in a fan out to 20 metres, for 25 stamina.
- SweatyT's Stormwing. Wingbeat: attack while blocking and the eagle drives you 5 metres ahead behind the shield, with lightning for every foe in the way. 24 stamina, once every 5 seconds. Rolling Thunder: four quick blocks roll lightning 28 metres along the ground ahead. A perfect parry counts as two.
- NightGod's Crescent. What falls to it brings stars down on the foes around it. A perfect parry brings on an eclipse, a burst of spirit that staggers everything near you. The Moonturn Cut: every tap of the form key turns the blade and cuts a full circle of fire 5 metres around you, 6.5 metres into the great form, for 18 stamina. The Full Moon: land five blows in a row and eight crescents fly out all around you.
- Tera's Hornbearer. Every fourth stab that lands looses an amber ember that bursts in fire. Every third kill sends the horn round the guests: you and those beside you heal, and amber fire bursts around you. The Hall Horn: every third throw that bites sounds the horn where it struck, amber fire 10 metres around.
- Odin the Red's Stormgrinder. Spark of Gungnir: a swing looses Odin's spear along your aim, lightning out to 32 metres, and forks on to three more foes. Anvil Strike: every third blow in a row comes down like a hammer on the anvil, blunt and lightning 5 metres around, and ends in eight bolts flying out and a strike from the sky. Call the Storm: hold attack a second and 24 bolts fall across 14 metres, mostly on your foes, while your sky turns to thunder. The Thunderer's Wrath: with the bar full, hold attack a second. The sky darkens, lightning hunts every foe within 22 metres for ten seconds, and it ends in judgement and a ring of sixteen bolts. The storm is your own sky only and clears when it ends. The new powers wake when the hammer finds you worthy, as before, and its lightning now sits on the hammer head. Thunder's Answer: what dies under it is answered by thunder 7 metres around the fallen.
- Úlfrinn's Fang leaps now fly as homing lightning bolts, and Sajakain's Ember and Rime throw six embers or ice shards all around on every fifth blow that lands.
- Every legendary bow shoots arrows of light in its own colour. It draws and fires with an empty quiver and uses no arrows.
- Admins can spawn Stormgrinder (Test) with every power awake, to try the whole hammer. It never drops and never shows in the Vault.
- Legendary effects you can turn up or down. The explosions, beams and sparks start on Tame: still big and pretty, but they no longer drag your frames down in a busy fight. Want the full loud boom? Pick Full under My legendary effects in the F9 panel or the launcher. Light is for weaker machines. Admins set the server's level and can stop players picking Full on a crowded server. Only the look changes, never the damage, and it switches at once.
- The Elivagar torrent pours out of a ball of light. Hold the secondary attack and a glowing orb in the gauntlets' colour gathers between your palms, pulses while the beam streams out of it, and is gone the moment the torrent stops.
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1.48.0
29 Sep 2026, 05:00 UTC
Sorry for a second update so soon after 1.47.0. I am out of town from now until Sunday, and I would rather you had these fixes in hand than have them sit on my machine until I am back.
There will be no patch this Wednesday. I am away, and the next one comes after I am home.
Four more Jarl weapons, a red and gold sash on every legendary, two things the Discord asked for by name, and the bag rows fix that 1.47.0 promised and did not carry.
Get the launcher at https://midgardplus.odinthered.dev, now in English, Russian, Spanish and Brazilian Portuguese on the web as well as in the launcher itself.
This is a minor version because the new weapons are new to the network, so a server and everyone joining it need 1.48.0 together.
Your bag stops growing on its own, and one that already grew comes back down
This is the one a lot of you have been living with. It was mine, it needed no other mod, and it is fixed properly this time.
- What was happening. The equipment panel keeps its gear in rows at the bottom of your own bag. Three places in MidgardPlus counted those rows as bag rows you had filled, and asked the game for a bag that big. The game writes that number into your character file, so it came back every time you loaded, and it could only ever go up. That is why taking your megingjord off and putting it back changed the count, why it happened with no other mods, and why going back to an older MidgardPlus did not undo it: the bigger bag was already saved on your character.
- It stops now, and a bag that already grew reclaims its rows by itself a moment after you load in, with a line in the log saying how many rows came back and how many stacks were moved.
- Nothing is ever dropped to do it. An item is only moved when there is somewhere for it to go. If your bag is too full for the rows to be given up, they are kept and the log says how many free cells it needs. Anything of yours sitting in one of those rows is counted and kept, whatever else happens.
- Reported by Zyfell, Pecs, GGen, Goldi and Gus. Pecs found that taking the megingjord off and on moved the count, which is what led me to it.
- Separately, MidgardPlus now also stands its own Extra inventory rows and Bag rows past 9 down when it sees one of six other slot mods already adding rows. 1.47.0 announced that and the rule never made it into the build that shipped.
The Stormwing is actually in the game
- SweatyT's Stormwing now appears. 1.47.0 announced the storm eagle buckler, and the weapon was built, but it was never added to the list of weapons the game is allowed to load, so it could not drop and could not be spawned. The log said five of five weapons were ready and meant five of six. It loads now, and so does everything after it.
Four more Jarl weapons
- Odin the Red's Hugin and Munin, a pair of daggers named for the ravens of thought and memory. They have five ways to fight, and all of them come from what the two birds are for.
- Hugin flies ahead and you follow, stepping clean through the world to land behind your enemy. Strike again quickly and Munin carries you back to the ground you left.
- Hugin is thought, and reads the foe. The first time Hugin cuts a kind of creature he learns what it fears most, and tells you. From then on both knives add that damage to every blow, and more of it where the weakness is real. A creature that shrugs off everything is cut plainly.
- Munin is memory, and keeps the ground you left. Every blow Munin lands marks the spot you were standing on, up to four at a time. Step, and every mark bursts where it stands, one after another, not around you. The road then clears and has to be walked again.
- The ravens keep the debt. Every wound something else deals you while the knives are in hand is written down, and the next foe you cut pays all of it back on top of the blow, in beaks. The debt fades if you wait too long to collect.
- Odin's Stormgrinder, a one handed hammer that only the worthy may lift. Its weight is measured against the bosses you have felled, your skill with clubs and the name you have made. Carry too little worth and it drags in your hand and refuses to leave it. Earn enough and it flies true and comes home.
- Odin the Red's Fetter and Wing, a matched pair of one handed swords, the Lord of the Gallows written as a weapon. The Fetter locks a chain on everything it cuts, up to five, and the fifth roots the foe. The Wing cuts every chain at once for lightning. The secondary attack sends the chains out all around and hauls everything off the ground, and what goes up takes the fall. Every fourth blow that lands, the chains drag the blades back across the wound a beat later. A full bar is the Nine Nights: everything near you hangs in the air while nine bolts come down one at a time.
- The Stormgrinder was rebuilt after its first head read as a mallet. The head is squared and flared now, with flat striking faces, a Thurisaz rune cut into each one, knotwork channels carved around the cheeks and lightning running in real trenches rather than drawn on the surface. The head is a third of the weapon instead of a quarter, and the haft is shorter and thicker to match.
Every legendary wears the sash
- A red and gold sash hangs from the butt of every Jarl weapon, cut as cloth rather than as stiff ribbon: sixteen rings down its length, five strips, a real curl and sag, and a deeper red against softer gold.
Asked for on the Discord
- Queue weapon changes. A weapon change pressed during a swing is kept and happens the moment the swing ends, instead of being thrown away. Queued weapon change window sets how long a kept press waits before it is dropped. Off as it starts. Asked for by HatchnetDuskrynn.
- Re-equip after swimming. What the water took out of your hands is given back when you reach the shore. Off as it starts. Asked for by HatchnetDuskrynn. It sits beside Weapons in water, which stops the water taking anything in the first place.
Where the Jarl weapons sleep
- Every Jarl weapon now names the place it is found, and Hugin will tell you where to look. Legendary rumours turns it on, and Legendary rumours on the map puts the place he names on your map so you can go and find it. Both off as they start.
Fixes
- A legendary costs stamina to swing. The Jarl weapons were built without a stamina cost, so they swung free while every other weapon in the game paid. They cost what their tier should cost now, and a heavy swing costs more than a light one in the same proportion the weapon already used.
- A bound key fires even while you are holding another one. A MidgardPlus shortcut only answered when its combination was the only thing held, so walking forward, crouching or holding a controller button swallowed the press.
- A window that will not close says which one it is. When the game would not give your keys back, the log now names the stuck window instead of leaving you to guess.
- The Gravejarl is measured as he stands, not as his mesh was authored, so he is the size he is meant to be.
- The blast furnace learns every ore the moment the setting says so, instead of waiting for a reload.
- The free stamina rewrite only goes in when something actually asks for it. The code that makes a tool cost nothing was being woven in whether or not any setting wanted it, so it sat in the stamina path for everybody. It now goes in only when a setting has asked for free stamina.
The launcher
- The two rumour settings have a card of their own, in every language the launcher speaks.
- The launcher carries cards for Queue weapon changes, its window, and Re-equip after swimming, so you can find them without hunting.
The website speaks four languages
- midgardplus.odinthered.dev is now in English, Russian, Spanish and Brazilian Portuguese. Flags in the top right, and your choice is remembered. The Russian page also had a fault that put the same release note on it again every ten minutes until the page was twenty seven megabytes; it is one megabyte again with every entry kept. Translated by AI.
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Launcher 1.5.81
28 Sep 2026, 22:10 UTC
The launcher speaks Spanish and Brazilian Portuguese as well as English and Russian, with a picker in the header. It chooses your language from your saved answer, then the game, then Windows, and you can change it any time.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.47.0
28 Sep 2026, 22:00 UTC
Three new Jarl weapons, the Legendary Vault, replay bosses that hit like bosses and fight like a set piece, MidgardPlus in Spanish and Brazilian Portuguese, and a round of fixes from the Discord.
Get the launcher at https://midgardplus.odinthered.dev, which offers it in your own language.
This is a minor version because the Vault slots, the new weapons and the boss moments are new to the network, so a server and everyone joining it need 1.47.0 together.
Three new Jarl weapons
- Tera's Hornbearer, a one handed spear with a horn at its throat and a leaf of amber and gold at its tip. The secondary attack throws it through everything in its path and it flies back to your hand. Hits fill the horn, and a full horn splits the next throw into three spears. A perfect parry with a shield fills a quarter of it. When a throw comes home, hold attack to pour the Horn-Fire Beam from the tip.
- SweatyT's Stormwing, a storm eagle buckler to match the Talon. Blocks fill its storm bar and a perfect parry looses lightning feathers at the attacker. With the bar full, a perfect parry opens the Eye of the Storm, a beam from the eagle's eye, and an ordinary block lets out a thunderclap that leaves the Storm Nova, a ring of storm fire, and wraps you and your allies in the Aegis of the Pack.
- Sajakain's Ember and Rime, a pair of Berserkir axes for Sajakain, one of the first to back MidgardPlus. Ember burns with fire, Rime bites with frost that slows, and the combo takes them in turn. Each carries its element openly: flame on one head, mist and shards on the other, growing brighter the more you kill with them. They have five ways to fight.
- Every swing throws a round of its own, a fireball off Ember and an ice ball off Rime.
- Somewhere between the seventh and tenth swing they wake. Hold attack and they pour a braided beam of fire and frost in front of you. It spends no bar and cools for fourteen seconds.
- The secondary attack throws both axes in a V, out to 34 m through everything in their path, and they fly home to your hands.
- Where they cross on the way back, the ground catches fire in a ring that lingers, and lances of ice come down through the flames from twenty two metres up. The ring widens and more lances fall as the pair feeds.
- A full bar turns the next secondary attack into the twin cast: Ember lobs a cluster bomb that breaks into shards of fire, and Rime looses a volley of ice.
The Legendary Vault
- New supporter weapons now arrive without a mod or server update. They come in a signed pack from the MidgardPlus website, and the game refuses anything not signed by Odin. A server sends its own pack to everyone who joins, so everyone there uses the same weapon.
- All three Jarl weapons in this release ship inside the mod, so everyone has them the moment they update. The Vault is the road the ones after them travel.
midgardplus vault shows the pack it is carrying and its signature.
- Legendary vault offline keeps a game from asking the website at all. Off as it starts.
Where the Jarl weapons are found
- Turn on Supporter legendaries in loot (World, off as it starts) and they begin turning up on their own. No chest and no creature ever gives more than one.
- Mountain chests, in the ruined towers and the frost caves, about 2 in a hundred.
- Fenrings about 1 in a hundred, and cultists about 2 in a hundred.
- They cannot be crafted or upgraded, and a forge repairs them. An admin can always call one by name,
spawn MP_Legend_UlfrinnsFang, or list and take them with midgardplus legend.
- Each weapon's tooltip now names what it does in the room it has, and ends by saying how many powers it could not fit and where to read the rest.
Replay bosses are harder and pay for it
- More health: Mosskin 5000, Vordr 8000, the Gravejarl 10000 and the Red One 30000, and their blows land half again as hard. They are fought after the game's own boss of the same biome, and now they feel like it.
- Better spoils: double materials, and with Loot rarity on an Epic piece of that biome's gear every time, with a chance at a Legendary one. The Red One always leaves both.
- Cinematic boss fights, a master switch that is off as it starts, with a setting for each part: an intro with a camera move and a title card, the game's own boss music, a ring that marks the arena and heals a boss nobody is fighting, a set piece at every stage change, one great move per stage across the whole arena with every strike marked on the ground first, magic around them in their later stages, and a death worth watching.
Building and the world
- Scroll to size the hoe and cultivator. Hold Left Alt and turn the mouse wheel to make the level, raise, path, paving and cultivator circle bigger or smaller. Off as it starts. Asked for by Lyferian.
- Winter freezes, with Freezing season to choose which part of the year. Winter outdoors counts as freezing, and shelter, fire and frost resistance protect you the way they do in the Mountains. Off as it starts. Asked for by MarkAlex.
- Ore pins mark every copper and tin node from any part of it, one pin per node, and leave your own pins and furniture alone. Reported by NightGod.
Fixes
- Chests show their real count again when another mod rewrote it to 0. Reported by fartfries.
- Boss fire, lightning and other effects fade away again instead of staying in the world, and one broken object can no longer stop everything around it from loading.
- You always come back after dying. The game waited for every object around your spawn point to appear before placing you, and one that never appeared left the loading screen up forever. It now spawns you after a few seconds and names what was missing in the log.
- The Sailing skill description says what it does: it uncovers more of the map around you at sea. The circles on the map were Explore radius at sea, which starts off.
- A legendary's tooltip fits the screen again. A weapon told you everything it could do with no thought for the room that took, and a pair of axes with ten powers ran off the bottom. Tooltips now hold what fits and say how many powers are left to read.
- Only the weapon that asked for it wears a mist. The Crescent's red and black cloud was being hung on every Jarl weapon, and because it hangs in the world rather than on the blade it left a stain on the ground behind whoever carried one.
- An element sits on the weapon, not on your hands. Flame and frost were fitted to a fixed box at the fist rather than to the weapon itself, so on a hand axe they drifted up past the shoulder. They are measured against the weapon now and ride its head.
- Dual wielded weapons keep their elements straight. Fire and frost sat on each other's blade, and the rounds thrown on a swing left the wrong hand.
- The extra empty rows in your bag are gone, the ones that appeared when the equipment panel was open. Reported by Zyfell.
Languages
- MidgardPlus speaks Spanish and Brazilian Portuguese in game, following the language you pick in Valheim's own settings, with Valheim's own names for items, creatures and bosses. Setting names, choices and descriptions in the F9 panel follow it too. Translated by AI.
- The launcher speaks English, Russian, Spanish and Brazilian Portuguese. It picks your language from the game or from Windows the first time, and you can switch it any time in the launcher. Get it at https://midgardplus.odinthered.dev. Translated by AI.
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Launcher 1.5.80
28 Sep 2026, 04:30 UTC
The Update channel card is here: stay on Stable, or switch to Dev with the key from the Discord and the launcher offers each dev build as it lands. Back to Stable puts your release back in one click. Settings gain the Russian text for the new legendary form key.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.46.0
current
28 Sep 2026, 04:30 UTC
The Red One calls down the Allfather's lightning, enchanted weapons glow the way they should and everyone can see it, the trinket slot is open, Haldor's pockets work again, and there is a way to play new builds before patch day.
This is a minor version because the Red One's lightning, the new supporter weapon, the altar list and the glow other players see are all new to the network, so a server and everyone joining it need 1.46.0 together.
Patch days and the dev channel
- Releases now go out on patch days, Wednesday night and Sunday night. Thunderstore, Hexium and the launcher update then, and only an urgent crash fix goes out sooner.
- Between patch days there is a dev channel. In the launcher, Help and tools has a new Update channel card: leave it on Stable, or switch to Dev with a key from the Discord and the launcher offers the newest dev build as soon as it is out. Your stable files are kept aside, and Back to Stable puts them back in one click. The launcher tells you before you install a dev build that will not join the stable servers, and a dev build names itself on the main menu and in the log.
The Red One
- The Allfather's lightning. Turn on Red One lightning and at middle range he lifts the spear and sends a wave of red lightning down a wide fan in front of him, Eikthyr's charge in his colours, with thunder behind it. It can be dodged but not blocked. Up close he keeps to the spear. Off as it starts.
- His spear beam hits as lightning, the way its name always said. It was landing as plain pierce.
Weapons glow, and everyone sees it
- The Loot rarity glow shows on every weapon, bow and shield. It used to miss about half of them, the iron and bronze atgeirs, the iron sledges, the gold and Frostfire weapons and more, because it lit the weapon's own material and many of the game's materials never show that light. It is now a shell drawn over the whole weapon, so it shows on all of them, and weapons with their own markings, like the red runes on the Thunderblood Atgeir, keep them.
- Elements sit where the weapon works: on the blade of a sword, the head of an axe or mace, the tip of an atgeir or spear, along the limbs of a bow, sized to the weapon. Poison drips and glows instead of showing a drop or two.
- Other players see your glow and element, and you see theirs, if you have Loot rarity glow on.
- Reported by TylerS76.
Three Jarl weapons
The Jarls who back MidgardPlus on Ko-fi each have a weapon carried in their name. They are not theirs alone. Anyone can find one, anyone can carry one, and the Jarl's name rides on it wherever it goes.
- Úlfrinn's Fang, for Gamli Hersirinn Úlfrinn. A storm battleaxe with a wolf's head for the cheek, jaws open on the haft, a single crescent blade with a pale gold edge and nine runes lit from within. Every swing hurls a bolt of lightning off the blade out to 22 m, and the secondary puts a ring of lightning out around you. Carrying it makes you quicker and turns lightning aside.
- SweatyT's Talon, for SweatyT. A storm bow of dark hand carved wood with a raven's head at each nock and a wing spread along each limb. It asks for no arrows at all and looses lightning of its own. Every fifth draw looses a beam instead of a bolt. Fill its bar by hitting things, then hold the draw at full and a rain of shafts comes out of the sky where you are looking.
- NightGod's Crescent, for NightGod. A sword that will not hold one shape. Press the secondary attack and it opens from a quick one handed blade into a great two handed one, and presses back again. Every swing throws a crescent of night off the edge, fast and narrow in the lesser shape, slow and wide in the greater, and where it lands at range it opens. Fill its bar and hold the key and the night gathers on the blade; let go and it cuts far out in front of you, wider the longer you held it.
- They grow with what they kill. Every Jarl weapon starts at a little over half its strength and comes into the rest of it over two hundred kills. Its damage, its reach and the size of everything it throws all come up together, and the tooltip tells you how far along it is. The count lives on the weapon itself, so it keeps what it has earned through death, through relogs, and if it changes hands.
- Where they fall. In Mountain chests and the chests in the frost caves, about 2 in a hundred, and on Fenrings, about 1 in a hundred, and on cultists, about 2 in a hundred. No chest and no creature ever gives more than one. A server has to turn on Supporter legendaries in loot first, which is off as it starts. They cannot be crafted and cannot be upgraded, they repair at a forge, and no enchanting table can change what they are. Admins can hand one out with
midgardplus legend, or spawn one by name.
Equipment and your bag
- The trinket slot is open. Trinkets get their own cell in the Equipment panel instead of sharing the utility one, on by default, and it is switched on once for anyone already using the equipment slots, even with the settings lock on. A trinket you are wearing moves into it by itself. Asked for by Mando.
- Your look sits inside the Equipment window, as a portrait beside the gear slots, when Character preview is on. It turns when you drag it, as before.
- Haldor's Wider and Deeper Pockets work again. Their row was being taken back by Extra inventory rows. They now add their row on top of it, lost purchases come back by themselves, and Haldor tells you before you pay when a pocket would add nothing.
- Bag rows past 9, off as it starts, lets a bag grow up to three rows past the game's 9 so the pockets still fit with every other row. The bag and an open chest shrink to stay on screen, and lowering it again never drops what is in the extra rows.
- Pockets reported by TylerS76, and the bag limit was his idea.
Mosskin is half the size
- Mosskin is 1.4 by default now, about half his old bulk. Settings that still held the old 2.5 are moved to 1.4 once, and any other size you chose is left alone.
Altars
- midgardplus altars lists every Moss Ring, Oath Stone and Drowned Hearth with how far away it is and whether it has been built yet, and midgardplus altars pin puts them on your map. For admins and the host.
- The server now writes where the altars are when the world loads, and each time Hugin sends someone to the nearest one.
Smoother play
- Fewer hitches. Settings that follow the server are no longer worked out again on every join when nothing changed, the admin panel keeps its setting rows instead of rebuilding them on every keystroke, and the flowing water check is held to half a millisecond a frame.
Thanks as well to TylerS76 for asking for the mouse binds that came in 1.44.0, and to Cenom and Lucas Smaniotto for their reports and ideas.
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Launcher 1.5.79
27 Sep 2026, 15:50 UTC
Forsaken powers from item stands has its card and Russian descriptions, alongside every 1.45.0 setting.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.45.0
current
27 Sep 2026, 15:50 UTC
Smoother play, water that pours from one hollow into the next and stays put in multiplayer, drawers that quick stack fills again, and Forsaken powers from the trophies on your own walls.
This is a minor version because the multiplayer water fix only holds when every player has it: a player still on 1.44.0 would go on draining water they cannot see, so a server and everyone joining it need 1.45.0 together.
Smoother play
- Fewer hitches while you play. Several things MidgardPlus did on the main thread now happen in small pieces or not at all:
- checking your settings file for changes runs in the background;
- the look over flowing water sources every 10 seconds is spread across frames;
- working out pools takes at most 2 ms a frame on your machine;
- the hook that watches our keys only switches on once you use one;
- the check for what a building plan points at only runs while a plan is loaded;
- archery gets ready when you spawn instead of on your first shot;
- and a lot of small memory churn is gone.
- Water no longer eats memory as you travel. Every stretch of water that loaded left a copy of its surface behind, and pools each made their own. Now all pools share one surface, their meshes are reused, and copies are cleaned up when the water unloads. The glow and rage colours of the Gravejarl, the Red One and Vordr are cleaned up with them too.
- A tip if the game still stutters: turn on Detailed log. It now also works on your own machine, not just on a server, and writes a line naming anything of ours that took too long. Send me that LogOutput.log on Discord and I can see exactly what it was.
- Reported by TylerS76 and Mando.
Water
- Overflow fills each hollow on its way down. A pool that spilled used to run straight past a second hollow below it to the lowest ground it could see. Now the stream stops at the first hollow, fills it up to its lip and carries on from there, down through as many as 8 pools, until the source runs out of water. The last one holds what is left, and a stream pouring out of a pool is always drawn, even on gentle ground.
- A stream runs into other water and comes out the other side, instead of lying across a pool like a channel cut through it.
- Water no longer vanishes and refills in multiplayer. With water set to Whoever placed it, a player could take a source they had never loaded for a removed one and drain its pool for everyone, and a player who had walked away kept filling it. Now only the server, or the owner who has the source loaded, drains or fills it, and when the owner changes everyone agrees on what is there.
- Reported by Lyferian.
Item drawers
- Quick stack fills an emptied drawer. A drawer that remembers its item but is empty, or holds only single things such as dragon eggs, was skipped by quick stack and by chests that collect from the ground. It takes its item again now, as much as it has room for.
- Reported by Cenom.
Forsaken powers at home
- Hang a boss trophy on an item stand you built and take its power there. Press Use on the trophy and you get that boss's Forsaken power, the game's own way, with the stones' own message and cooldown, so you can swap powers at home instead of walking back to the start. Holding Use still takes the trophy down. Only bosses your world has beaten count, or the ones you have beaten yourself with Per player boss progression on. The Sacrificial Stones are unchanged.
- Forsaken power stands need a workbench keeps it to your bases: the stand has to be inside a workbench's building range.
- Both are off as they start, and both are server settings.
- Suggested by NightGod.
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Launcher 1.5.78
27 Sep 2026, 09:40 UTC
Mouse buttons can be bound: the side buttons and the middle button, with Shift, Ctrl or Alt. World recovery and every 1.44.0 setting have their cards and Russian descriptions.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.44.0
current
27 Sep 2026, 09:40 UTC
Cleared dungeons and camps can come back, servers stop working in bursts, and water fills a box at any angle right into the corners.
This is a minor version because World recovery sends new messages between an admin and the server and marks places in the world, so a server and everyone joining it need 1.44.0 together.
World recovery
- Dungeons and camps you have cleared come back fresh. Turn on World recovery and a Sunken Crypt, an Infested Mine, a Dvergr tower, harbour or dig in the Mistlands, or a Fuling village that nobody has visited for a while is taken away and set down again by the game itself, the same way it makes new land. The chests get new loot from their own tables, and the ore, doors, spawners and dungeon rooms are new.
- A while is 7 in-game days by default, and in-game days only pass while someone plays, so a crypt you walked out of last night is not reset while the server sits empty. World recovery places lists what it looks after, and you can add burial chambers and troll caves to it.
- It is careful. A place is left alone, and the log says why, if anyone is near it, if anything a player built stands within 50 m of it or anywhere inside its dungeon, if a tombstone, a tame or a companion is there, if something a player carried lies there, or if a chest there holds things a player put in. Boss altars, traders, the start, Hildir's places, rune stones and MidgardPlus places are never reset at all.
- Admins can look before anything happens. In the F5 console, midgardplus recovery list shows what would be reset and why everything else is left alone, and changes nothing. midgardplus recovery now resets what passes every check within the distance you give, and midgardplus recovery history shows the last resets.
- Off as it starts, and a server setting. Start with midgardplus recovery list to see what it would do.
- Suggested by Cenom.
Servers
- The altar search no longer repeats, and it can no longer hold the server busy. Finding a place for Mosskin's, the Gravejarl's and Vordr's altars used the game's own full search, and it ran again on every settings change. In a world with no unexplored land left that suits an altar, it never found one, so it started over every time, and several could run at once. That is the kind of thing that pins a dedicated server's processor in bursts every few minutes. Now it looks only when the world loads or when one of those bosses is switched on, the searches take turns, and each step gives the server back its time after a hundredth of a second.
- Item drawers and boss effects do no display work on a dedicated server. Labels, icons and effects only matter on a screen, and a server has none.
- Reported by Mando.
- Detailed log now names anything slow on a server. With Detailed log on in the server's own settings, anything of ours that takes longer than 50 ms, and any frame longer than a quarter of a second, is written to the log with its name and time. If your server lags, please turn it on, play until it happens, and send me that LogOutput.log.
Water
- A box at any angle fills into every corner. Most boxes are not built square to the world grid, and a pool in one used to stop short of its corners and show the floor in steps along a slanted wall, with a few small patches drawn twice. The edge of a pool now sits where the wall really is, at any angle, right into the corners.
- A water source under its own pool no longer shows its square through the surface.
- On flat open ground water spreads as a round puddle up to 3 m out from the source, lying down on the ground at its edge, instead of making a three by three square.
- HearthBelow is named in the log when it is installed, beside Undertow.
- Reported by Lyferian.
Keys
- Mouse buttons can be bound in the launcher. Click a key box and press a mouse button: the side buttons (Mouse 4, side back, and Mouse 5, side forward) and the middle button all bind, with Shift, Ctrl or Alt held if you like. Left and right click only bind when you click the box itself, and the launcher warns you that they also attack, block and click in the game.
- A mouse bind works while you move. It used to fail whenever another key such as W was held, so a side button bound to quick stack or the bow zoom did nothing while you walked. Every MidgardPlus key now checks only its own button and its own Shift, Ctrl and Alt.
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1.43.0
27 Sep 2026, 08:50 UTC
Vordr of the Reeds is a whole boss now, the one after the Elder. The Gravejarl has his proper body, and the item drawer finally takes dragon eggs.
This is a minor version because Vordr brings new things into the world and the drawer saves eggs in a new way, so a server and everyone joining it need 1.43.0 together.
Vordr of the Reeds
When the Red One's hall sank, one man ran and one man stayed to keep the fire. The reeds grew through him. He is still at his post.
- A new replay boss for the Swamp, after the Elder. A bog giant of sodden wood and roots with reeds through his back, waterweed hanging off him, the hall's iron on his shoulders, a helm over ember eyes, and the hall's fire still burning in his chest behind a broken breastplate. He is built on the abomination, so he hunts, hits and dies the way the game expects, and he stands up out of the bog the way it does.
- Calling him. Once your world has beaten the Elder, work a Drowned Ember at a forge from an abomination trophy, twenty guck, ten bloodbags, ten ancient roots and five surtling cores. Then find the Drowned Hearth, a sunken hearth ringed with broken stones at the edge of the water in the Swamp, and lay the ember in its brazier. There are five in every world, well away from the game's own altars and from the Oath Stones. Hugin marks the nearest one on your map once the Elder falls, and worlds you already play get theirs in land nobody has explored yet.
- The Elder has to fall first, and that is checked on your side and on the server.
- Three stages. The Warden, then the Water Rises, then the Fire Under the Water. As the water rises he can call leeches out of the water and blobs out of the mud, soak everyone near him, and leave the swamp's poison where his slams land. When the fire is lit, every blow he lands burns, and his weakness turns over: fire stops hurting him and frost starts. He tells you when it happens.
- The reed wall. A ring of the Elder's own roots bursts up around the fight so you cannot run circles round him, and sinks back into the ground on its own.
- What he leaves: iron, guck, chains, ancient roots, an abomination trophy, his own trophy and the Hearth Lantern, a lantern lit from the hall's fire that burns warmer than a lantern should.
- His stages and every power are off until you switch them on, twelve new settings for him. With them off he fights the same way from full health to the end. Vordr boss itself is off as it starts, as every boss is. The saga stones have a new verse about him, and everyone hears it when he rises and when he falls.
The Reed Warden
- The Extra bosses' fight at the Elder's altar is called the Reed Warden now, so it is never mixed up with Vordr of the Reeds. Nothing about that fight has changed but the name.
The Gravejarl has his proper body
- He bends at the joints. In 1.42.0 he was put back on his old body so he stopped melting, and he was stiff. The body under his mail had lost its weights before it ever reached the game. It has been rebuilt properly, and his body, armour and cloth now move with his bones the way Mosskin's do.
- He is dressed as he was drawn: the gloss on his plate, horns coloured down their length with a black plume, and the sheath at his side.
Dragon eggs go in the item drawer
- A drawer takes a dragon egg now, and other plain single things that never stack, such as Hildir's chests, keys and the Dyrnwyn pieces. It keeps them as a count, ten to a stack, so a drawer holds a hundred eggs. Crouch and use takes one out. Breaking or removing the drawer drops every one of them.
- Anything crafted, any equipment and the carried map are still turned away, because the drawer would lose the name of who made it or what is written on it, and the message says so.
- Bug #50, reported by Cenom.
Drawers build into a wall
- A drawer holds up the drawer on top of it. Drawers were made from the wood chest, which holds nothing up, so one set on another had no support and fell. They support like wood walls now.
- They line up exactly. New snap points in the middle of the top, the bottom and both sides line a stack or a row up square, and the corner points sit level with the picture boards, so a drawer set against another leaves its front clear to read.
- Asked for by Cenom.
Quick stack waits for you
- Quick-stack only with a bag or chest open, off as it starts. Turn it on and the quick stack key does nothing unless your inventory or a chest is open, so a stray press out in the world never empties your pockets into the nearest chest. It is your own choice, and it follows the server when the server sets player options.
- The quick stack and sort keys stay quiet while you type: in a text box, in the crafting search and in the admin panel, as well as in the chat, the console, a sign and the map as before.
- Asked for by Cenom.
Please test it
This release has not been played. It was built and checked, not tried in a real game. If Vordr gets stuck, a Drowned Hearth never turns up, the Gravejarl still looks wrong, or a drawer loses what you put in it, please tell me on Discord, with your LogOutput.log if you can.
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1.42.0
27 Sep 2026, 07:10 UTC
Mosskin and the Gravejarl have their own altars out in the world, the Red One's sky spear can be seen coming, and water sits in its pools as one surface.
This is a minor version because the altars are new places in the world and the bosses send new messages between players, so a server and everyone joining it need 1.42.0 together.
Their own altars
- With Mosskin boss or Gravejarl boss on, you now find their altars in the world. Mosskin rises at the Moss Ring, nine mossy stones around an old runed stone out in the Meadows. The Gravejarl rises at the Oath Stone, a runed stone leaning into the Swamp inside a broken ring of half buried stones. There are five of each, well away from the game's own altars. Lay the Mossheart or the Jarl's Oathring on the middle stone, with Use or from your hotbar.
- Hugin marks the nearest one on your map once Eikthyr or Bonemass has fallen, and the item texts, Hugin and the saga stones all say where to go.
- Worlds you already play get them too. The first time the server starts with the boss on, his altars are placed in land nobody has explored yet, so nothing appears in the middle of your base.
- The vanilla boss still has to fall first, and that is checked on your side and on the server before either boss rises.
- Eikthyr's and Bonemass's altars are the game's own again. MidgardPlus no longer touches them for Mosskin or the Gravejarl. Only Extra bosses still answers at a vanilla altar, as it always did.
The Red One's sky spear
- You can see it coming and get out of the way. When he calls the sky, a red ring marks the ground under everyone near him, glowing and crackling for a second and a half. Then his spear falls out of the cloud onto the mark with red lightning and thunder, and it only hits whoever is still standing within a few metres of it. One or two more come down around him each time. Step out of the ring and it misses.
- Everyone sees what the bosses do. Their effects are sent to every player and drawn on each machine, so the whole party sees the same fight, and nothing is saved into the world afterwards.
- His ravens circle him and his feathers drift, which they were meant to do from the start.
The Gravejarl no longer melts
- His legs and body read as one mutated blob after a change that worked his skin out afresh from where each part of him sits. He is back to the body you saw in the first tests. He is still stiff at the knees and elbows, and a better rigged body for him is on its way.
Equipment slots make their own room
- Items in the rows the panel needs now move up by themselves: onto matching stacks first, then into empty cells, leaving your hotbar alone. Anything you are wearing stays on you, and nothing is ever dropped. It moves everything or nothing.
- When there is no room, it tells you how many cells to free. The game allows 9 inventory rows in all and the panel needs one of them. Free the cells it names and the slots turn on by themselves. Reported by Lucas Smaniotto.
Water
- A pool is one surface. Two sources filling the same box drew two sheets of water a few centimetres apart, with squares poking through the walls and seams across the top. Now all the water standing together is drawn as one sheet that runs up under the banks, stops at the inside of a wall and lies down at an open edge.
- Streams run smooth. A stream that turned used to read as a row of squares. Each run is now one ribbon that follows the ground, with waterfalls kept for the steep drops.
- A sealed box keeps its water. A waterproofed wall standing on a grid line was read as high ground and the pool poured over it; it holds now. The corners of a box stayed dry, and they fill now. And a pool no longer works itself out before the walls around it have loaded when you come back to it.
- Reported by Lyferian.
Please test it
This release has not been played. It was built and checked, not tried in a real game. If an altar never turns up, the spear lands somewhere odd, the Gravejarl still looks wrong, or water does something it should not, please tell me on Discord, with your LogOutput.log if you can.
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Launcher 1.5.75
27 Sep 2026, 06:00 UTC
Feature cards for the Gravejarl, ladders, swimming, archery, bow zoom, chests from the top and the character preview. The Mosskin card shows the real Mossheart recipe. Russian descriptions for the 1.41.0 fixes.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.41.0
current
27 Sep 2026, 05:50 UTC
Fixes for what you reported since 1.40.0, and six for the bosses. No new settings, and nothing changes for anyone who leaves the bosses off.
This is 1.41.0 rather than 1.40.1 because the Red One's wolves and the bosses' own weapons are new things in the world, so a server and everyone joining it need 1.41.0 together.
The equipment panel
- The panel is dark wood again, not yellow. It took its background from the largest framed image under your bag, and that turned out to be the gamepad selection highlight: a plain white sprite tinted yellow. So the panel came out bright yellow, or yellow and see through. It now wears the bag's own wood, and plain dark brown if that cannot be found. Reported by MiaWolf.
- A panel that cannot be drawn says so. It could fail without a word and leave you with no slots at all. Now it writes one warning to the log, tells you on screen, and shows the slot rows at the bottom of your bag instead, so nothing in them is lost or out of reach. If another mod that changes the bag is loaded, such as BetterArchery or another slots mod, the warning and the message name it. Reported by Lucas Smaniotto.
Altars
- Extra bosses off leaves every altar to the game. With it off, a boss trophy in your pack could still get in the way at an altar, so a vanilla summon such as Moder's egg stands did nothing. Now, with Extra bosses off, altars behave exactly as they do without the mod. Bug #49, from .ymc.
- Mosskin, the Gravejarl and the Red One no longer wait on Extra bosses. Each answers only to his own setting, and with that off the Use key goes straight through to the game's own altar.
- The Mossheart recipe is written down right. The texts still named an old recipe. The real one is a level four workbench, five ancient seeds, ten surtling cores, sixty greydwarf eyes, eighty resin and fifty fine wood, and that is what the setting, Hugin and the launcher say now.
The bosses
- Mosskin's damage setting reaches his blows. The troll he is built on keeps its punch, its log swings, its ground slam and its throw in random sets as well as in its own hands, and only the ones in its hands were being copied, so Mosskin damage changed nothing he actually hit you with. He now carries his own copy of every one of them, and ordinary trolls keep theirs untouched.
- Vordr no longer changes every abomination. He was tuning the abomination's own weapons, which every abomination in the swamp shares. He works on his own copies now.
- Boss scaling ranks the new bosses with the one they follow. With Boss scaling grows with the world on, Mosskin, the Gravejarl, the Red One and Vordr had no place of their own in the boss order and were scaled up the moment they rose. Each now takes the place of the vanilla boss he follows: Eikthyr, Bonemass, Fader and the Elder.
- The Red One's shrine is checked on the server too, so he rises only in a world that has put Fader down, whoever lays the Eye.
- Geri and Freki cannot be farmed. They drop nothing, come back 30 seconds after one falls, and answer him at most four times in each stage.
- Calling a boss at the console is for single player, the host or an admin. midgardplus mosskin, midgardplus gravejarl and midgardplus vordr now refuse anyone else on a server, and say so.
Commands with Keep achievements
- With devcommands on, cheat commands in the console or chat run straight away instead of stopping to ask for confirmcheats first. The game still marks the character as having used cheats, which only matters if you turn Keep achievements off later. Reported by Lyferian.
Stamina
- The hammer, the hoe and the cultivator work on an empty bar when Hammer, hoe and cultivator cost no stamina is on. The game still asked for more than nothing before placing, removing or repairing, and so did building a whole area, levelling a whole area and planting a row. A tool that costs nothing now works with nothing left.
- Running works on an empty bar when Stamina cost multiplier is 0.
- Reported by Lyferian.
Water
- Pools meet their walls. A pool was drawn as one square per metre on the world grid, so its edge only met a wall or a bank when that wall happened to sit on a grid line. Anywhere else the water stopped short and left a strip of floor showing, or ran on through the wall and stuck out the far side. Now every corner of a pool looks along the water line for the wall or the rising ground beside it and moves onto it, so the surface reaches the wall and tucks under the bank.
- A waterproofed box holds its water at the rim. With Waterproofed pieces hold water on, a sealed box set its water level 32 m above the source, because a waterproofed piece was treated as a wall that never ends. It now fills to the top of the piece and stops there, and no pool stands above its own rim.
- Reported by Lyferian.
Already fixed, please update
Lyferian also reported that repairs asked for Idols, that an attack set to cost no stamina would not swing on an empty bar, and that the Swimming skill rewards did nothing.
- Idols and attack stamina were fixed in 1.37.0, and the Swimming skill rewards in 1.39.0. If you still see any of them, check the version at the top of your LogOutput.log or in the launcher: anything older still has those bugs, so please update. The Repair cost description now says in so many words that Idols and the other Forge of Potential items are never charged.
- The swimming fault was a patch that never took hold after a game update. The checks run before every release now fail if any patch would not take hold, so that kind of break cannot slip through again.
Please test it
This release has not been played. The fixes were built and checked, not tried in a real game. If something here still looks wrong, please tell me on Discord, with your LogOutput.log if you can. Thank you to everyone who reported these.
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1.40.0
27 Sep 2026, 00:00 UTC
The saga stones have been naming him since the first one you read. He is in the world now.
The Red One
- The last fight in the mod. He is built on the Charred warrior, so he moves with their reach and their footing, and he carries a spear on every one of their greatsword swings. Everything he lands is pierce, because it is a spear. He answers only in a world that has already put Fader down.
- Three stages. He starts as the Wanderer. At two thirds he whistles once and Geri and Freki come out of the dark at his heel, replaced as they fall, never more than two standing. At a third he lifts his hat, the sky goes out, and the spear comes down out of the cloud on everyone near him with lightning where it lands. His spear lands harder at every step.
- Two ravens circle him from the moment he stands up, the way they circle him on the stones. Feathers drift off him while he waits, and every stage breaks with a rush of light.
- He throws the spear at anyone who backs out of his reach, and there is a beam of lightning out of the point of it for anyone who stands off and shoots.
- He shrugs off lightning. He is the one who calls it. Fimbulwinter is what ends the gods, so the cold is what gets into him.
Calling him
- The Wanderer's Eye. He paid one of his own for a drink from the well. Work the price back together at a black forge from Fader's trophy, the Queen's trophy, the Red Cloak and ten flametal, and it will not close again.
- Lay it on the saga stone at the Red One's Rest. The shrine has been standing in the black forest and the mountains all along with his cloak in the chest, so one Rest supplies its own ingredient. The stone will not take the Eye while Fader still stands, and it tells you so.
- A bolt lands and he walks in from as far off as you set, pointed at the stone.
- Hugin finds you once Fader is down and tells you what is left and how the Eye is made.
What he leaves
- Gungnir. The spear that was never thrown without hitting, as a weapon you carry. Built on the carapace spear, every blow a thrust, with lightning behind every one of them.
- The Wanderer's Hat. His own hat with the grey beard still hanging off it. Hang it where you can see it from the door.
- Flametal, black metal and eitr, and the Queen's trophy back, so the Eye can be made again.
He is worth looking at
- Cloth that hangs like cloth. The coat and the cloak carry real folds and a broken hem, woven rather than flat, and the cloak swings on its own as he moves.
- A hat with a red band and a raven feather swept out over a brim with the grain of worked leather in it.
- A grey beard in locks, a shaggy fur mantle, weathered hands, dark oiled leather, and a spear with a steel head, a gold ferrule and gold runes cut up the blade.
- One red eye under the brim. He gave the other one away.
The Gravejarl stands up straight
- Every part of him was pinned to a single bone, so he creased at the elbows and the knees instead of bending. He bends now.
Everything he does is a setting
Eighteen of them, all off or at the value above: whether he is in the world at all, his health, damage and size, how far off he arrives, his three stages and where they fall, how much harder each one hits, his wolves and their health, the sky and what it costs, his throw, his beam, his ravens, his feathers, and what bites deeper into him or barely troubles him.
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1.39.0
26 Sep 2026, 08:00 UTC
The Gravejarl has a new body that holds together, and both extra bosses now wait for the part of the game you have already won. The Swimming skill works again on Valheim 1.0.16.
Swimming works again on Valheim 1.0.16
- The Swimming skill rewards from 1.38.0 were doing nothing. Valheim 1.0.16 gave the player two versions of the method they hook, and asking for it by name alone was ambiguous, so the game refused the whole patch and the log said so every session. It now asks for the right one, so swimming faster, spending less and treading water are back.
The Gravejarl, rebuilt
The Gravejarl is a dead war leader in draugr mail, raised with a Jarl's Oathring at Bonemass's altar. He fights with sword, axe and bow, and with Gravejarl warband on he calls ordinary draugr up out of the ground around him.
- He came apart in play. His old rig tore into black shards however it was bound to the draugr elite he stands on. He is rebuilt the way Mosskin is built: armour, body, cloak, horns and embers placed on the draugr's own joints and rigged on eighteen bones named exactly as the draugr's, so every bone maps one to one.
- He faces the right way round. The draugr's skeleton is stored facing backwards and its animation turns it round. He was bound facing forwards, so each limb was pinned to a bone on the far side of his body. He now turns to match before he is bound.
- He keeps the proportions he was drawn with, and his tabard and armour skirt are held by his hips, so they hang straight instead of flaring out when his legs move.
- His weapons are in his hands. His own sword, axe and bow were never in the game's item list, so drawing one threw an error and they did not show. They are in the list now.
- His cloak and tabard swing with cloth physics, pinned above the chest and freer the lower they hang.
- His own sword, axe and bow glow, with a light burning on the blade. Ordinary draugr weapons are untouched.
- His rage shows. With Gravejarl rage phases on, each step turns his embers and his blade from blue to orange to red, brightens the light and makes him seven percent bigger.
Each boss binds on his own
- Mosskin and the Gravejarl each bind to their host with their own code, so a fix for one can no longer break the other. Mosskin keeps the bind he played right with in 1.35.0.
- A boss called at the console stands on the ground. midgardplus mosskin and midgardplus gravejarl made him at the height of your feet, so on rising ground he came up inside the hill. He now stands on whatever ground is there, as the altar summons already did.
Each boss at his own tier
Both were tuned far past the altar that raises them. They now start for one player at the tier of their altar, and Boss scaling adds health for every extra player nearby.
- Mosskin: 1800 health, three trolls, down from 3000. 60 a blow, about a troll's, down from 130.
- The Gravejarl: 3000 health, under Bonemass's own 5000, down from 3500. 40 a blow with the sword, down from 90. His axe lands about a third harder, so in his last phase it comes near 80 before armour: a fight you can lose, not one you cannot survive.
- Gravejarl size starts at 1, a draugr elite's frame, down from 1.5. He is meant to meet you at your own height.
- Gravejarl warband keeps at most 4 standing, down from 6, and waits 90 seconds between calls, up from 35, so each call is a wave you clear rather than a queue that never ends.
- These are the values a new settings file starts at. A file that already holds the old numbers keeps them, so set them by hand if you want the new ones.
Replay, after the vanilla boss
- Mosskin rises only in a world that has killed Eikthyr, and the Gravejarl only in one that has killed Bonemass. It is checked on your side and again by the server. Until then the altar says what must fall first, when you look at it and when you offer.
Their story
- Two new saga stone verses. The meadow stones gain The Troll Who Slept and the swamp stones The Oath That Sank: where each boss came from and what to lay on which altar to wake him.
- Everyone hears it when a boss rises and when he falls, one line to every player.
- Hugin lands once Eikthyr or Bonemass is dead, if that world has the matching boss on, and tells you what woke and how to raise it. Once per character, through the game's own tutorial.
All of this stays behind Mosskin boss and Gravejarl boss, both off as they start, so a world that leaves them off sees none of it. English and Russian throughout.
Please test them
Neither boss has been played on this exact build. If one looks wrong, gets stuck, hits too hard or too softly, or the altar refuses you after the right boss is dead, please tell me, with your LogOutput.log if you can.
Smaller
- A throw that keeps turning up while creatures draw weapons is now named in the log: who reached, for what, and the trace, at most ten distinct lines. It changes nothing about the game.
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1.38.0
26 Sep 2026, 02:00 UTC
Archery is yours now, your bag has a mirror in it, and six things that were in your way are gone.
Archery, built in
- Arrows follow the crosshair. The game aims your shot along the way the camera looks but starts it beside your shoulder, so the two lines never meet and the arrow lands under and to the side of where you pointed, worst of all up close. Now the shot is sent at whatever the crosshair is on, out to two hundred and fifty metres. Drop, spread, draw strength and bow skill are all still the game's own, so a long shot still arcs.
- Bow zoom. Hold the key while you draw and the view pulls in. While a bow is in your hands that key stops counting as a block, so the string stays back, and the view swings out again on its own. It can pull in as you draw with no key at all, and hold there after the shot for as long as you like.
- Arrows can be picked up again. Set how many out of a hundred survive. One that does drops where it struck, ground, wall or creature alike, the same arrow you loosed with the quality and the crafter's name it had.
- Arrow speed, drop and spread each take a multiplier, so a bow can be made to shoot flat and true or slow and wandering. Creatures that shoot are left alone.
- Let the string down with a key instead of loosing, walk while drawn, and hide the crosshair or just the ring that closes around it.
- Sneak hit readout tells you when a hit landed as a sneak attack, what it multiplied by and what it came to, for arrows and axes alike.
A living picture of you
- Character preview. Open your bag and see yourself standing there wearing everything you have on. Change a helmet and the picture changes with you. It is its own lit scene rather than a second look at the world, so it still shows you in first person, while your model is hidden, at midnight and in a cave. Drag across it to turn round, and move the window with the HUD layout editor.
The equipment panel grows up
- A trinket has its own slot. Valheim keeps one trinket on you, worn alongside your utility item rather than instead of it, and the panel now does the same.
- A second ammo slot, so arrows and bolts both sit ready and the bow takes whichever kind it needs.
- Up to three quick slots that hold anything at all, each with its own key.
- The panel wears Valheim's own window. Framed slots, the gear you wear and the gear you carry under headings of their own, and a hint of what belongs in every empty slot.
Ladders, swimming and the rest
- Ladders carry you the whole way up. The game throws you up one rung at a time and only while you stand on something, so a ladder two pieces tall drops you back down and the ones in stone towers stall halfway. Each rung keeps pushing now.
- The Swimming skill finally pays. You swim faster, spend less doing it, and can stop pushing and tread water to get some back, which deep water never gave you.
- Chests can fill from the top, so a tall chest stops hiding what you just put away.
- Ore marks itself while the deposit still stands whole. Copper, tin, silver, muddy scrap and obsidian no longer have to be struck open first. Obsidian and black marble were promised and never worked at all.
- Your own names for ore. Write CopperOre=Cu, IronScrap=Fe and the map reads the way you think.
- A bowman keeps his bow. A companion with a bow holds its distance instead of closing to punch.
- Every drawer picture sits on its own board, so stone, wood, silver and scrap iron stop vanishing into the grain of the plank behind them.
- The equipment panel stands aside properly when another mod owns your inventory rows, and says in plain words what to do about it.
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1.37.0
26 Sep 2026, 00:00 UTC
Four things now work the way the settings always promised.
Ore marks itself while it still stands whole
- Copper, tin, silver, muddy scrap and obsidian all put themselves on your map untouched. A deposit no longer has to be struck open before it earns its pin, so the copper you walk past meaning to come back for is waiting on the map when you do.
- Obsidian and black marble are named properly and take their place alongside the rest.
Repairs ask only for what you carry
- An anvil takes metal, wood and leather. Idols belong to the Forge of Potential and stay there, where the game spends them, so a repair bill is always something you can pay out of your own chests. Companions mending your gear follow the same rule.
A cost of nothing is a cost of nothing
- Set an attack to cost no stamina and it swings on an empty bar. The number you choose is the number the game weighs your stamina against, right down to zero, so a build made around a low cost fights the way you built it.
Water stays with the one who pours it
- A flowing water source belongs to the machine that is filling it. No other machine takes it away while the pool is still spreading, so water fills once and fills properly, on a dedicated server and in a shared world alike.
Mosskin burns
- Mosskin takes more from fire and shrugs off arrows. Moss and dry wood catch; there is little in a hill of stone to pierce.
- Mosskin weak to and Mosskin shrugs off name both kinds, out of all eleven the game knows. Put them on the same kind and the weakness wins. Set either to None and he stands evenly armoured.
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1.36.0
25 Sep 2026, 21:50 UTC
Mosskin comes for you across the field now, with his own music behind him.
He walks in
- Mosskin rises away from the altar and makes his way to you. He comes up out of the ground twenty four metres off, already facing the stone, and walks in. You see him coming over the rise with the trees on his back before he is anywhere near you, which is how a boss should arrive.
- Mosskin arrival distance sets how far out he rises, up to ninety metres. Put it at 0 and he comes up at the altar itself.
His own music
- Mosskin brings two pieces of music with him. Frame drums and scraped strings start as he closes on you, and a harder piece takes over the moment he turns, which is the same moment the trees burst out of his back. When he falls the game takes its music back.
- Mosskin music is the switch. Off, the fight runs on Valheim's own music.
Twice the weight
- He hits for 130 now, close to twice what a troll lands, so his size and his weight arrive together.
- His weapons are his own. Every blade he carries is forged for him alone, so nothing else in the world grows stronger while he walks it.
- Mosskin size starts at 2.5, about twenty metres, eleven times your height. He reads as a boss from across a field and keeps that frame from the first step to the last, alive and fallen alike.
The Mossheart asks something real
- No trophy is needed to shape one. The heart is forged from five ancient seeds, ten surtling cores, sixty greydwarf eyes, eighty resin and fifty fine wood, at a workbench raised to its fourth level. It is a long walk in the black forest, and it is meant to be.
Older versions are listed on the MidgardPlus website: https://midgardplus.odinthered.dev/
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Launcher 1.5.73
25 Sep 2026, 15:20 UTC
Russian descriptions and cards for 1.34.0 and 1.35.0, and Mosskin raised at Eikthyr's altar from a crafted Mossheart.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.35.0
current
25 Sep 2026, 15:20 UTC
Mosskin is back, and this time he is a real boss: you raise him at an altar, he fights you properly and he pays for it. He is new, so I want to hear how he plays.
Mosskin, a boss you can raise and fight
- Mosskin was missing from 1.34.0. His old model had been taken out and nothing had replaced it yet, so turning him on did not bring him.
- He has a new, much more detailed body: a hulking horned troll with a back of stone and moss, huge round forearms, swollen joints and eyes that glow. His arms now sit on the troll's own joints, so they no longer stretch thin when he swings.
- A Mossheart raises him. Craft one at a level two workbench from Eikthyr's trophy, an Ancient Seed, 20 resin and 10 greydwarf eyes, and offer it at Eikthyr's altar. The altar tells you when it will take one. It works on dedicated servers, where the server raises him, and the recipe only shows while Mosskin boss is on.
- He leaves a boss's reward: 20 copper, 10 tin, 8 surtling cores, a forest troll trophy and 3 rubies.
- At half health trees tear out of his back and he goes into a frenzy. That needs Mosskin rage phases on. The first step of rage now comes at 50 percent, down from 60.
- Mosskin size works now. It used to scale only the model he wears, not the creature under it, so his reach and footprint stayed a troll's. It now scales the whole creature, and it starts at 1.5, which is about twelve metres, seven times your height.
Please test him
This is the first time Mosskin can be fought the way he is meant to be. He is new and he needs reports. To try him:
1. Turn on Mosskin boss, and Mosskin rage phases if you want the trees and the frenzy. On a server these are the server's settings. 2. Craft a Mossheart at a level two workbench. 3. Offer it at Eikthyr's altar and step back.
If he looks wrong, gets stuck, hits too hard or too softly, or drops the wrong things, please tell me, with your LogOutput.log if you can. Everything here stays behind Mosskin boss, which is off as it starts, so a world that leaves it off sees none of this.
Trolls hit as hard as Mosskin
- With Mosskin on, every ordinary troll hit like him. He was tuned by changing the troll's own weapons, which every troll in the world shares. He now carries his own copies, and ordinary trolls hit as they always did.
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1.34.0
25 Sep 2026, 08:40 UTC
Item drawer pictures you can read again, area repair that works for everybody, a loaded ship or cart the hammer can take apart without throwing the cargo away, and extra bosses that pay for the fight they are.
Item drawer pictures sat inside the wood
- On some drawers the picture flickered or vanished into the front of the drawer. The picture was placed one centimetre out from where the drawer's face was assumed to be, and on a drawer whose body did not match that guess the picture and the wood fought over the same spot. That is also why turning anti aliasing off seemed to help. Reported by Cenom.
- The drawer now measures its own body and stands the picture and the count clear of it, with a margin that grows with the size of the drawer.
Area repair did nothing for anyone without eitr
- The sweep stopped before the first piece. It checked your eitr before mending each piece, and the hammer costs none, so it asked whether you had more than zero. Anyone not carrying eitr failed that check, so nothing was ever mended and the radius setting looked dead at every value.
- Stamina and eitr are now only asked for when the tool actually spends them. The sweep also writes one line to the log saying the radius it used, how many damaged pieces it found, how many it mended and why it stopped.
A loaded ship or cart can come apart under the hammer
- Ships and carts come apart loaded, off as it starts. Until now the hammer refused a ship or a cart while anything was still stored in it, so a full cart had to be emptied by hand first. With this on, it comes apart with the cargo still aboard and the game packs the hold into its own cargo crates on the spot, the same crates a smashed ship or cart leaves, one crate for every four filled slots.
- Before anything is taken apart the mod checks that everything needed to pack the hold is there. If anything is missing the vehicle is left whole and you are told why, so cargo is never lost to get the materials back. Needs Hammer takes apart ships and carts on.
Extra bosses leave a reward worth the fight
- An extra boss paid what a vanilla boss pays. Each one already left the next biome's materials, but only a small pile of them, for a fight with several times the health.
- The piles are much bigger now, and each extra boss also leaves the trophy of the creature it was raised from and one prize from the biome beyond its altar: rubies from the one raised at Eikthyr's altar, chains from the Elder's, silver necklaces from Bonemass's and flax from Moder's. Stacks too big for one pile spill into more piles instead of being cut off at fifty.
- Three new server settings tune it: Extra boss loot scales the materials and the prize, 1 as it starts, Extra boss trophy chance and Extra boss prize chance, both 100 as they start. Every extra boss writes its own list to the log when the world comes up, so the balance can be read without killing one. Needs Extra bosses on.
Two fixes that went out quietly with 1.32.0
- A builder standing by an empty kiln said every station was fed. With Builders load wood into kilns off, a kiln counted for nothing, so the builder never mentioned it. It now says the kiln could be filled and names the setting holding it back.
- Companion log lines printed raw text keys, like $enemy_neck, $enemy_deer or $item_club, where the creature or the weapon should be. They now read Neck, Deer and Club, in your own language.
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1.33.1
24 Sep 2026, 22:50 UTC
The six focus runes have their own faces now.
Focus runes carry their own icons
- All six runes looked the same. They were carved from the same stone, so in your bag an ember rune and a ward rune were two identical grey pebbles and the only way to tell them apart was to hover. With the runes meant to be carried one at a time, that was worse than untidy.
- Each rune now has its own icon: the carved stone with its own sigil, lit in the colour of the spell it sets. Ember burns orange, frost glows pale blue under a rime of ice, fracture is violet in black obsidian, thunder cracks yellow white, root grows green over the edge of the stone, and the ward sits under a pale dome of light.
- Nothing else changed. A rune carved before this update keeps working exactly as it did and simply looks like itself now.
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1.33.0
24 Sep 2026, 20:40 UTC
Keep achievements no longer takes your console commands away, focus runes so you can ask for the spell you want instead of rerolling and hoping, and a healer that can put somebody back on their feet rather than trickling health into them.
Keep achievements was breaking every cheat command
- With Keep achievements on, no god, no fly, no killall, from the console or from the admin panel, which runs the same commands. The game refuses a cheat command unless it already believes the character is cheated, as its way of making you confirm once. Keep achievements was telling the game the character was never cheated, so that confirmation never counted and every cheat command was turned away with the confirm message instead of running.
- Achievements are kept the same way they always were, by answering the game's own question about whether they can still be earned, which was doing all the work on its own. The part that lied more widely has been taken out. Found and pinned down by Lyferian, who narrowed it to this one setting.
Focus runes
- Spell marks could only be chased by chance. A spell mark is one of several marks a reroll might draw, so getting the thunder you wanted on the weapon you wanted meant spending runestones over and over until it came up. There was no way to ask for one.
- Six focus runes, carved at the enchanting table, one for each spell a mark can carry: ember, frost, fracture, thunder, root and the ward. Each costs runestones and the matter that suits it, a surtling core for ember, a freeze gland for frost, obsidian for fracture, a thunderstone for thunder, roots for root and crystal for the ward.
- Hold the Enchant focus key at the table and click an Epic or Legendary piece, and the rune is spent to set that exact spell. A reroll stays the cheap way at two runestones and random, a rune the dear way at eight plus matter and certain. Carry one kind of rune at a time: with two or more in your bag it refuses and names them rather than picking for you.
- The ward rune carves into a shield or a piece of armour, the other five into a weapon, the same way spell marks have always divided.
- Focus runes is off as it starts, and needs Enchanting, Loot rarity and Spell marks all on.
A healer can top somebody up
- A healer only ever trickled. It gave a flat amount every few seconds, which is fine in a fight and slow going afterwards.
- Healer heals to full, off as it starts. On, one mend puts whoever it treats back to full health instead of giving the flat amount.
- Healer heal extra seconds, 0 as it starts. Adds a random wait on top of the usual one, drawn fresh each time, so mends stop landing like clockwork. Set both, say 120 seconds each, and a healer tops somebody up completely every two to four minutes instead of dripping health into them. Off, a healer works exactly as it did.
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Launcher 1.5.71
24 Sep 2026, 19:10 UTC
Russian for all 602 settings, focus runes and the healer top up, and a roadmap that says what already shipped instead of promising it.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.70
24 Sep 2026, 17:40 UTC
Russian descriptions for all 597 settings, including the healer companion, spell marks, give up while down and who works out the water.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.32.0
current
24 Sep 2026, 17:30 UTC
Spell marks, a healer companion, and the elemental effects finally sitting where they belong.
Elemental effects sit on the weapon now
- One size was used for every weapon. A single number had to suit a dagger and a bow, so a sword's lightning was a speck while a bow's flame swallowed both hands. The effect is now sized from the weapon's own longest side, so each one gets an effect in proportion to it.
- The effect sat at the middle of the weapon's box. On a bow or an atgeir that is nowhere near the grip or the blade, which is why effects floated off the weapon entirely. It is now placed along the weapon's own long axis, out toward the business end rather than the middle.
- An effect that used world space was left behind. Particles set to live in the world do not follow the weapon that spawned them, which is why one was reported lying on the ground away from the weapon. They now follow the weapon. Reported by TylerS76.
Waterproofing is free when building is free
- Waterproofing charged you even with free building or nocost on. It never asked, so it took resin or tar while everything else around it was free. It now costs nothing whenever building costs nothing, by either route. Reported by TylerS76.
Giving up while you are down
- Give up while down key, unbound by default. While you are down you can press it to stop waiting and die where you fell, so you can get on with your corpse run instead of lying there watching the clock. Leave it empty and only the timer and a friend can end it. Asked for by Tera277.
Place stacks says what it held back
- Place stacks could quietly do nothing when another mod adds inventory slots. MidgardPlus takes that job over so it does not throw your equipped gear into a chest, and if it reads the other mod's layout wrongly it can decide every item in your bag belongs to that mod and move none of them. The game's own button goes through the same place, so that stops working too.
- It now says what it did: how many items it left as favourites, how many in reserved slots, how many it gave to the other mod, how many the chest already had, and how many it actually moved. A number far too high against the other mod is the bug, in one line. Reported by Lucas Smaniotto with AzuExtendedPlayerInventory.
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1.31.0
24 Sep 2026, 05:20 UTC
A long night chasing water that would not flow on a dedicated server. It turned out to be several separate faults stacked on top of each other, which is why there were so many versions in a row. Found with Dalathiir, who removed every other mod, reinstalled twice, and ran every report he was asked for across six attempts before it was finally cornered. Along the way four companion bugs and one genuinely dangerous one turned up that had nothing to do with water at all.
Revive was killing healthy players
- Going down could happen at any health, and then kill you. The check that decides whether to go down instead of dying was being reached on every frame rather than only when health had actually run out. With another player in range you could be pinned at 1 health, forced into the pose and left unable to move while perfectly healthy, and then bleed out from it. Anyone with Revive downed players on was being killed by the thing meant to save them.
- Health must now actually reach zero before you go down. Nothing else about it changed. If you have this setting on, this is the reason to update.
Water fills on a dedicated server
Three separate faults, each hiding the next.
- The sources were never found. Working out a pool walked the list of source objects the server had built in the world, while every other part walked the sources themselves. A server that knows about a source but has not built an object for it therefore never worked out a pool for it. The scan that already lists every source in the world, for the per player limit, is now what the pool step works from.
- Then they were found and refused. The pool step asked Valheim whether the piece of world a source stood in was loaded, and on a live server the answer came back no for all seventeen of them, with a player standing right there. That question is now left to the ground sampler, which is the part that can actually answer it, and which already says when it does not know a height and tries again shortly after.
- And the whole thing was silent. The status a source shows starts at the same value the game gives a field nothing has ever written, so a source nobody had looked at was indistinguishable from one still working, and it read Spreading for ever. Every one of these now says what it is doing and why.
Water is now worked out by whoever placed it
- Water worked out by, and it starts at Whoever placed it. The machine of the player who built a source works out its pool, because that machine always has the ground under its own feet loaded, which a dedicated server does not reliably have. This is what finally filled the water on the server all of this was found on. Server is still there as the older way and is lighter on a busy server with nobody near the water, but it is no longer the default.
- Each source is worked out by exactly one machine either way, decided by who owns it, so two can never fight over the same pool, and a host or a single player fills its own water in both modes.
Seeing what the water is doing
midgardplus water prints whether the water cell was ever built, how many sources and cells this machine holds, how many it has built, and then every source with where it stands, its real status, whether a pool was ever worked out for it and whether the per player limit is holding it back. Run it as an admin on a client and the server answers into your own console, because the answer was never on the machine most people can reach.
midgardplus water retry starts every source again from scratch without a restart.
A pool no longer has a zigzag for an edge
- The edge of a pool was cut into a sawtooth against a straight wall. A square beside the water was rounded whenever it had any dry bank in it, and along a straight wall that is every square, so every cell lost a corner and the run of them read as a row of teeth. A corner is now only cut when exactly one of a square's four cells is dry bank, which is a corner genuinely turning out of the water. Straight sides come out straight, and round pools keep the softened outline they were always meant to have.
A sealed box keeps its water
- Waterproofed pieces hold water, off by default. A piece you have waterproofed now holds water back as well as shrugging off the weather: water never crosses one, however high the pool behind it stands, so a box sealed all the way round keeps everything poured into it instead of pouring over the lowest point of its rim. Pieces you have not waterproofed hold water only up to their own height, exactly as before.
Four companion bugs that were never visible
- A gardener kept neither its level nor its gear on a server. The two places that take those records off the network both stopped at role 2, and a gardener is role 3, so everything sent about one was silently thrown away. Companions keep their levels and Companions keep their gear have quietly done nothing for gardeners on a dedicated server until now.
- A gardener's hover text showed a raw token instead of the word Gardener, in both languages.
- No companion robe was ever recoloured. The check looked for a material whose name starts with dvergermage, which belongs to the Mistlands mages, while companions are built from the plain Dverger whose material is named differently. Every server log has been saying it could find no robe to recolour, and gatherers, builders and gardeners have all looked like warriors.
- A gardener wore the gatherer's colour. The two were set to the same tint, so even where the recolour did run they were impossible to tell apart. A gardener is now its own green.
- The guide never mentioned the Gardener's Horn either, in either language.
A fifth companion: the healer
- Healer companion, off by default. A Healer's Horn at the workbench calls a companion that fights nobody and carries nothing. It walks with you and mends whoever within its reach is worst hurt, itself included when nobody else needs it, and it keeps out of a fight the way a gatherer does rather than swinging at anything.
- It comes with Healer heal amount at 10, Healer heal seconds at 8 and Healer heal range at 16 metres, so it mends one person for 10 health every 8 seconds within 16 metres. Set the amount or the range to 0 and it stops healing.
- It mends players, your other companions and tamed animals, and picks whoever has the smallest share of their health left rather than whoever it happens to see first.
- The healing is the game's own, the same one a companion feeder already uses, so it works across a server without anything new being sent.
Everyone can open the panel now
- F9 opens for every player, not only admins. It used to tell anyone who was not an admin that they were not an admin and then do nothing, which meant a player on somebody else's server had no way at all to reach their own settings from in game.
- A player who is not an admin sees only the settings that are theirs, plus their keys. The server's own settings, and the ones the server can take over, are not shown at all rather than shown and refused, and neither are the scope buttons for them. Nothing a player can reach from there touches the server.
- An admin sees exactly what they saw before, the whole panel, every tab and every setting.
- The first time a player opens it, a line says that these are their own settings and that the server decides the rest.
Taking water away
midgardplus water clear <metres> takes away every water source, and all the water belonging to them, within that distance of where you stand. Admins only. Run it on a client and the server does it and reports back how many sources and how many blocks of water went. Leave the distance off and it uses 50 metres, which is what the button in the panel has always used.
- The panel's own Clear button is unchanged and still does 50 metres.
- This is the tool for a world that has ended up with water somewhere it should not be, or with old water left behind by a source that is long gone.
Two lines that filled the log
- Revive said nobody was in range on every single frame. With Detailed log on, a death with no other player nearby wrote that line hundreds of times in a row. It is now said at most once every thirty seconds.
- The enchanted weapon glow said it had given up, over and over. Once it had stopped trying to put an element back on a weapon something else keeps stripping, it said so every frame instead of once. It is now said once.
Worth knowing if you run a server
None of these were faults in the mod, but all three cost time on the way to the above, and they are easy to miss.
- Guilds and Parties are server settings and both start off. Players will have no Group panel until they are turned on in the server's own midgardplus.cfg. Radial menu page is a player option and also starts off, so each player turns that one on for themselves.
- Old copies of MidgardPlus left in the plugins folder. BepInEx loads the newest and skips the rest, so everything works, but it is worth deleting the old ones rather than leaving seven of them there for a later update to pick through.
- The server decides, not the client. Flowing water, Guilds, Parties and every other server setting come from the server's config. Changing them in your own launcher while connected looks like nothing happening, and the mod now says so in the log when it spots the difference.
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1.30.0
24 Sep 2026, 03:50 UTC
Water fills on a dedicated server, and you can ask the server why from your own console.
Water fills on a server
- Every known source now gets a pool worked out. 1.29.2 made the pool read a source's own saved position instead of needing the server to have built an object for it, but it still only looked at sources the server had already met: the ones that already owned water, and the ones an object had been built for. A source that was neither, which is every source freshly placed on a server that has not built an object for it, was still never looked at. The scan that already lists every water source in the world, for the per player limit, is now what the pool step works from.
- Why this took four goes to find: the status a source shows starts at the same value the game gives a field nothing has ever written, so a source nobody had looked at was indistinguishable from one still working. The line that would have named the problem sat inside the step that never ran. Reported by Dalathiir, who removed every other mod, reinstalled twice and stayed patient through the lot.
- The log now says how many sources this machine knows against how many it has built, which is the gap the whole bug lived in.
Asking the server about its water
midgardplus water now asks the server as well. Flowing water is worked out by the server and only drawn by everyone else, so the answer was never on the machine most people can reach. Run the command as an admin on a client and the server's own report comes back into your console and your log: whether the water cell was ever built, how many sources and cells it holds, how many objects it built, and then every source with where it stands, its real status, whether a pool was ever worked out for it and whether the per player limit is holding it back.
- Only an admin gets an answer, and the server replies to that player alone.
Three ways to get water working when the usual one will not
- Water worked out by, Server or Whoever placed it, default Server. This is the big one. Water has always been worked out by the server, which is the natural place for it, but if a server will not do it there was nothing you could do about it. Set it to Whoever placed it and the job goes to the machine of the player who built each source instead, with everyone else sent the result the same way as before. Only ever one machine does the work, chosen by this setting, so the two can never fight over the same pool and you can never end up with both filling it.
midgardplus water retry starts every source again from scratch without a restart: it forgets every pool it had worked out, scans the world again and works them all out fresh. Run it as an admin on a client and the server does it and reports back.
- The log now says which machine is doing the work and which machine it is running on, once at the start, so a server where nobody is filling is obvious in one line.
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Launcher 1.5.69
24 Sep 2026, 03:30 UTC
Russian descriptions for every one of the 586 settings, including revive a downed friend and waterproofed pieces holding water.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.29.2
current
24 Sep 2026, 03:30 UTC
The fix for water that never fills on a dedicated server.
Water fills on a server again
- A water source is now worked out from the source itself, not from whether the server happened to build a copy of it. On a dedicated server a source could sit for ever on Spreading while the server cheerfully reported that it was running, filling and spreading sources, and while its own startup scan had found the source. Reported by Dalathiir, who spent days on it, removed every other mod and reinstalled twice.
- The cause: the step that works out a pool walked the list of source objects the server had built in the world, while every other step walked the sources themselves. A server that knows about a source but has not built an object for it therefore never worked out a pool for it, never wrote a status, and never wrote a line to the log. Nothing said so, because the code that would have said so was never reached either.
- Proof it never ran: the line that names how many cells a source worked out is written at least once whatever the log settings, and that line never appeared once in the server log, on a server whose scan had already found the source.
- The pool is now worked out from the source's own saved position, so it no longer matters whether the server built an object for it. Nothing changes for a host or in single player, where an object was always there.
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1.29.1
24 Sep 2026, 03:10 UTC
A fix for the achievements message, and a correction to the 1.29.0 notes.
The dev command message stops nagging
- Keep achievements now also stops the popup. Picking up anything the game has marked as touched by dev commands put *Picked up an item affected by dev commands. Achievement progress is temporarily disabled.* across the middle of the screen, once per pickup, even with Keep achievements on. The setting only ever reached the achievements themselves: the message comes from the inventory, off a mark carried by the item, which is a different piece of the game entirely. With Keep achievements on, that message is no longer shown, and neither is the one about dropping the item again.
- The admin panel stops marking what it spawns, while Keep achievements is on. Anything it hands you is clean, so it never starts the nagging in the first place. With the setting off nothing changes and spawned items are marked exactly as the game marks them.
- Items you were already carrying keep their mark, since it is saved with the item, but the message about them is now silent.
A correction to the 1.29.0 notes
- 1.29.0 said using the admin panel no longer marks the world as having used cheats. That was not right, and this message was the proof. The panel stopped tripping the console's own flag, but each item it spawned still carried the game's own mark, exactly as the console's spawn does. That is what 1.29.1 fixes, and only while Keep achievements is on.
Enchanted gear wears its element
- Gear marked before Loot rarity damage type marks was turned on now gets its element. The element lives inside the mark, and a mark only gets one at the moment it is drawn, so everything marked before that setting was on stayed plain for ever with nothing saying why. Those marks are now given an element the first time they are read, drawn the same way a fresh mark draws it and settled from the item itself, so it never changes again. Nothing happens while the setting is off.
- An infused weapon now borrows from the game's own enchanted weapons rather than from a body aura. Fire comes from Dyrnwyn, frost from Mistwalker and Frostner, lightning from the Niedhogg and Berzerkr blades, poison from Jotun Bane and Draugr Fang, spirit from the silver sword, and it falls back to a staff and then to the old status effect if a name is ever missing. Only the particles are taken, never the blade.
- The log now says why a weapon in hand carries no element, naming which of the reasons it is.
Water and runestones say what they are doing
- A water source that never gets a pool worked out now says so. Its status started at the same value the game gives an empty field, so a source the machine never reached was indistinguishable from one still working, and it read Spreading for ever. It now says the ground under it was never loaded, and the log names the spot. Reported by Dalathiir.
- The enchanting table says when no creature will ever drop a runestone, which is what Runestone drop chance at 0 means. It used to fail silently.
A sealed box keeps its water
- Waterproofed pieces hold water, off by default. A piece you have waterproofed now holds water back as well as shrugging off the weather: water never crosses one, however high the pool behind it stands. Seal a box all the way round and it keeps everything poured into it instead of pouring over the lowest point of its rim. Pieces you have not waterproofed hold water only up to their own height, exactly as before, so nothing already built changes until you waterproof it. Needs Waterproofing and Flowing water on.
Seeing what the water is doing on someone else's server
midgardplus water in the console now prints, in one go, whether the water cell was ever built, how many cells and sources this machine holds, and then every source with where it stands, what its status really is, whether a pool was ever worked out for it and whether the per player limit is holding it back. Run it on the server, because a client only draws what the server fills, and it says so if you run it on the wrong machine.
- A pool now says whether its outline was rounded. The corners of a pool are already softened off the 1 m grid, but nothing said so, and a blocky looking pool and a correctly rounded one read the same in the log. It now says how many corners were rounded, and says so plainly when none were.
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1.29.0
24 Sep 2026, 02:00 UTC
The admin panel stops asking the console for things it can do itself, and a downed friend can be pulled back up.
The admin panel works on your own world again
- Every panel button worked on a server and none of them worked at home. Pressing Free build, or any other panel command, on a world you host filled the console with *That command is a cheat, please enter 'confirmcheats'*, once per press, while the panel cheerfully reported *Ran: nocost*. The cause: the panel already carries its own copy of all twenty three commands, but it only reached for them when it decided you were a remote admin, and that test requires that you are not the server. On a world you host, or in single player, you are the server, so every button skipped the panel's own code and went to the game console, which turns cheat commands away until
devcommands has been entered.
- The panel now does the work itself for everyone, host and client alike. Free build, god, ghost, fly, heal, repair all, spawn, tame, kill enemies, remove drops, explore map, weather, time of day, position, puke and the rest all run through the panel's own code, so they simply work.
- Eight commands that had no panel version now have one: save, regenerate locations, sleep, skip time, stop event, no spawn, kill enemies and print creatures. The five that only mean anything on the server run only when you are the server.
- It stops claiming it ran something when it did not. If the panel ever meets a command it has no way to do itself, it now says so and tells you to type
devcommands, instead of printing *Ran:* over a refusal.
- Using the panel no longer marks the world as having used cheats, because the work never goes through the cheat console. That was already true when you were connected to someone else's server; now your own world matches.
- Worth knowing: there is a Free building setting under 3 - Building that does the same thing without the panel at all.
New, off by default
- Revive downed players. At zero health, with another player close enough, you go down instead of dying. You cannot move or fight, your health sits at 1, and a friend holds the Use key on you to pull you back up. If nobody reaches you in time you die the way you always would and your tombstone appears where you fell. On your own, nothing changes at all: with no other player in range the death runs exactly as the game has it, so single player is untouched.
- It comes with Downed duration at 45 seconds, Revive hold time at 5 seconds, Revive health at 30 percent of your maximum, Downed friend range at 64 metres, Downed players are safe off, and Downed pose.
- Downed players are safe is off on purpose. One hit while you are down finishes you, so a friend has to clear the fight before they can reach you rather than standing over you in the middle of it. Turn it on and nothing can touch you while you are down, and only the clock can end it.
- The whole thing is built from what Valheim already has: the emote your body holds while you are down is one of the game's own, and there is no new art anywhere in it.
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1.28.1
24 Sep 2026, 01:10 UTC
Two fixes and a deeper enchanting table.
Building and gathering
- A stone pickaxe no longer mines copper and tin. 1.28.0 made Valheim's unused stone pickaxe craftable before Eikthyr, and it turned out to mine copper, tin and muddy scrap as well as stone, which is a way round the boss the antler pickaxe exists to gate. It was not a number we could tune: the game gives the stone pickaxe and the antler pickaxe the same tool tier, and copper, tin and ordinary boulders all sit at that same tier, so there is no setting that blocks the ore and still breaks rock. A stone pickaxe now simply refuses ore and says so, and it breaks stone exactly as before. A gatherer carrying one refuses the same way, so the hole cannot be run through a companion either. Only matters while Stone and antler pickaxes is on, which is off by default. Found by TylerS76.
Bosses
- An extra boss that will not rise now tells you why. Tera277 and TylerS76 both reported that offering a trophy did nothing at all, with nothing in the log either. The cause: the patch read the Extra bosses setting before anything else and returned straight away when it was off, which made every explanation we had written unreachable. On a server that never sent the setting, and that includes a server on an older build or one whose config lost the key, a client reads it as off. So the offering silently did nothing, on the server, while working perfectly in single player. Now every refusal says so on screen and in the log, naming the trophy, the altar and the reason, and if the server never answers at all the game says that too after fifteen seconds.
- The Use key works at an altar. Moder's altar is one the game tells you to press Use at, and that path was never covered, so the only gesture the game advertises did nothing. An altar with every stand filled still raises the vanilla boss.
New, all off or at the game's own value
- Loot rarity damage type marks. A marked weapon can gain a damage type it does not have: fire, frost, lightning, poison, spirit, or a physical type it lacks. The amount comes from the weapon's own damage rather than a flat number, and it never stacks a type the weapon already deals. An infused weapon glows its element. Asked for by fartfries.
- Loot rarity curse chance, starting at 0. Above 0, a roll can come out cursed: heavier, or half the durability, one at a time, never both, and never on gear that already exists. A cursed piece still works. The tooltip says what is wrong and what lifting it costs. Put the chance back to 0 and every curse on the server lifts at once.
- Enchant curse lifting cost, 8 runestones, and Enchant curse lifting key, C. Lifting a curse has a key of its own, so the reroll key always rerolls and can never spend the higher price on a click you meant as a reroll. Leave the key empty and a curse cannot be lifted at all, and the tooltip says so rather than naming a key you do not have.
Enchanted gear looks enchanted
- An infused weapon carries its element in your hand. Flames and embers for fire, a pale drifting cloud and frost shards for frost, crackling sparks for lightning, a low sickly haze for poison, the cold pale flame for spirit. A physical infusion gets only its step colour, on purpose. None of it is new art: it is Valheim's own burning, frost, lightning, poison and undead effects, borrowed off the game's own status effects and then quietened right down, scaled to a third, emission cut to a third, every sound stripped and the borrowed light pulled from eight metres to under three. It is meant to read as the game, not as a mod bolted on.
- Marked armour is quieter, and grows with the step. Magic and Rare wear the step's colour, Epic adds a faint breathing light, and Legendary adds one slow wisp circling the wearer, using the element of its resistance ward if it carries one.
- Both hang off Loot rarity glow, which is off by default, and the weapon aura also needs Loot rarity damage type marks, which is off too. Nothing changes for anyone who has not asked for it.
- Only you see it. Valheim replicates the piece of gear, not the mark on it, so an enchanted weapon cannot be shown to other players without new network traffic, and cosmetics are not worth that. Your own screen only, in every game.
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Launcher 1.5.68
24 Sep 2026, 00:40 UTC
The moving layer grows figures. Huginn and Muninn cross the header on the Odin look. Ice crystals, icicles and creeping frost for winter and Yule. Spirits rising just outside the firelight for Alfablot. Petals and new growth for spring, fireflies for summer, leaves and the odd ember for autumn. All of it drawn in lines, no pictures, and it still costs nothing when the window is not in front of you. Also carries the Russian for the three new MidgardPlus 1.28.1 settings.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.67
23 Sep 2026, 23:40 UTC
The launcher moves now. Snow and frost and a slow aurora for Yule and Winter, rising embers for Alfablot, tumbling leaves for Autumn, sun glow for Midsummer, and faint rune staves behind the page all year. Turn it off with Let the season move on the Home page. The colours also turn over on their own now, without a restart. And the header no longer burns half a processor core in the background, which it had been doing for a while.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.66
23 Sep 2026, 21:10 UTC
The launcher can wear the day: Alfablot for Halloween, Yule from Lucia night to Twelfth Night, and Midsummer at the solstice. Pick Follow the real season and it puts them on and takes them off by itself, or pin one all year. Odin red and gold is still the default and still unchanged.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.65
23 Sep 2026, 20:30 UTC
Colours can follow the real season, keeping the Odin red and gold. Install a mod from a link or a zip when it is not on Thunderstore or Hexium. The setup quiz asks 24 questions and now reaches 372 settings, and it shows you every change before it writes one. Buy me a mead by card.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.28.0
current
23 Sep 2026, 20:00 UTC
Seven fixes, most of them from server reports, and four new settings people asked for. Every new setting starts off, or at the game's own value.
Multiplayer
- Flowing water now works on a dedicated server. The water cell is drawn with the hot tub's water material, and a headless server has no material to draw with, so the cell was never built and the server never filled or spread anything. Every source sat on Spreading for ever and no setting could change it. The server now builds the cell without the picture, fills and spreads as it should, and each player draws the water on their own machine. The server also says in its log, once, whether flowing water is running and, when it is not, exactly what stopped it. Found by Dalathiir.
Building
- Carts and ships with something in them can be repaired again. With Hammer takes apart ships and carts on, the hammer refused to take a cart or ship apart while anything was stored in it, which is right, but the game runs the same check when you repair, so a loaded cart or ship could not be repaired either until it was emptied. The check now only stops taking one apart. Repairing works with the hold full. Found by Tera277, traced by TylerS76.
- Floors count as a roof now actually shelters you. It told the game there was a roof overhead but left the cover number at what the open sky gave, and the game reads both: a station wants 70 percent cover, shelter and a bed want 80. So a floor above you blocked nothing. A floor now answers for the roof and gives full cover, which fixes the wet effect, the shelter buff and stations all at once. A leaky roof the game found by itself still gives its own partial cover. Found by TylerS76.
- A hoe or cultivator area bigger than one click allows no longer loses a side. One click may work 100 spots, and the extra ones were simply dropped as the loop ran out, which cut whole columns off one edge and left the worked patch sitting to your left. The area is now brought down evenly and stays centred on where you aim.
- The saga stone at the Red One's Rest sat in the floor. Its height was measured from the ground rather than from the shrine's own stone floor, and whenever the floor could not be measured it silently stayed at ground level, so the stone stood buried to its knees. It now stands on the measured floor, and both ways that measurement can fail say so in the log instead of going quiet. Found by TylerS76.
Companions
- A gatherer mends its own worn axe or pickaxe. Nothing ever put durability back into a companion's tool, so it wore to nothing, the tool became unusable and the companion stopped for good saying its tool broke. It now mends at a workbench or forge it is allowed to use, on the spot if one is in range or by walking to the nearest one and coming back. Repair cost is honoured: it pays from its own bag and says what it is short of rather than mending for free. Found by SeRsKo, who had Gear breaks at zero durability on, though that setting was never the cause: it only ever touches your own bag.
Under the floorboards
- Area building and the water source say what they did. The diagnostic lines added over the last few releases now go through Detailed log, so each kind is written once unless you turn that on.
New, all off or at the game's own value
- Stone and antler pickaxes. Valheim ships a stone pickaxe in its own files that no player can reach, and an antler pickaxe stuck at quality 1. On, the stone pickaxe is craftable at a workbench for 10 wood and 10 stone, so there is a pickaxe before Eikthyr, and the antler pickaxe upgrades to 4 like any other, without ever asking for a second hard antler. Off puts both back. Asked for by OmegaBattle.
- Blast furnace speed multiplier. A blast furnace can run faster than an ordinary smelter. It multiplies with Smelter speed multiplier, so 2 and 2 gives four times. 1 is the game's own speed and changes nothing. Asked for by OmegaBattle.
- World grid mode. World keeps the grid fixed to the world, as it always was. Nearest piece moves the grid onto the building piece closest to what you are placing, so a new row lines up with what you already built there. The gold guide lines follow the same anchor as the snapping, so they no longer sit somewhere the piece will not land. Asked for by Animus through TylerS76.
- Portal picker keeps your order. Point at a portal in the picker and press the move up or move down key to put the list in the order you want, kept for that character, so your home portals stay at the top. A portal that is gone drops out on its own. Off sorts by name and distance as before. Asked for by TylerS76 and Lucas.
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Launcher 1.5.64
23 Sep 2026, 19:50 UTC
Carries the four new MidgardPlus 1.28.0 settings and their Russian text: Stone and antler pickaxes, Blast furnace speed multiplier, World grid mode and Portal picker keeps your order.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.63
23 Sep 2026, 18:50 UTC
Importing a profile from Gale, r2modman or the Thunderstore manager now brings its MidgardPlus settings with it, keeping your old midgardplus.cfg beside it as midgardplus.cfg.before-import.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.62
22 Sep 2026, 01:20 UTC
The two new MidgardPlus 1.27.3 settings, Keep achievements and Detailed log, show on the Features page with their Russian text.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.27.3
current
22 Sep 2026, 01:00 UTC
Two small switches people asked for. Both start off.
New settings
- Keep achievements. Steam achievements keep unlocking for your character even after the game has marked the character or the world as cheated, for example by dev commands. It is your own choice and a server never sets it. Asked for by Encounter and fartfries.
- Detailed log. The fixes of the last few releases write a line to the log whenever an arrow meets a grate, a floor is checked as a roof, water spreads, a door opens itself, a sail fades or an area is laid out. That is how the bug reports got solved, but it filled logs up. Now each kind of line is written only the first time it happens, so a log you send still shows what went on. Turn Detailed log on to get every line again. Asked for by TylerS76.
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Launcher 1.5.61
21 Sep 2026, 23:10 UTC
Other mods now come from Hexium as well as Thunderstore, whichever has the newer version, so you get mod updates that were only posted on Hexium.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.27.2
current
21 Sep 2026, 23:10 UTC
Two fixes for MidgardPlus running beside other slot mods.
Other mods
- MidgardPlus now steps aside for InventorySlots. It already stood down its own equipment and quick slots for four other slot mods, and this one was missing from the list, so on a server with both on, two mods fought over the same bag: items scattered down the grid, empty rows in the middle and two sets of slots on screen. Put
equipment_slots in Never step aside for if you want ours anyway. Seen on Leorick's server.
- Beside ExtraSlots, quick stack, sort and Place stacks work again. When MidgardPlus could not read another mod's slot layout it switched its own quick stack and sort off, and it also took over the game's own Place stacks button and made it do nothing. Place stacks is now left to the game whenever MidgardPlus cannot tell the slots apart, and quick stack and sort keep to MidgardPlus's own bag rows, 4 plus Extra inventory rows, and leave every row past them alone. Found by Tera277 and TylerS76.
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Launcher 1.5.60
21 Sep 2026, 15:10 UTC
Russian for the eleven settings 1.27.1 added: keep gear on death, auto eat, gear in found chests and the creature trait weights.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.27.1
current
21 Sep 2026, 15:00 UTC
The second day of reports on 1.27.0, from TylerS76, fartfries, Leorick, NightGod and Cheeto, and two faults that only show on a dedicated server. Everything new starts off.
On a dedicated server
- Picking anything could throw, sixty times a minute (Leorick's log). The game's own pick reads the local player for its effect, and a dedicated server has none. It only bites when another mod gives the server ownership of world objects, which FiresGhettoNetworkMod does, and then every pick on that server throws before anything drops. With no local player MidgardPlus now does the pick itself, the same way the game does.
- A failed pick doubled what the next one gave (fartfries, thirty nine thousand tar from one pit). Pickup yield multiplier raised the amount before the pick and put it back after, but in a step the game skips when the pick throws, so every failed try left it doubled. It is put back whatever happens now, and says once what threw.
- Every dedicated server logged twenty one warnings about placeholder pieces. The check asked whether the shader can draw, and on a machine with no graphics card nothing can. The pieces were fine. A headless server no longer asks.
Building
- The curved stone wall and the stone arch were covered in white blocks (TylerS76). The stone texture is a sheet that is mostly white with the cobble in one corner, and our pieces mapped onto the whole sheet. They map into the cobble at the game's own scale now. Wood only ever looked right because its texture repeats.
- Round floors would not snap together. The game refuses any piece landing within five centimetres of another of the same name, and both round floors have their origin at the centre of the circle, so two quarters making a half always collided. They allow it now, the way the game's own stone arch does, and have snap points on the rim and the straight edges. They also sit level with square floors; ones already placed will draw eight centimetres higher.
- Curved walls overlapped at the joints. The mesh was exact. Each end had an inner and an outer snap point twenty centimetres apart, and the game would pair one wall's inner corner with the next wall's outer one. Inner corners only now, landing exactly on the round floor's rim, so eight walls close a ring.
- Water left a raised well and ran down the outside (TylerS76, three times). A source's place was rounded to the nearest metre of ground without looking at its height, so a source set against a raised wall could start on top of the wall. It starts from the ground beside it now. Pools that already behaved are worked out exactly as before. The log says the rim it found, the level it chose and how many cells it rejected as wall.
- Arrows pass through cages and grates takes the Carved Darkwood Divider, the Dvergr Metal Wall, and the Ashwood Decorative Wall, Divider, Window and Floor.
- The hoe says once per tool how wide it worked and why, because Hoe radius multiplier at two is four times the area and the area keys are easy to press with a hoe out.
Characters and skills
- Every character on one account shared Hearthguard reputation. It was kept under the account, not the character. It is kept per character now; the first character to log in takes the account's record once, and says so, and any other starts from nothing.
- Hunting glow lit nothing, and Hunting only ever rose from hares. Both asked for the game's animal faction, and the hare is the only creature in it: deer, boar and neck are forest monsters to the game, wolves mountain monsters, lox plains monsters. They go by what the creature is now. The knife bonus on Looting had the same fault. The glow says once what it lit, or why it lit nothing.
- raiseskill and resetskill take the added skills, by one word (breathholding) in any case, and all includes them.
- Your food runs out together only ever pulled timers down. It took the average and then capped it at the shortest food, so thirty, twenty five and thirty all came out at twenty five. The cap is gone: the total before is the total after, and the log shows both.
New, all starting off
- Keep gear on death, a server setting: weapons, tools, armour, shields, ammunition, utility items and trinkets stay on you and stay worn; everything else goes to the tombstone. Asked by NightGod.
- Keep food after death, a server setting, and Auto eat with its warning and eat percents and a pause near a workbench or on a boat, yours alone. Asked by NightGod.
- Loot rarity adds gear to found chests, a server setting: a found chest with no gear of its own that passes the rarity roll gets one piece fitting its biome, already marked. Never a player's chest, never Hildir's. Asked by TylerS76.
- A weight for each creature trait, Shielded, Hardy, Enraged and Reflective, each starting at the even split of today. Set one to nothing and it never appears. Asked by fartfries.
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Launcher 1.5.59
21 Sep 2026, 07:00 UTC
Features search ranks names first, every setting has a card, simple view says what it hides, and the Russian for everything 1.27.0 added.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.27.0
current
21 Sep 2026, 07:00 UTC
The day's reports from TylerS76, Tera277, Void, Cheeto, Eimak, sarmo_alt and NightGod, worked through one at a time, with every fix checked against the game's own code by a second pair of eyes before it went in. Nothing new is switched on. Two keys move. The minor bump is for the five saved keys Transmog only for allies adds, which the version rule requires.
Things that did nothing
- Boars did not come through portals (Eimak, sarmo_alt, since 15 September). Tames follow through portals only ever brought a tame that was told to follow, and the game never lets you tell a boar to follow, so the setting quietly did nothing for the animal most people keep. It now lets a boar, a hen or any pet only tame be told to follow, and every portal trip logs each tame in range and why any of them stayed behind.
- Gatherers walked past coal at a lit kiln and bars at a running smelter (Cheeto). The companion treated the kiln's five metre warmth as fire and would not step into it, and the coal lands two and a half metres from the kiln. Only the burning core of a fire counts as fire now, so companions also stock chests near a hearth again. The log says once per item kind why a gatherer left something.
- Instant enemy loot never ran. The patch had no attribute on its class, so it was never applied, and even applied it changed a timer the game had already started. It now moves the ragdoll's own timer, and logs the seconds it moved.
- Marked gear vanished from chests. A chest saved its contents before the marks went on and then reloaded the unmarked copy, wiping every mark. The marks are saved with the chest now. Creatures that drop no gear, greydwarves among them, never drop marked gear; the log now says the chance it read and why each item stayed plain, so a quiet setting lock cannot hide behind it.
- Conflicts were logged but never announced in game. Players within four hundred metres now get told in the middle of the screen.
- See through sails did nothing and said nothing. The sail's shader cannot fade; it is swapped for one that can, and the first try is logged whatever happens.
- The Forsaken Power could not be moved in the HUD editor when no power was chosen. It can now.
- Mod indicator showed an empty line. It names MidgardPlus's own items and other mods' items, and says nothing when there is nothing to say.
- Ore support outlines and beehive range ignored the server's setting. Both follow it now.
Things that did the wrong thing
- Ctrl click into a chest could still be eaten if the launcher had ever recorded your enchant key, and the enchant keys then sat on Left Alt, which is also the Favourite item key, so favouriting a piece at the table could reroll it. Enchanting moves to R and R with Left Shift, once, and says so.
- A quick stack or sort message ran off a smaller screen (Tera277). Centre messages are measured against the width they actually render at now, not a character count.
- Ore pins said ___MINEROCKS and landed on plain rocks (NightGod, TylerS76). Only rocks that drop ore get a pin, it carries the ore's name, and the old ones clear themselves off your map.
- Reflective creatures could kill you in one blow. A reflection is held to a tenth of your health at strength one and never more than three tenths.
- Even food timers did not even out. They settle on every meal now and end together.
- First person lost the body when moving fast. The hide follows the camera now, and it stays out of the intro and the death camera.
- Killing a villager lowered reputation with no word. It says so at once, and by how much.
- Double doors open both leaves and retry a leaf still swinging.
- Extra bosses are tiered. Each carries a target health one step above the vanilla boss whose altar it answers at, 1500, 3750, 6250 and 8750 before the strength setting, with rewards from the next biome. An extra boss power is checked when a character saves and loads, a boss stone gives one back if a vanilla power replaced it, and every altar refusal is logged with what it saw, so the next Bonemass report will say exactly why.
- The map crash after a conflict could not be reproduced; the pin draw is guarded and logs what it catches.
- Floors count as a roof, arrows through grates, curved walls, water spread and placeholder textures could not be reproduced either. Each now logs exactly what the game decided, so the next report carries its own answer. Nothing in them changed behaviour.
New
- Transmog only for allies, a server setting starting off: players outside your party or guild see your real armour.
- Search on the launcher's Features page ranks names and keys before loose mentions, every setting has a card, and a page says when simple view is hiding settings.
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Launcher 1.5.58
21 Sep 2026, 01:20 UTC
The setup quiz asks thirteen questions instead of six and can set a hundred and twenty five settings instead of thirty one, covering building, companions, the world, the screen, farming, sailing, production, skills, loot and comforts. Your answers can be saved as a preset.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.57
21 Sep 2026, 01:10 UTC
The setup quiz can save your answers as a named preset, so what it works out sits with the quick setups and can be used again on another world or sent to your server.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.55
21 Sep 2026, 01:00 UTC
Set me up: six plain questions on their own page that set the game up the way you describe it, without reading four hundred settings. Settings for MidgardPlus 1.26.1.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.26.1
current
21 Sep 2026, 01:00 UTC
Everything reported since 1.26.0, and the quietest fault in the mod.
Fixed
- The settings lock now tells you to your face when it puts something back. If you change a setting straight in midgardplus.cfg and the lock holds a different value, the lock wins and writes your file back. That is right, and it always said so, but only in the log, which nobody reads until something is already wrong. Three times in one day that silence became a bug report about a feature that was simply switched off: enchanting that did nothing, a skill that would not rise, and a world that would not take its new places. It now says on screen, once, which settings it put back and where to change them so they stick. There is no setting for it: a change you asked for being silently undone is never something you wanted kept quiet.
- New places could quietly never arrive. The work in 1.26.0 ran once, the instant the world's zone system started, and if the game had not finished working out where places go by then, or the network was not up, it gave up and never tried again. It now waits and keeps checking until the world is genuinely ready, says so if it has been waiting five minutes, and tells a player who is not the host that this one belongs to whoever runs the world.
- Food that runs out together was doing it wrong. It re-evened every second, so eating one thing visibly moved the timer on everything else, over and over. That is not how food works and not what was asked for. It settles once now, at the moment you eat, and never pushes anything past its own full length; between meals every food ticks down normally. It was already a switch and already off by default, and it stays that way.
- The compass markers ignored their own switch. The compass itself was put right in 1.25.0, but the markers on it had the same fault one layer down: while a faction conflict was marked they were drawn whatever you had set. Both do what you tell them now, conflict or no conflict.
- Extra upgrade levels showed a red station warning when nothing was wrong. Past an item's normal top level the recipe asks for a workbench level no workbench can reach, so the crafting panel blinked red as though you could not do it, while the upgrade worked perfectly well. An extra level now never asks for a better station than the one you are standing at, so the warning only appears when something really is missing. Explained by TylerS76, who worked out exactly what it was.
- The equipment panel said the wrong thing when it could not fit. It claimed the game allows nine rows, when nine is our own limit and the panel needs one of them. It now states the real number and the Extra inventory rows setting explains why four extra rows is the most it will take.
New
- Seasons turn the trees. Spring is fresh, summer is deep, autumn goes orange and gold, and winter drains the colour from the leaves. It is the same change the grass already had, applied to the leaf materials the trees are drawn with, so it costs nothing and changes only what you see. The log says how many leaf materials it found, so if a tree does not turn you can tell whether it was missed or is drawn in a way that cannot be tinted. Raised by Lyferian, who said seasons did not change the scenery and was right: only the grass was changing.
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Launcher 1.5.54
20 Sep 2026, 23:50 UTC
Eight more presets, including Everything on, All the quality of life, All the building, All the companions, and a Gentle to Unforgiving difficulty ladder. A setup quiz that asks six plain questions and sets your game up from the answers. The installed mod list on Your mods folds away. Settings for MidgardPlus 1.26.0.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.26.0
current
20 Sep 2026, 23:50 UTC
The answer to the thing people are most tired of: an update that adds a place no longer means starting again. Thanks Arthritic Gamer, who said it plainly.
New
- New places can now arrive in a world you already started. Valheim decides where every place in a world goes once, when the world is made. A village, a saga stone or a forgotten cache added by a later update was therefore never in an older world's map, and the only way to see one was to start again. That is the real reason updates have meant a new world, and it is a fair thing to be tired of. Turn on
Bring new places to an old world, load the world once, and anything missing is put into land nobody has walked yet. Ground you have explored or built on is never touched and nothing already standing is moved. Raised by Arthritic Gamer, who was right.
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1.25.0
20 Sep 2026, 23:20 UTC
The fault behind Lyferian's world that would not let him move, the compass that ignored its own off switch, and messages that ran off both edges of the screen. Thanks Lyferian, Tera277, Void and TylerS76.
Fixed, from reports
- A patch of world where you ran on the spot and slid when you landed. Lyferian tracked it to one area, found it followed the last faction fight, and kept the world so it could be looked at. That was the whole answer. When a conflict ends, its fighters are sent home, and the mod was taking them even if one was in the middle of a swing. The half finished attack was left behind with nothing to swing, and it threw an error every physics step from then on, for as long as that area stayed loaded. Thousands of them a minute is what stole the frames and made walking feel like running in place. A fighter in the middle of an attack is now left alone and taken on the next sweep instead, and if one is somehow still swinging ten seconds later it says so in the log before taking it.
- The compass ignored its own off switch. It was drawn whenever a faction conflict was marked, whatever you had set, so anybody running factions could not turn it off. Off means off now.
- Long messages ran off both edges of the screen. The middle of the screen does not wrap, so anything longer than a line was unreadable at both ends, which is what Tera277's screenshot showed and what Void hit on the Ctrl click refusal in 1.24.0. Rather than shorten them one at a time, anything longer than about ninety characters is now shown at the top left, which does wrap. Short messages are untouched. There is no setting for it: a line you cannot read is not a preference.
- Enchanting could be switched on and do nothing at all, without saying so. It needs Loot rarity on as well, because marks are what it works on and runestones come from it, and the setting text said so, but the game said nothing. Turning on the table and finding it inert is exactly what it looks like when something is broken. It now says so in the log the moment the table is registered, and tells you on screen if you try to use one.
- A warning said the extra boss powers could not be built when they could. The mod looks for them twice, once while the game is still assembling its item database and once when it is finished, and it was complaining about the first look. Two people sent logs worried about it. It only speaks up now if a finished database really is missing one, and it says plainly how many powers were built.
New
- An item's tooltip can say which mod added it. With a pile of mods installed it is often not obvious where a sword came from or which mod to ask about it.
Say which mod added a thing puts the mod's name at the bottom of the tooltip. Things that came with Valheim say nothing, and a mod that adds items without leaving its own code on them cannot be traced and says nothing either. Asked for by pinkanella.
- First person view. The camera scrolls all the way in to your own eyes instead of stopping behind your shoulder, and your head is hidden while it is there so you can see past it. Scroll back out and everything is as it was. Asked for by Tera277, and TylerS76 called the head problem before it happened.
- Your food runs out together. Everything you have eaten is given the same time left, the average of what each had, so three foods eaten at different moments run out together instead of one at a time. You gain nothing overall, you stop topping up one slot every few minutes. Asked for by TylerS76.
- The blast furnace takes every ore. It accepts everything the ordinary smelter accepts as well as what it already took, and gives exactly what the smelter would give, so one building handles all of it. Asked for by fartfries.
- Two ways to change what the horn does.
The horn calls companions over can be turned off, so blowing it tells you where each companion is and how far, and leaves them standing. The horn leaves companions that were told to stay keeps the ones minding a place where they are. Asked for by Tera277.
- Say what an update brought. Everything new starts switched off, which is right for servers and bewildering for players, who see a feature that does nothing. Turn this on and once per version, the first time you spawn, MidgardPlus names how many new settings arrived and a few of them.
- A limit on companions of each kind.
Companions of each kind per player caps how many warriors, gatherers, builders or gardeners one player can have out at once. 0 is the old behaviour, where only the overall limit counts. Set it to 1 and somebody with four companions must have one of each rather than four gardeners. Asked for by Tera277.
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1.24.1
20 Sep 2026, 20:20 UTC
Two faults in the Ctrl click fix that went out in 1.24.0, both found by Void within the hour.
- Ctrl click could still be eaten, if the launcher had ever written your enchant key down. The keys were moved off Ctrl as the mod loaded, and then the settings lock, which runs after that, put the old key straight back from its own record. Anybody whose lock file held that key got no fix at all. The keys are moved again after the lock has had its say, so the lock can no longer undo it.
- The refusal filled the middle of the screen and ran off the edge of it. It was sent as a centre message, which the game draws large and never wraps, so on a smaller screen the end of the line was simply not there. Every enchanting refusal goes to the top left now, where the game wraps it and it does not sit over what you are doing, and the line itself is shorter.
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Launcher 1.5.53
20 Sep 2026, 19:40 UTC
Russian for everything 1.24.0 added, the corrected reroll wording, and the settings presets and lock file.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.24.0
current
20 Sep 2026, 19:30 UTC
Everything reported against 1.23.0 in its first day, plus the one fault behind four of those reports. Thanks TylerS76, Tera277, Lyferian and fartfries, who found all of it within hours.
Nothing new is switched on by this release.
The extra bosses never worked for anybody
- The offering burned and nothing was ever raised. Two separate faults, which is why the reports disagreed with each other. On a host or in single player the summon was handed straight to the server code in the same process, and the message had just been written, so its read head sat at the end: the first read threw, the error was swallowed, and nothing reached the log at all. On a dedicated server the message arrived and read correctly, but the test for somebody standing near the altar asked the game for its list of player objects, and a dedicated server never makes any, so the list is always empty and nobody is ever near anything. Both are fixed, and the refusal now says where it looked and how far, so it can never be silent again. Found by TylerS76, Tera277 and fartfries.
- The Extra bosses setting said a troll answers at Eikthyr's stones, meaning the creature it is built from, and it was read as needing a troll trophy. It names the four bosses now and says you never need any other trophy. Found by fartfries.
One fault behind the naked Hearthguard, the frozen world and the fighters stuck at one health
- Faction fighters stood bare and unarmed. The gear was cloned from the game's item list, and an item cloned that way carries no link back to the thing it came from, because the game only fills that link in when a real one is dropped on the ground. Dressing a fighter reads that link to work out what to draw, so the very first piece threw, and the throw carried out of dressing, out of spawning, before the fighter was even tagged as belonging to a conflict. Nothing was worn and nothing was recorded. Every other place in MidgardPlus that clones an item already set that link; only this one did not. Found by Odin and TylerS76.
- That throw stopped every other character on the machine. The game runs all characters through one loop with nothing to catch a fault, so one broken fighter meant that every character after it in the list, including the player, stopped moving and stopped checking whether it had died, and the list was rebuilt from scratch every frame instead of being cleared. That is why one small area of one world left a player running on the spot and sliding when he landed, why fighters stood at a sliver of health instead of falling, and why the log filled with hundreds of the same error. Lyferian spent an evening bisecting his mod list for this and it was ours. His own note, that the only thing different about that spot was the last patrol fight, was the whole diagnosis. Our own bodies now carry a guard, so MidgardPlus can never again stop the rest of the game on somebody's machine. Found by Lyferian and TylerS76.
- The log said fighters went home and they were still standing. They were never tagged, for the reason above, so the sweep walked past them in silence while clearing the other side correctly. The tag is written before the gear now, and the sweep recognises fighters that already exist in worlds from before this fix. Found by TylerS76.
- Fighters left over from a restart could not be cleared by hand. A new
factions clear console command sends every loaded faction fighter home. On a dedicated server only an admin may use it. It never touches anybody's companion.
- The Hearthguard fame and tier readout moved after a reload, because its resting place depends on whether the death counter is showing. Once you have moved it yourself it stays where you put it.
Pieces that would not appear
- Turning a setting on mid game appeared to do nothing. The game only ever learns a piece while that piece is switched on and you are holding its materials, and it only looks at certain moments, none of which is a setting changing. So the enchanting table, and every other piece behind a setting, stayed invisible in the hammer until something unrelated made the game look again. It now asks the game to look as soon as a piece is switched on. Nothing is given away: the game's own rules still decide, we only make it ask. This covers the enchanting table, the reinforced chest, the three tiered portals, the waterfall, the flowing water source, the companion feeder, the Skiff, the Wain, the item drawer, the glass and round pieces, the dvergr and marble pieces, planting anything, reset ground on the hoe, and anything added later. Found by Odin.
Enchanting
- Ctrl click stopped moving things into a chest. The enchant keys started life on Left Ctrl and Left Ctrl with Left Shift, which are the game's own Transfer and Split stack, and the enchant click ran ahead of everything and took the click whether or not there was a table anywhere near you. A stack of wood answered with Only weapons, shields and armour take marks and stayed where it was. The click now goes straight to the game unless you are standing at an enchanting table holding something that can take marks, the keys start on Left Alt and Left Alt with Left Shift instead, and a config still sitting on the old Ctrl keys is moved across once and says so in the log. Found by Tera277.
- Marked gear glows in the colour of its step. A new Loot rarity glow setting, on by default, needing Loot rarity. A marked piece lying on the ground catches its tier colour from a distance that grows with the step, an Epic drifts sparks and a Legendary carries a small coloured light, and a marked weapon glows in your hand. The colour, the sparks and the light are all taken from things the game already ships, nothing is stored on the item, and the lighter graphics preset drops the sparks and the light by itself.
- The glow knows what the piece is made of. A piece carrying a fire, frost, lightning, poison or spirit mark, and a weapon that deals one of those itself, takes that element's own particles and its own colour, and its light moves the way the element moves: fire gutters, lightning snaps, frost holds steady, poison pulses, a spirit weapon breathes. The particles are the game's own, looked up once each, and an element the game has nothing for falls back to the runes in that element's colour. Raising a piece at the table to something that carries an element throws that element over the table as well.
- Raising a tier at the enchanting table had one of its four effect layers. Not because the game had nothing to lend: the finishing sparkle and both halves of the guardian power were there the whole time on the stations and the boss stones, and our own lookup was throwing every one of them away for carrying a networked object, which all of them do. It takes them now, exactly as the game plays them itself, so a raise sounds and looks like a step up rather than a click. The sparkle also reads from the inventory window, which is where the game keeps its own, the lookup waits while the world is still coming up instead of giving up on its first look, and when a layer really is missing it says which list it read and what was in it.
Flashbangs
- A Flashbang can daze creatures now. Two new settings, both starting off. Flashbang daze seconds decides how long a creature caught in the flash stands reeling: it loses whoever it was chasing, stops being alert and staggers where it stands until it wears off. It reaches as far as the flash blinds you, twenty metres, the creature has to be able to see where the flash landed, and a tamed creature is never dazed, so nothing you own is caught in your own throw. Flashbang dazes bosses is off as well, so the Forsaken shrug it off until you say otherwise. Each machine only dazes the creatures it owns, so it works the same in single player, on a host and on a dedicated server.
Building
- Floors count as a roof only worked for one thing out of nine. The game asks one shared question to decide whether you are under cover, and MidgardPlus was answering it in the least visible of the places that ask. Now the rain, the shelter and rested effect, crafting stations, fires, beds, fermenters, hatching eggs, beehives and windmills all get the same answer. Found by TylerS76.
- Area building and area planting only grew to the right and away from you. The grid was counted from a corner instead of from where you aimed. It grows evenly around the aim point now. Found by TylerS76.
- Arrows pass through cages and grates missed the iron cage walls and floors and the lathed timber wall. Not one of those pieces has cage, grate, fence or bars in its name, which is all the old list matched on. They are named outright now, and the log says if a piece it wants is not in your game. Found by TylerS76.
- Water from a water source ran through raised ground. The test that looks for a wall between two bodies of water checked buildings, rock and ships but not the ground itself, so a hoe raised bank or a rock lip was invisible to it. The setting always said it never goes through ground; now it does not. Found by TylerS76.
- Curved walls were built for a ring twice as wide as the round floors, so the two could never meet. The wall now closes a ring exactly around a round floor, eight to a circle. Curved walls already standing in a world will take the new, tighter shape. Found by TylerS76.
- Double doors: a pair placed the same way round was never recognised as a pair, a pair wider than two and a half metres was out of reach of each other, and the second leaf was told to open once while it was still swinging, which the game ignores, leaving one half open. Found by TylerS76.
- The item drawer shipped as a plain white box if it could not find a wood material, and several pieces could fall back to a snow or worn material, which reads as blank. Neither can happen now. Found by TylerS76.
- The saga stone at the Red One's Rest sank into the stone floor, and the Saltvik trader floated. Both are placed by measurement now rather than by a guessed height. Neither fixes a place you have already been: a location is fixed in the world the first time you go near it.
Ships and stations
- Building on ships does nothing in this version, and says so. It shipped in 1.23.0 having never been played, and the first person to play it found that pieces do not move with the ship at all. The cause is not proven, and rather than ship a second guess it is switched off in code, with both settings left in place and their descriptions saying plainly that they do nothing yet. Nothing is removed: anything already built on a deck stays exactly where it is and keeps standing. Found by TylerS76.
- See through sails never found the sail. It looked for a part of the ship that the game has not used for some time. It searches properly now, and says in the log when it cannot find one.
- The Skiff had no speed of its own, because the sailing code only knew the game's four ships. It has its own speed and turning settings now, both starting at the Skiff's own value.
- Smelters fill nearby chests did nothing for the blast furnace, the windmill or the spinning wheel. Those stations hand over a whole stack at once, and a chest was asked whether it could take the entire stack and skipped if it could not, so the output went on the floor. The room in every nearby chest is measured first and a stack is split across them, preferring a chest that already holds that item. If they truly cannot hold it, it drops as before. Nothing is ever lost. Found by fartfries.
Other mods
- MidgardPlus now knows about Epic Loot. With it installed, our Loot rarity and Enchanting turn themselves off and say so, because they are two answers to the same question and running both puts two sets of marks on one item. Your values stay saved and come back if you remove it. Put
epic_loot in Never step aside for if you want both anyway. Asked by Tera277.
- The same for ZenMap and our carried map and map at the cartography table.
Launcher
- The Features page counted a setting still at the game's own value as off, which is not the same thing, and there was no way to list what had never been touched. There are now chips for At the game's value and Adjusted, and the count says how many are still untouched. Found by TylerS76.
- The search results page told you to press the page name to go to where a setting lives, and did not show one. The button was being added to the wrong part of the card and had never appeared. It shows the page and the section now. Asked by Tera277.
- The installed mod list on Your mods can be folded away, so the Thunderstore search is not a mile down the page. Asked by Tera277.
- Mods can be brought in from Gale as well as r2modman. Asked by Lyferian.
- The forsaken power was the one HUD piece that could not be moved in the layout editor, because it had never been listed. Found by TylerS76.
- Eleven Russian setting descriptions had drifted away from their English ones, including Parties and Guilds, which still described a much older set of commands.
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Launcher 1.5.52
20 Sep 2026, 07:50 UTC
MidgardPlus 1.23.0 settings, 536 of them. Every setting is now named on a card, 220 were not before. The launcher only opens once: clicking the shortcut again brings the window you already have to the front. What's new keeps what you marked seen, and says so when it cannot save.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.23.0
current
20 Sep 2026, 07:50 UTC
The biggest release so far. Four more bosses, loot that rolls with marks on it, a map you can carry and draw roads on, a Hunting skill, boss fights that scale to the group, control over the coast, and a long list of things people found and reported. Thanks TylerS76, Tera277, Lyferian, Zero and Lirix.
Everything new here starts off. A server that changes nothing sees the game it saw yesterday.
Fixed, from reports
- A faction conflict told you to check your map and nothing was ever marked there. The client decided for itself whether to ask the server for the marker, whether to accept the answer, and whether to keep a pin it already had, all from its own copy of a setting the server owns. That copy falls back to off whenever the server has not confirmed it, so a client could sit with factions reading off while the server had them on. The message still arrived, because it travels by the game's own route and asks the client nothing. The server is the only authority now: the client always asks, the server answers with nothing when factions are off, and the answer carries whether they are on. Found by TylerS76.
- Faction conflicts were over before you could reach them. Both sides spawned fourteen metres apart, all at once, pointed at the same spot, so the whole fight was one burst of well under a minute. Meanwhile the conflict is always placed at exactly the distance the setting says, so the walk was as long as the battle or longer, and at close range the fight ran before you had taken twenty steps. The fighters now muster when somebody comes within seventy metres, and each side arrives in up to three waves forty five seconds apart, so you arrive during the opening clash and have two more waves to join. A conflict with nobody left alive now ends at once instead of leaving its pin over an empty field for a quarter of an hour. Found by TylerS76.
- The great battle notice flashed up and was cut off. It was one long sentence sent as a centre message, and the game fades those out in four seconds in the big middle font. The centre now says the short of it and the rest goes to the top left, where it stays and can be read. Found by TylerS76.
- Village hut walls stood in a pinwheel. Floors and roofs were placed from the pieces' own snap points, as the 1.18.4 notes said, but the walls and fences were not: every wall piece has its snap span along its own sideways axis, and the code measured that as though it ran front to back. Every wall was turned a quarter turn, and because the measurement kept whatever direction it happened to read, the walls and the fences were turned opposite ways. Each panel stood as a fin across the floor instead of sitting on its edge. Walls now stand square, and the two open triangles at the gable ends are filled in as well. Villages in ground you have already visited keep the huts they already have; new ground builds them properly. Found by TylerS76.
- The villagers told you to mind a dock that was taken out in 1.18.4. They warn you about the roof beams now. Found by TylerS76.
- A horn answered for other players' companions. If a companion's owner could not be read, the horn counted it as yours, and sounding a horn while at your limit claimed it, dragged it to your side and made it follow you. Ownership could also be taken just by commanding a companion with the vanilla tame key. All four horns now act only on a companion whose record names you, and read that record from one place that fails safe. Found by Tera277.
- Anybody could open anybody's companion bag by holding use on it. It refuses now unless the companion is yours.
- Gardeners were missing from the companion roster, so a gardener away from you was never sent home by crouching and sounding the horn, its gear was never kept, and the server never counted it. Nothing already in your world is removed by this.
- Gear could not be spawned above the game's own top quality from the console or the admin panel, even with extra upgrade levels on. The game's own spawn command clamps the level to four in two places and was never patched, and the panel had the same constant copied into it. Both now reach what the item actually goes up to, and both say in the log what was asked for against what was given. Found by TylerS76.
- Faction fighters were left standing forever after a server restart. The roster of who belonged to which conflict lived only in memory, so every fighter out in the world when the server stopped belonged to nothing afterwards. Loaded fighters that no live conflict claims are now retired, under the same rule that never takes one away from a player standing near it. Found by TylerS76.
- The fame line sat on top of the clock. With the death counter off they were both on the same row starting at the same place, and the fame bar hangs below its own box, so the season line landed underneath it. All three now count the fame row and the bar's height, and the fame box is wide enough for the Russian line. Found by TylerS76.
- Lighter graphics at its lowest could take the last per pixel light, leaving the ground reading as flat glowing green under a dark sky. The step above it already held a floor of one light and the lowest step did not. It holds the same floor now, and lighter graphics writes one line saying exactly what it changed and what the game is drawing with. Found by Tera277.
- The admin panel listed every item twice. Fallen Warriors and spirit callers carry their own copies of real items, named the same, with the same icon and description, so there was nothing to tell them apart by. They are left out now, but only when the real item is there too, so a mod that names an item that way keeps it. Found by Odin.
- Quick stack and sort stood down when Extra Slots was installed, even though that mod publishes a way to read its layout. It reads it now. With two slots mods installed at once it still stands down, because it cannot tell whose cells are whose, and moving somebody's armour is worse than doing nothing.
Four more bosses
- Offer a boss's own trophy back at its own altar and something older answers. Mosskin the Hollow Thane at Eikthyr's stones, Vordr of the Reeds at the Elder's, Hrimnir the Frost Warden at Bonemass's, Skarde the Blood Standard at Moder's. Each is tougher than anything around it, carries a real boss health bar, leaves its tier's metal, and grants a power of its own.
- You cannot hold a boss's trophy until you have beaten it, so the order takes care of itself.
- Off by default, with settings for their strength, whether they grant powers, and how long one waits before it goes back under the ground.
Loot that rolls, and enchanting
- Drops can carry marks: Magic, Rare, Epic and Legendary, one more mark at each step. The tier decides how many marks, not how big each one is, so a Legendary is not a different game.
- Seven marks, all of them numbers the game already keeps: damage, attack stamina, armour, movement, durability, weight and one resistance. Nothing new was invented for them to sit on.
- Build the enchanting table and carve runestones at it. Hold a key and click a piece to reroll what it has, or hold another to push it up a tier.
- Marks live on the item, so they travel into a chest and into another player's hands, and they survive being taken into a world that does not have MidgardPlus at all: the item is plain while the mod is gone and gets its marks back when it returns.
- Each mark is a share of the item at quality one and is added after the game has done its own sum, so extra upgrade levels and marks add up rather than multiplying each other.
- Off by default.
A map you can carry
- Take a map from a cartography table. It holds the land as you had explored it when it was drawn, not a live map, and you can put markers on it out in the field and draw roads across it by hand.
- It travels with the item, so it can be left in a chest for somebody else, and a map from another world refuses to open rather than drawing nonsense. Bring it back to the table to redraw it.
- There is also a setting that puts the whole map behind the cartography table, so on a server that plays with the map off it becomes a place you travel to rather than a key you press.
- All of it off by default.
Hunting
- A Hunting skill that rises from shooting and killing wild animals, and a faint light on nearby game so you can spot it without opening the map. How far it reaches and how strongly it reads both grow with the skill.
- It never lights tamed animals, other players or their companions, and it does not shine through hills.
- There is also a bonus on the Looting skill for killing an animal with a knife, for people who want butchering to mean something without a second skill to grind.
- All off by default.
Bosses and progress
- Boss fights can scale with how many of you are there. Health climbs, but not in step with the group, because five players with five times the health bar is the same fight five times over. The crowd feels it in more summons instead. Damage barely moves, because scaling a boss's blows by headcount punishes the worst geared person in the room first. Alone, a boss can be set a little lighter.
- Boss progress can be kept per player, so what you personally have beaten decides what spawns for you, what the traders will sell you and what your companions can carry. Someone joining a world where the bosses are already down starts at the beginning instead of arriving at the end.
- Both off by default.
The coast
- Raise the limit on how far ground can be lifted or lowered, past the game's own eight metres. The world always keeps the true shape, so putting the limit back simply draws the ground shallow again and nothing is destroyed. This also makes the excavation depth setting do what it always promised.
- Move the sea up or down, taper the waves near a shore so a dock stops being a hazard, and put a ceiling and a floor on how far water may rise and fall in a storm.
- All at the game's own values by default.
Ships and carts
- A Skiff you can build before bronze, quicker and lighter than a karve, and a Wain that carries far more than a cart and is harder work to pull.
- New and unproven: you can build on a ship. Place regular pieces on a deck and they sail with it. This has never been played, it is off by default, and the setting says so. It is built to fail safe: a piece whose ship it cannot find stays exactly where it is, nothing is ever deleted, and turning the setting off leaves every piece standing where it physically is.
Other
- The companion feeder can be a table instead of a chest.
- The Silver portal can follow its tier instead of carrying everything.
- Sixteen things have their own artwork at last, including the village marker, the Wishbone pin, all three tiered portals, the waterfall, the feeder, the water source, the reinforced chest, the item drawer, the flashbang and six of the skills.
- Every one of the settings is now named on a card in the launcher. Two hundred and twenty of them were not before, which is why they were hard to find.
- The launcher only opens once now. Clicking the shortcut again brings the window you already have to the front instead of opening a second one.
- The launcher's What's new page kept showing settings after you marked them seen. It replaced the whole remembered list each time, so any run that saw a shorter list dropped things you had already seen. It adds to the list now, and it tells you when it could not save instead of saying it had.
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Launcher 1.5.51
20 Sep 2026, 04:30 UTC
The roadmap is rebuilt: what is already in the game and what is still ahead, in two groups with a bar showing how far along it is, 20 of 32 built. Cards for Upgraded sieges and Creature traits. Settings for MidgardPlus 1.22.0.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.39
17 Sep 2026, 18:27 UTC
A Roadmap tab: the 24 things being built next, each with the week it is aimed at, in English and Russian. Also the Russian description for Shield follows weapon, added in mod 1.14.4.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.14.6
current
17 Sep 2026, 17:50 UTC
- Fixed: Valheim 1.0.14 renamed
FejdStartup.PlayIntroCinematic to TryPlayIntroCinematic, so Harmony could not find what Skip the intro cinematic needed to patch. That took the whole DonorFeaturePatches group down with it (the intro skip, the Hall of Mead shrine, and cart hitching), even though only the intro skip actually needed the renamed method. Retargeted to the new name; everything in that group works again. Thanks Arthritic Gamer, Zero.
- 1.14.6 plays with every 1.14. Needs Valheim 1.0.14 or newer; also plays fine on older Valheim, since the intro skip patch only fails silently there, same as always.
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1.14.5
16 Sep 2026, 19:50 UTC
- Fixed: the companion customization panel sat dead center on screen, right over the companion you were trying to look at, so there was no way to see hair, beard, skin or model changes without closing the panel and reopening it. It now sits off to the right third of the screen instead. Thanks SweatyT.
- 1.14.5 plays with every 1.14.
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1.14.4
16 Sep 2026, 18:00 UTC
- Fixed: the equipment panel could land on top of the chest grid when a chest was open and no clean spot fit beside your bag, blocking clicks on the items underneath and appearing to jump around as the layout shifted. It now picks whichever spot overlaps the least instead of always defaulting to the same one. Thanks lettownn, PaynePoint.
- Added: Shield follows weapon (off by default). Remembers the last shield you had equipped and puts it back on when you switch to a one handed weapon with an empty off hand, undoing the way Valheim drops it for a two handed weapon or a bow. Thanks Tera277.
- 1.14.4 plays with every 1.14.
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1.14.3
16 Sep 2026, 17:40 UTC
- Fixed: on Valheim 1.0.7 and older, opening a chest showed your bag with no chest beside it and left you without a mouse cursor. Loot chests per player asked the game a question only Valheim 1.0.12 can answer, and the error stopped the chest window every frame. It now asks in a way every version understands. Thanks SoulDaemon.
- Loot chests per player now switches itself off if it ever errors, so chests keep working either way.
- 1.14.3 plays with every 1.14.
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Launcher 1.5.38
15 Sep 2026, 21:10 UTC
For MidgardPlus 1.14.2: Russian descriptions for Weapon readout, Weapon readout position, Weapon readout across, Weapon readout up and Ammo switch key.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.14.2
15 Sep 2026, 21:10 UTC
- Fixed: no mouse cursor after opening a chest. The game waits to see whether you hold the use key to stack, and some chests never told it you had let go. Thanks SoulDaemon.
- Fixed: the equipment and quick slots panel could sit on top of your bag and jump around when a chest was open, hiding the items under it. It now sits to the right of the armour and weight boxes. Thanks lettownn and PaynePoint.
- 1.14.2 plays with every 1.14.
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1.14.1
15 Sep 2026, 18:10 UTC
- Changed: the equipment and quick slots panel now looks like the game's inventory: the same wooden background and slots, faint pictures of what goes in each empty slot, and stack counts that fit.
- New: Weapon readout shows next to the crosshair how many arrows or bolts you have left, how many swings your stamina allows or how many casts your eitr allows. Ammo switch key cycles your bow or crossbow through the ammo you carry. Both are off until you turn them on. Thanks OmegaBattle.
- 1.14.1 plays with every 1.14.
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Launcher 1.5.37
15 Sep 2026, 15:40 UTC
Settings page: filters for server, yours, follows server and keys, a simple view and grouped sections. Station picker for Stations that use chests. The radial menu editor can make buttons that toggle or step a MidgardPlus setting. Settings for MidgardPlus 1.14.0.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.14.0
15 Sep 2026, 15:40 UTC
Every new feature below starts off. A server and its players need 1.14.0.
- New: Equipment and quick slots. A panel beside the inventory holds your armour, cape, utility item, up to three foods and your ammo, so they stop taking bag space. Right click a food slot or use a Quick food key to eat. The server allows it, each player turns it on. MidgardPlus steps aside if another slot mod is installed.
- New: Blueprints. Mark an area or a radius, save it with blueprint save, and put it down again as builder plans, or as finished pieces for admins and free building. Wards and no-build zones are checked for every piece.
- New: Copy piece with the hammer. Aim at a piece and press the key to switch to that piece, turned the same way.
- New: Parties. party invite, accept, leave, kick, list and duel. Party members see each other on the map, can share wards (the builder can opt a ward out with Shift+E), and can turn off friendly fire, with duels when both agree. Force map visibility shows every player on the map. Thanks TylerS76.
- New: Server keeps characters. On a dedicated server, the server stores each player's character for that world and your character file on your PC is never overwritten. Admins can list, restore and reset characters from the console, with backups. Thanks Tera277.
- New: Item drawers. A piece that holds one item type and shows its icon and count, and still works as a chest for crafting.
- New: Seasons. A four season calendar from the world's day count, with separate switches for crop growth, weather, cold winters, grass colour and bushes resting in winter, and an optional HUD label.
- New: Stations use nearby chests. Smelters, kilns, fires and other stations take ore, wood, fuel and food from chests around them, and a held key fills them to the top. Thanks SweatyT.
- New: Tames eat from nearby chests.
- New: Loot chests per player. Each player gets their own loot from world chests. Thanks Tera277.
- New: Compass bar with markers for pins, bed, tombstone, portals and ships.
- New: Hover stats. Numbers under the name of items, pickables, chests, stations, creatures and build pieces.
- New: Farming skill bonuses, a Food decay curve (Vanilla, Gentle or Flat) and death penalty options: no skill loss duration, corpse run duration and a skill level floor.
- New: Keep crossbows loaded, and Slope combat help so melee swings follow your aim up and down slopes.
- New: Gatherers stack onto matching chests. Thanks fartfries.
- New: the radial menu can toggle or step a MidgardPlus setting, a server can let players change chosen settings from it, and Custom key actions bind keys to settings. See underwater while flying. Thanks TylerS76.
- Fixed: Everything floats could freeze physics on temporary item copies. Thanks Myp3uK.
- Fixed: a tame following you did not come through a portal when another player owned it. Thanks Eimak.
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1.13.2
15 Sep 2026, 06:30 UTC
- Fixed: old settings you removed with the launcher came back after the next game start. MidgardPlus copies settings back from midgardplus.cfg.last-good when another program drops them, and it also brought back settings this version no longer has. Now it only puts back settings MidgardPlus still uses. Thanks TylerS76.
- Fixed: Lock settings between updates reset new settings to their game value even when midgardplus.cfg already had a value for them, for example one a server owner typed in before starting the new version. Settings already in the file now keep their value and are locked from then on; only settings the file did not have start at the game's value.
- 1.13.2 plays with every 1.13.
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Launcher 1.5.36
15 Sep 2026, 06:20 UTC
Play without mods no longer covers the settings check chip. Removing old settings with Check my settings now also removes them from the backup copy, so they stay removed. Mods are switched off and back on more safely, and each launch is written to the launcher log. Thanks TylerS76.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.35
15 Sep 2026, 04:30 UTC
New Play without mods button next to Play: turns mods off for one game so you can join a vanilla server, and turns them back on when you close Valheim. Characters are not touched. With r2modman or Thunderstore Mod Manager it just starts Valheim through Steam.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.13.1
15 Sep 2026, 04:30 UTC
- Fixed: pool water ended in jagged triangles and square gaps where a sloped bank rose out of it. The surface now reaches just under the bank so the water meets the ground cleanly, without showing past walls, rocks or pieces, and touching pools no longer flicker where they meet.
- Waterfalls use their own rushing water sound; the game has no waterfall or river sound to borrow.
- 1.13.1 plays with every 1.13.
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Launcher 1.5.34
15 Sep 2026, 04:00 UTC
For MidgardPlus 1.13: every new 1.12 and 1.13 setting has its Russian description, Wishbone finds has a tick box picker, and the Features page has cards for Waterfalls and Dvergr and marble pieces.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.13.0
15 Sep 2026, 02:00 UTC
- Important: the server and every player need MidgardPlus 1.13.0, because water sources now save how far their water runs. A 1.12 player can't join a 1.13 server.
- Changed: flowing water is smarter again. A source fills the whole hole up to just under its rim, rising over small bumps in the floor. Small rocks, dropped items and debris sit under the water instead of leaving holes; only things that stick out of the water stay dry. Sources placed on a rim or a slope pour down into the hole below. A full pool spills at its lowest edge, runs downhill as a stream or a waterfall and fills the next low place, up to Water spread distance metres away (0 keeps every pool to itself). Two sources in one pool share their water, and a source that can't fill its pool says how much more water it needs.
- New: Waterfalls, a Waterfall piece for the hammer. Put it on a ledge and water falls to whatever is below, with spray, mist and sound. Press E on it to change its width. Off unless the server turns it on.
- New: Axe combos on trees, so a one-handed axe keeps its whole combo going on trees, logs and stumps. Hide the sky tree, to hide the giant branch in the sky just for you. Thanks OmegaBattle.
- New: Night brightness goes up to 3 for nights brighter than the game's own. Ore support key turns the ore support outlines on and off while you hold a pickaxe. Flametal ore never sinks stops the flametal towers in the lava from diving away when you mine them. Server logs to keep saves a copy of each server run's log, even after a crash. Thanks Zero.
- New: Show taming progress and Show breeding status put a label over animals you can read from a distance: how tame they are and whether they are fed, or why they won't breed right now (hungry, too many nearby, no partner, pregnant or still young). Animal food attraction range lets animals notice food from further away, so you don't have to lead them into a pen. Thanks Zero and TylerS76.
- New: Dodge key, your own key to dodge the way you are moving. Craft sort button, a button in the crafting window that steps through the game's sort orders. Thanks Zero.
- New: Dvergr and marble pieces puts 29 of the game's own Dvergr and black marble pieces in the hammer, copper reinforced marble included. Off unless the server turns it on. Thanks Zero.
- New: Wishbone finds lets the Wishbone look for dungeons, vegvisirs or boss altars, each player picking with Wishbone target key. Explore radius on land and Explore radius at sea uncover more of the map, and Sailing skill makes the sea radius grow as you sail. Thanks Zero.
- Everything new is off or at the game's own value until you or the server turns it on.
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1.12.0
14 Sep 2026, 22:40 UTC
- Important: the server and every player need MidgardPlus 1.12.0, because the server now checks some requests itself. A 1.11 player can't join a 1.12 server.
- Security: the server checks Excavation itself: the dig size and depth limits, wards you are not permitted in, no-build places and dungeons, so a changed game can't dig where it shouldn't. The server also enforces Companions per player and Water sources per player, removing extras that a changed game summons or builds past the limit, with a message to the player.
- New: smarter companions. Companions get unstuck steps aside, jumps and, if still stuck, brings a following companion to a safe spot next to you. Companion retreat health makes a hurt companion fall back to you and eat before rejoining the fight. Companions fight smarter makes warriors go for what you are fighting and bow users keep their distance. All off unless the server turns them on.
- New: Transmog. Hold Left Control and right-click a helmet, chest, legs or cape in your bag to wear its look without its stats; do it on the piece you wear to go back. Everyone sees the look, and it stays with your character. Off unless the server turns it on. Thanks Lyferian.
- New: Holstered weapon positions, your own offsets for where swords, two-handers, bows, shields, tools and atgeirs sit on your back when put away. Only you see your positions. Thanks Lyferian.
- New: World save interval minutes, so a server can autosave as often as every 5 minutes and a crash or force quit costs less. Thanks TylerS76.
- Fixed: the build area placed a whole grid of water sources in one click. Water sources now go down one at a time, since one source fills the whole pool.
- 1.12.0 plays with every 1.12.
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Launcher 1.5.33
14 Sep 2026, 21:50 UTC
For MidgardPlus 1.11.0: settings in the cfg now say who decides them, and the launcher reads them cleanly. What's new says nothing in your game changed when new settings arrive, and Check my settings shows old leftover settings as something to tidy up instead of red problems.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.11.0
14 Sep 2026, 21:40 UTC
- New: Rain wear multiplier, from 1 (the game's rain wear) down to 0, so a wooden building left in the rain isn't mush after a few hours. And Waterproof pieces with tar or resin: hold the hammer, look at a piece and press Y to seal it with tar (or resin), and it never takes rain wear again. Both off unless the server turns them on. Thanks Lyferian.
- New: Gear breaks at zero durability, with Broken gear material return giving back part of its materials, and Repair cost, so repairing at a station costs a share of the item's materials. All off unless the server turns them on. Thanks Lyferian.
- New: the Looting skill. Killing things raises it, and it adds extra drops as it levels, with separate strength for tamed animals, wild creatures and humanoids. Off unless the server turns it on. Thanks Lyferian.
- New: Rain speeds up crops and Beehives speed up crops, so plants in the rain or near a beehive grow faster. Fire needs open space above and Smoke size, so a fire under a low roof can keep burning and smoke can be smaller. All at the game's values unless the server changes them. Thanks Lyferian.
- New: Crafting search, a search box above the recipe list at every crafting station, like the build menu has. Your own option, off by default. Thanks Lyferian.
- New: Free rotation, to tilt and roll building pieces with the number pad and pick the rotation step, Arrows pass through cages and grates, and Smaller body when crouching. All off unless the server turns them on. Thanks Lyferian.
- Changed: the build area size under the crosshair shows only what counts: walls go side by side, so a wall shows "3 wide" instead of a length it ignores. Pressing wider or longer at the limit says the limit and which setting raises it, and the area and row limits go up to 20.
- New: Night brightness and Fog density, your own sliders from 1 (the game's look) down to 0: dark nights where torches and fires really matter, and no distance fog. Thanks Lyferian and Zero.
- New: Sailing zoom out, to pull the camera up to three times further back while you sail, and Hide dust clouds, so building, removing, repairing, hoeing and planting make no dust puffs (the sounds stay). Both your own. Thanks Zero.
- New: Show ore support, lines on a copper or silver deposit showing which parts hold the rest up while you hold a pickaxe, and No floating ore, so pieces left hanging break and drop their ore (off unless the server turns it on). Thanks Zero.
- New: Doors open as you walk up, Doors close behind you, and Double doors open together, all off unless the server turns them on. Locked doors and warded doors stay shut. Thanks OmegaBattle.
- Changed: every setting in midgardplus.cfg now starts with who decides it: [Server], [Yours], [Yours, follows the server while connected] or [Key, yours], for everyone who edits the file by hand. Thanks Zero.
- New: an admin change log. The server writes every settings change made through the F9 panel to BepInEx/midgardplus-admin-changes.log: when, which admin with their ID, which setting, and old value to new value, plus refused attempts. Passwords and tokens show as (hidden). Admins see the last 50 in F9 under Settings, Recent changes. Admin change log turns it off. Thanks Zero.
- Security: radial menu buttons that call a method only work on a server for methods the server lists in Radial menu allowed methods (empty by default). Admins, the host and single player can still call anything, and key buttons are never limited. Method buttons now only call public methods with no parameters. Thanks TylerS76.
- Changed: flowing water is smart now. A water source fills the basin it sits in to a flat level just under the lowest point of its rim, so it never overflows, and it never goes into rock, terrain or building pieces or leaks under a wall. With no hole to fill it makes only a small puddle instead of running downhill. Water can't rise more than 0.3 m above its source, so put the source at the height you want the water. Existing ponds reshape themselves the next time they load. Water spread distance no longer does anything.
- Fixed: recycling an upgraded item could give back upgrade items like a Battle Idol that were never spent, because the game only takes those at a special upgrade station. Recycling now leaves upgrade-only items out. Thanks Zero.
- Fixed: the F9 admin panel works for admins on a dedicated server. Valheim only turns cheats on for whoever hosts the world, so god mode, ghost, fly, build for free, heal, repair, explore map and spawning did nothing for an admin who joined a server. The panel now does those directly once the server confirms you are an admin, and skip time still goes to the server, one press at a time.
- 1.11.0 plays with every 1.11.
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1.10.0
14 Sep 2026, 18:50 UTC
- Important: the server and every player need MidgardPlus 1.10.0. This release changes how players and the server talk for the admin panel and shared chests, so a 1.9 player can't join a 1.10 server and is told to update.
- Security: the F9 admin panel only changes MidgardPlus settings on a server, and another mod's settings only when the server lists that mod in Admin panel remote mods (empty by default). Passwords, tokens and webhook links from any mod are never shown or sent.
- Security: shared chests check who is really asking, how close they stand and whether the ward lets them in, with request numbers nobody can guess, so a changed game can't take or copy items from someone's chest, and nothing is copied or lost when a player drops out mid hand-over.
- New: All tames can follow. Tell a boar, a hen or any other tame to follow or stay, and it comes through portals with you. Off by default. Thanks Eimak.
- Changed: the Bug Smashers' stone is the server owner's choice now. Show bug smashers is a server setting, off by default: when the owner turns it on, everyone on the server sees the stone beside the Hall of Mead.
- Fixed: sorting your bag or a chest leaves favourite items exactly where they are and sorts everything else around them. Thanks lettownn.
- Fixed: holding the off-hand key now puts the item in the off hand on the first try: from the hotbar, while you walk, and when the equip bar takes a moment. Thanks lettownn.
- Changed: if a game update breaks one of MidgardPlus's patches, only that part turns off and the rest keeps working, and the patches that could break other mods are guarded.
- New: when the server runs a newer MidgardPlus than yours, the game tells you.
- New: type midgardplus report in the F5 console and MidgardPlus saves one file, BepInEx/midgardplus-report.txt, to attach to a bug report, with passwords and personal details masked.
- New: a dedicated server writes what MidgardPlus has turned on to its log when the world loads, and warns about build areas set above 1.
- Changed: clearer setting descriptions that say once who decides each setting and point at related settings, a Dual wielding card in the Guide, and FAQ fixes. No defaults changed.
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Launcher 1.5.32
14 Sep 2026, 18:40 UTC
Check my settings: the launcher reads your midgardplus.cfg against the settings this MidgardPlus version uses, shows what is missing, wrong or changed from vanilla, and fixes it with a backup. New Everything off (vanilla) quick setup, and Add the new settings writes every missing setting at its vanilla value.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.37
14 Sep 2026, 14:40 UTC
- Fixed: on a server, players' own MidgardPlus options follow the server. New Server controls player options, in 0 - Features, on by default: while you are connected, options like hints, the mead line, grow timers, the death counter, companion chatter, portal glow and world grid lines take the server's values instead of yours, and you get your own back when you leave. Keys, Panel scale, radial menu extras and Skip intro stay yours. Thanks Tom.
- Fixed: Smooth health regen and Double tap to dodge change how the game plays, so they follow the server now, off unless the server turns them on.
- Changed: Smooth health regen heals once a second instead of every frame, the same total, with far fewer health updates sent around.
- 1.9.37 plays with every 1.9.
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1.9.36
14 Sep 2026, 09:20 UTC
- Changed: everything starts at vanilla again. Every feature and every extra now defaults to off, so you turn on only the one or two things you want, like stack size or day length, and nothing else changes. Settings already in your midgardplus.cfg keep the values you gave them. Thanks Tom.
- New: the server decides. Features that change a shared world, like excavation, flashbangs, diving, dual wielding, trash and recycling, favourites, zone borders and the world grid, follow the server's settings now, so a player can't switch one on that the server hasn't. Players on a newer MidgardPlus than the server keep every setting the server doesn't know at vanilla, from the moment they join, and get a short note saying so.
- New: Settings added by updates start off, in 0 - Features, on by default. When an update adds a server setting to a config that already exists, it goes in at vanilla instead of its default, and the log lists what was added.
- New: Lock settings between updates, in 0 - Features. Turn it on and the server's settings are saved to BepInEx/config/midgardplus-locked.json. Every start after an update puts them back exactly, new settings start at vanilla, and changing a setting yourself updates the lock.
- New: sailing, in 10 - Sailing. Tailwind when sailing gives each ship its own wind: Always behind, or Helpful so it is never worse than a crosswind, without changing the weather for anyone else. Ship speed multiplier and a speed and turning multiplier for the Raft, Karve, Longship and Drakkar, so the Drakkar can turn. Sea serpent alert pings like the Wishbone when a serpent comes near your ship and says where it is. Thanks Zero.
- New: target snap point selection. While placing, aim at a piece and press Home to step through its snap points; a small marker shows the one you picked and your piece locks onto it. Thanks TylerS76.
- Fixed: extra snap points have readable names instead of placeholders, like Mid_1-2, Quarter_1-2_1, Centre and Back_TopLeft. Thanks TylerS76.
- The mod page and FAQ are rewritten, and the package carries a FAQ for sites that show one.
- 1.9.36 plays with every 1.9.
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Launcher 1.5.31
14 Sep 2026, 09:10 UTC
For server owners: Settings added by updates start off, Lock my settings and Restore locked settings on My server, a summary of new settings after each update with Turn them all off, and vanilla values in What's new. Setting sections sort by number. Для владельцев серверов: новые настройки из обновлений начинаются выключенными, можно закрепить свои настройки и вернуть их после обновления.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.30
14 Sep 2026, 08:20 UTC
Tooltips are readable again: dark boxes with light text instead of white on white. Thanks TylerS76. Подсказки снова читаются: тёмный фон и светлый текст.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.29
14 Sep 2026, 08:10 UTC
The launcher is now fully in Russian when you pick Русский: every page, dialog, progress step, error, the setting pickers and the radial menu editor. English stays exactly as it was. Лаунчер теперь полностью на русском: все страницы, окна, шаги установки, ошибки, выбор настроек и редактор радиального меню.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.34
14 Sep 2026, 08:00 UTC
- New: MidgardPlus speaks Russian. Set the game to Russian and the Guide, the F9 panel, companions, messages, portals and every MidgardPlus piece and item name follow. Anything not translated yet stays in English.
- Fixed: flowing water no longer floats. It rests on the ground, on solid pieces or on other water, falls straight down over edges as a waterfall, fills holes one layer at a time, and drops into place when you dig under it or remove what held it. Old water that was hanging settles a few seconds after the world loads.
- New: Water spread distance can be 0, which means no limit. Water keeps running across flat ground until something stops it, still inside Water cells per source and Water cells in the world.
- New: Smooth health regen, your own setting, on by default. Health from food trickles back a little every moment instead of jumping up every 10 seconds, with exactly the same total. Thanks TylerS76.
- New: Use items in water, on by default. Eat food and drink meads and potions while you swim. Weapons in water, off by default, keeps weapons, shields, bows and torches in your hands while swimming. Thanks TylerS76.
- New: Sign snap points, on by default. Signs, item stands, banners, sconces and other wall pieces snap flush to walls, beams and poles: aim the back at the surface and it turns to face out, sits flat and lines up with the corners, edge middles and centre, up and down as well as sideways, however the wall is turned. Hold the free placement key to place it anywhere. Thanks Zero and TylerS76, with OCDheim as the idea.
- New: companions level up. Each one earns its own XP: warriors from fighting, gatherers from picking things up, builders from repairs, plans and fuelling, and a little from every meal. Levels bring more health, a bit of healing over time, harder hits for warriors and faster work for gatherers and builders. As they level they also put on better looking gear, never past the last boss your world has beaten, and never gear you can loot. Anything you give them yourself always wins. Look at a companion to see its level and XP. Companion levels, Companion XP multiplier, Companion max level and Companion gear by level are in 7 - Companions.
- Fixed: text in MidgardPlus windows stays sharp when Panel scale makes them bigger, like on 4K screens. The letters are drawn at their real size on screen instead of being stretched, and everything else scales the same as before. Thanks Жека.
- New: Favourite items, your own setting. Hold Left Alt and click an item in your bag to mark it with a gold frame. Favourites stay put when you quick stack, use Place stacks or stack into shared chests, and the trash and recycle keys leave them alone. The mark stays on the item when you move it, split it or log out. Thanks lettownn.
- New: Copy markers from map tables (server) and Take markers other players left on map tables (your own). Turn either off and reading a map table gives you the explored land but none of the other players' markers, and writing to it still keeps their markers on the table. Both on is the game's own way. Thanks lettownn.
- 1.9.34 plays with every 1.9.
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Launcher 1.5.28
14 Sep 2026, 07:20 UTC
More of the launcher is in Russian now: mod cards and installing mods, the profile import, server cards and sharing, the rented server window, the tour, the stuck game card and the key pickers. Water spread distance explains that 0 means no limit. Ещё больше лаунчера на русском: моды, импорт, серверы, арендованный сервер и обучение.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.27
14 Sep 2026, 07:00 UTC
The launcher speaks Russian now. Pick English or Русский at the top, next to Player and Server owner, and it remembers. If Windows is set to Russian it starts in Russian. Menus, page headings, buttons, quick setups and every MidgardPlus setting description are translated; anything not translated yet shows in English. Лаунчер теперь на русском: переключатель English / Русский вверху.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.33
14 Sep 2026, 07:00 UTC
- New: the Bronze, Iron and Silver portals glow in their own colour all the time now, never dark, and step up when they're connected and again when you walk up to one. A soft light breathes slowly on the ground around them and sparkles rise inside the ring. Tiered portal glow sets how strong it all is, from 0 (just the steady glow) to 5, and changes the light and sparkles right away.
- New: Glow on game portals, your own setting, off by default. Turn it on and the game's wood and stone portals get the same glow, light and sparkles in their own colours.
- New: Companion feeder. Build one with the hammer (10 wood and 2 resin, it looks like a wood chest) and put food in it. Companions within Feeder range walk over and eat when they have no meal going or they are hurt, up to three foods at once like you. Each meal adds its health to theirs and heals them over time for as long as it lasts, and Companion food duration multiplier stretches that. Look at a companion to see what it has eaten and for how long. Companions far from a feeder carry on as before and never starve.
- Changed: flowing water settles into one body. Water that touches, from any number of sources, is one pool with one flat level and one seamless surface, with no stacked layers and no square seams from above or below. Two sources side by side merge and fill the pool together. On flat ground water spreads Water spread distance blocks (7 by default) as a shallow puddle, runs to ledges and falls, and basins fill to the brim. Swimming and diving feel the same everywhere in a pool. Water from 1.9.32 joins into pools by itself.
- New: water limits. Water cells in the world (5000 by default) pauses every source when the world is full, and Water sources per player (10 by default) stops anyone placing more, admins aside. Look at a source to see how far it got or why it stopped. Admins have a Clear flowing water near me button in F9 that removes water and sources within 50 metres.
- New: Panel scale, your own setting. The MidgardPlus windows (F9, the Guide, Excavation, the portal picker, the companion look window and the breath bar) grow on big screens like 4K. 0 is Auto, 2 is twice the size.
- Fixed: companions following you were left behind at portals unless Tames follow through portals was on. They now come through with you whenever Companion recall distance is above 0.
- 1.9.33 plays with every 1.9.
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Launcher 1.5.26
14 Sep 2026, 05:40 UTC
New quick setup: Super easy. Huge yields and loot, crops and tames in no time, smelters and kilns at full speed, no weight or stamina cost, weaker enemies and free building, all in one click. Fixed: admins added on My server are saved the way Valheim 1.0 matches them, so they really are admins, and a running server picks them up within 10 seconds with no restart.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.32
14 Sep 2026, 05:40 UTC
- New: Flowing water. Build a Water source with the hammer (5 stone and a resin) and it spills out a square at a time: it runs to the edges, pours down drops, and fills holes from the bottom up into pools you can swim and dive in. Walls, rocks and trees stop it, and it never spills into the sea. Each source stops at Water cells per source (200 by default) and hovering over it shows how far it got. Break the source and its water drains away. The server runs it, so everyone sees the same water. Flowing water switches the piece on or off, and Water flow seconds sets how fast it spreads.
- Changed: builders repair. They look for damaged pieces around you, or around the spot you told them to stay, and fix the worst first with a swing of the hammer, before feeding fires when something is close to falling. They never touch plans or anything inside a ward you can't use, and they skip what they can't reach and try again later.
- Changed: warriors guard. Tell one to stay and it holds that spot, attacks anything that comes within Guard radius, chases up to Guard leash, then walks back and faces outward. While following you, it goes for whatever is attacking you first. It never swings at players, tame animals or companions.
- Changed: gatherers are smarter. With an axe they fell trees, chop up the logs and clear stumps, and with a pickaxe they mine rocks and ore, always within what their tool can handle, and their tools wear like yours. They go for what you already keep first, never work next to your buildings or inside wards you can't use, carry a full bag to the nearest chest with room, and run to you when something comes after them.
- Changed: look at a companion to see what it's doing (Following you, Guarding here, Repairing a wood wall, Chopping a beech, Taking wood to a chest) and the keys for it. They say a word when something changes, without chattering, and follow Companion talk.
- 1.9.32 plays with every 1.9.
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Launcher 1.5.25
14 Sep 2026, 05:00 UTC
The Radial menu extras editor shows the radial menu the way the game draws it: MidgardPlus buttons in their real order, your own buttons in gold, and the one you're editing lit up. Click a wedge to jump to its row, or drag your buttons around the ring. Obliterator passive items has a hint now.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.31
14 Sep 2026, 05:00 UTC
- New: Underwater diving. Hold the Dive key (Left Control) in water to swim down, Jump to come back up, and look where you want to go while you swim forward. A breath bar shows above your stamina while you're under, and when it runs out you start to drown until you surface. The water tints blue green around you. You can't dive carrying too much. A server can switch it off and set how long your breath lasts (Diving breath seconds, 45 by default).
- New: Obliterator passives. Put Megingjord, Wishbone, a Demister or the swamp key in the obliterator. The server picks how it works with Obliterator passives: Used up, where the lever takes the item for good and whoever pulled it keeps its passive on their character, or Shrine, where the items stay safe inside and everyone within Obliterator shrine range gets their passives. Off by default. Obliterator passive items sets which items count.
- New: Flashbangs. Craft three at the forge from a surtling core, two resin and a bronze, throw one and look away. Anyone close enough who can see it gets a white screen and ringing ears that fade over a few seconds, less if they were looking away. It does no damage. Flashbang strength is your own setting: 0 means you only see a short light, no white screen and no ringing. A server can switch flashbangs off.
- New: Zone borders. Press Shift+J to see the edges of the world's 64 metre zones as blue lines on the ground around you, so you can keep a base inside one zone and avoid the hitch when you cross a border. There's a button for it on the MidgardPlus radial page too. Your own setting.
- Changed: on the big map, ships use the rune marker at double size and portals use the portal's own icon, so they stand out from a map full of dots.
- Changed: the Guide (F8) has a card for everything added lately: diving, flashbangs, zone borders, trash and recycling, the obliterator payout and passives, ships and portals on the map, taking apart ships and carts, crops needing room, floating items and storage sizes. The admin panel has quick spawns for flashbangs and the passive items.
- Fixed: the Hammer takes apart ships and carts description said what was inside would drop; it now says to empty it first. The Radial menu page description lists the zone borders button.
- New: Breath holding, a new skill with Mining, Foraging, Sailing and Packhorse. It rises while your head is under water and lets you hold your breath longer, up to twice as long at level 100. It comes with the New skills feature.
- 1.9.31 plays with every 1.9.
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Launcher 1.5.24
14 Sep 2026, 04:30 UTC
The footer always shows which folder you're using: your game, a dedicated server or your rented server's settings. Container sizes are dropdowns now, with the game's own size first, and you can still type your own. What's new has Mark as not seen and a Show changes since picker for testing. The Hall of Mead picks up new supporters without restarting the launcher.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.30
14 Sep 2026, 04:30 UTC
- New: the Bronze, Iron and Silver portals each glow in their own colour, orange, blue and purple, even before they connect, and the swirl takes the colour too. Portals the game gives you look the same as always.
- New: Tiered portal glow, a slider from 0.25 to 5 for how bright those portals shine. 1 is the game's own brightness and 5 will flashbang your friends. Your own setting, and it takes effect the next time you start the game.
- New: Trash items. With your inventory open, point at an item and press Delete twice to get rid of it for good, no need to run to an obliterator. Equipped items are never trashed. Trash item key picks the key. Your own setting.
- New: Recycling. With your inventory open near the station an item is made at, point at it and press End to break it down and get back part of what it cost. Recycle return sets how much comes back, half by default. Equipped items are left alone, and anything that doesn't fit drops at your feet. On by default, and a server sets it.
- New: Obliterator yield multiplier, from 1 to 10, so the obliterator gives more coal and more of what it turns things into. The server sets it.
- Changed: the hammer won't take apart a ship or a cart while something is still inside it, so nothing spills into the water. Empty it first.
- Fixed: foraging could still give XP or a bonus pickup off a plan, or off a pick the game had refused.
- Fixed: the Radial menu page description still listed a Better UI button that is gone. It lists what the page really has now.
- 1.9.30 plays with every 1.9.
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Launcher 1.5.23
14 Sep 2026, 03:10 UTC
Container size settings show an example, like 6x3, inside their boxes, and every new MidgardPlus 1.9.29 setting is ready to change here.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.29
14 Sep 2026, 03:00 UTC
- Changed: Excavation costs nothing at all now: no stamina, no stone and no pickaxe wear. The Excavation cost multiplier setting is gone.
- Changed: the world grid lines lie on the ground and stay put, instead of floating up and down with the piece you are placing. World grid lines on the ground (on by default) turns that back off.
- New: Mistlands mist, a slider from 1 (the game's mist) down to 0 (no mist), so you can see the land. Your own setting.
- New: Crops need room to be planted. A crop, sapling or bush put down too close to another plant, a building or a rock turns the ghost red with the game's need more space message, instead of planting something that never grows. On by default.
- New: Ships and portals on the map. While the big map is open, every ship and every portal in the world gets a marker, with the portal's name. On by default.
- New: Hammer takes apart ships and carts. Middle click a ship or cart with the hammer and it comes apart and gives its materials back, no axe needed and no workbench. What is inside drops on the ground; a ship with someone aboard is left alone. On by default.
- New: Everything floats. Ores, metal bars, nails, serpent scales, trophies and everything else that sinks floats instead. Off by default.
- New: sizes for every storage container: wood, personal, reinforced and black metal chests, barrels, carts, karves, longships and drakkars, as columns x rows up to 8x20. Empty keeps the game's size, a chest never loses columns, and fewer rows never hides anything.
- Fixed: a plan of a pickable, like a stone pile, could still give foraging XP or be picked by a foraging mod's bonus pickup. A plan is not a pickable at all now; it becomes one when it is finished.
- Fixed: pickables a player builds, like stone or flint piles from a building mod, could make materials out of nothing with a pickup yield multiplier above 1 or the foraging bonus. New setting Placed pickables cannot be farmed, on by default: one that never grows back is only decoration (no picking, no foraging XP or bonus, the hammer gives back its cost), and one that grows back goes down already picked, so it has to grow first. Pickables the world made are left alone.
- 1.9.29 plays with every 1.9.
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Launcher 1.5.22
14 Sep 2026, 02:40 UTC
Server owners: a Server admins card on My server lists who is in adminlist.txt and lets you add or remove Steam IDs, and Home reminds you when your server has no admins yet.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.28
14 Sep 2026, 02:40 UTC
- Changed: Excavation no longer costs stamina or stone. Dig or raise as much as you like in one go; only a little pickaxe wear is left, and Excavation cost multiplier at 0 takes that away too. The Excavation stone per cubic metre setting is gone.
- Fixed: the world grid barely worked with the hammer. On any slope the game nudges a piece sideways, and the grid took that as the piece locking onto another piece, so it let go. It now only lets go when the piece really is on another piece's snap point, keeps the piece at the right height on uneven ground, and draws its lines on top of the ground instead of hidden under it. The radial menu button shows a hammer now.
- 1.9.28 plays with every 1.9.
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1.9.27
14 Sep 2026, 02:30 UTC
- Fixed: water pieces went into the sky. The water had no solid edge for the hammer to measure, so every pond was put down about 90 metres above where you aimed. Water now lands where you aim, snaps to other water and floors, and can be taken back with the hammer.
- New: the water pieces are real water now. You can swim in them, you get wet, things float, and the surface looks and moves like the rest of Valheim's water. Put water over a hole at least 2 metres deep (dig one with Excavation) and you can swim; laid on flat ground it is just a shallow puddle you walk through. It counts as water for 6 metres below the surface.
- Changed: the glass pane, glass wall, glass floor and half circle glass window are much sturdier. They hold like iron now, so a glass floor can reach far out from a wall or post instead of breaking unless it sits right on top of something, and they take a lot more hits.
- 1.9.27 plays with every 1.9.
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Launcher 1.5.21
14 Sep 2026, 02:00 UTC
Radial menu extras has its own editor: one row per button with a name, Key or Method, what it presses or runs, and an optional icon. Move buttons up and down or sort them A to Z, and the launcher writes it in the format the mod reads.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.26
14 Sep 2026, 02:00 UTC
- New: water you can place. Water 1x1, Water 2x2, Water 4x4 and a Round pond, using the game's own hot tub water, for pools, moats, fountains and garden ponds. They snap like floors and cost a little stone. They look like water and you walk right through them; Valheim only lets you swim in the sea.
- Changed: the glass pieces are made from resin instead of crystal, so everyone can build them from the start instead of only after finding crystal in the mountains.
- Fixed: anyone who ran 1.9.24 kept an Excavation max size of 32, so big digs were refused even though 1.9.25 allows 100. It moves to 100 once, on its own.
- Fixed: the Excavation window could open or be dragged partly off the screen. It stays on screen now, and the Round room button is called Circle so the name fits.
- Fixed: on some games the F9 panel and the Excavation window showed no text at all, only empty boxes, because the game font was not ready. The text now falls back to another font so it always shows.
- Fixed: in plan mode the hoe and cultivator cost nothing, so raising ground was free. Plan mode only makes building plans now; hoe and cultivator tools cost what they always do.
- Fixed: a plan of a pickable, like a stone pile, could be picked for free with mods that pick things up for you. Plans cannot be picked or opened now.
- Changed: the F9 panel scrolls much faster with the mouse wheel.
- 1.9.26 plays with every 1.9.
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1.9.25
14 Sep 2026, 01:40 UTC
- New: glass and round building pieces in the hammer. Glass pane 1x1, Glass wall 2x2 and a Glass floor 2x2 you can walk on, made from crystal, plus curved wood and stone walls that close into a round tower, half and quarter round wood floors, a half circle stone arch and a half circle glass window.
Glass and round pieces under Features turns them off.
- Changed: excavation never needs a workbench, for digging or for building up. The setting that asked for one is gone.
- Changed: excavation shapes can be up to 100 by 100 metres, and a shape that starts in front of or behind you now begins 2 metres away instead of right under your feet. Depth and height still count from the ground where you stand.
- Fixed: excavation stairs came out as a ramp. Valheim ground has one height every metre, so short steps blended into a slope. Each step is now at least 2 metres long, so the flat steps show, with a short slope between them.
- Fixed: with Workbench range multiplier above 1, the ring on the ground still looked like the old size, with its dashes spread far apart. The ring now matches the real range and keeps its dashes close, so you can see exactly where the workbench reaches.
- 1.9.25 plays with every 1.9.
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Launcher 1.5.20
14 Sep 2026, 01:10 UTC
A Streamer kit button at the top of the launcher and on Help and tools opens the MidgardPlus streamer kit: overlays, scenes and a lower third for OBS.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.24
14 Sep 2026, 01:10 UTC
- New: Excavation. With a pickaxe out, press B to open the Excavation window and dig or build big shapes in one go: a Pit with a flat bottom, a Line, a Trench ring that leaves the middle alone, a Mound, Flatten to one height, a Ramp that slopes up or down, Stairs with as many steps as you like, a Hill with sloped sides, Terraces that step up a hill, a round Bowl that deepens toward the middle and a round Dome. Side slope gives pits, trenches, mounds, flatten, ramps and stairs sloped banks instead of straight walls, and Meet the ground at the far end sets a ramp or stairs to finish right at the ground ahead. Set the length, width and depth or height, whether it starts in front of you, behind you or around you, and the ground it leaves: dirt, paved, grass or as it was. A blue outline on the ground shows exactly where it goes, the Left and Right arrows turn it, and one click snaps it to north, east, south, west, 45 degrees or the world grid.
- Excavation costs stamina, pickaxe wear and stone for anything it raises, needs a workbench nearby to raise ground, and stops at wards that are not yours, places where building is blocked, and dungeons. Every change goes to whoever owns that ground, so everyone on a server sees the same shape.
Excavation under Features turns it off, and under Building a server sets the biggest size, the cost, the stone per cubic metre and whether raising needs a workbench. If DigDug is installed, MidgardPlus leaves digging to it.
- Fixed: beehives ignored every MidgardPlus multiplier. They now have their own:
Beehive speed multiplier for how fast honey builds up, Beehive honey multiplier for how much each harvest gives, and Beehive capacity for how much a hive holds before it is full, all under Production.
- Changed: the MidgardPlus page on the radial menu no longer has a Better UI HUD editor button, since Better UI's editor can only be closed with its own key. Your own buttons from
Radial menu extras stay, and can now have a picture: add | icon: and an item name, like Map = key: P | icon: Hammer. Icons on the page are drawn smaller so they stop clipping.
- Fixed: dual wielding two spears, the special attack threw your main hand spear. Weapons whose special is a throw now do the dual special swing instead.
- New for underground building: a Corridor of any width, a flat-bottomed Round room and a round Ring trench join the excavation shapes, and
Excavation max depth (Building, 8 to 30) lets a server dig deeper than the game's own 8 metres for whole underground halls. The game's hoe still pulls ground it touches back within 8 metres, so level deep floors with excavation.
- Fixed: searching the F9 item spawner showed placeholder items that only creatures use, like enemy clubs and bites. Items with no icon, no name or a creature-only attack are left out now.
- Changed: the F9 settings list scrolls much faster with the mouse wheel.
- Fixed: with Portals carry everything on, inventory slots no longer show the cannot-teleport icon.
- 1.9.24 plays with every 1.9.
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Launcher 1.5.19
14 Sep 2026, 00:50 UTC
The Player and Server owner buttons are back at the top of the launcher, so you can switch between your own game and your server from any page.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.18
14 Sep 2026, 00:30 UTC
A Mute button next to the music slider at the top right, and the anthem plays once when the launcher opens instead of over and over. Mute is remembered, and Unmute brings back the volume you had.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.23
14 Sep 2026, 00:30 UTC
Building and digging for people who like things lined up, asked for by a player who used to run OCDheim.
- New: the world grid lies on the ground. With a crop, a hoe tool or anything that sits on the ground in your hand, the gold lines follow the slope instead of floating flat.
- New:
World grid size key (Shift+H) steps the world grid through 0.25, 0.5, 1, 2 and 4 metres while it is on. With a crop in your hand it changes the crop grid.
- New:
Hoe and cultivator work in squares (Building, off). Level ground, raise ground, pathen, paving and the cultivator work a square, and with the world grid on the squares line up with it. The ground height comes out square; the worn look of a path stays soft at the edges.
- New: Reset ground on the hoe. It puts the ground back the way the world made it, undoing digging, raising, levelling, paths and paving where you use it.
Reset ground on the hoe turns it off.
- New: with a hoe tool selected, PageUp and PageDown make it work a little higher or lower than where you point, 0.25 metres a press by default, for steps, gentle rises and sunken floors.
- New:
Extra snap points (Building, Off, Middles or Quarters). Middles adds a point halfway along poles and beams and in the middle of each edge and the centre of floors and walls, so two chests can sit side by side in the middle of a floor. Quarters puts three along poles and beams.
- 1.9.23 plays with every 1.9.
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Launcher 1.5.17
14 Sep 2026, 00:00 UTC
The anthem plays the whole time the launcher is open, and it plays after an update too. Turn it down with the new music slider at the top right; all the way left is silent and your volume is remembered.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.22
13 Sep 2026, 23:30 UTC
- New: dual wielding. Hold Left Alt while you equip a second weapon and it goes in your left hand; equip without it and weapons swap as they always have. Any one-handed weapon pairs with any other, so a sword and an axe or a mace and a knife, and pickaxes pair too. Swings alternate hands with the game's own dual-axe moves, or its dual-knife moves for two knives, and each hand hits, wears and trains with its own weapon. Your off hand is still there after you log out or put your weapons away.
Dual wielding under Features turns it off, and under Combat a server can allow two-handed weapons and scale the damage and stamina of every dual swing. Off-hand key is yours to change.
- New: a MidgardPlus page on the game's radial menu, with plan mode, the build camera and the world grid (each showing On or Off), the guide and leaderboard, the admin panel for admins, and Better UI's HUD editor if you have Better UI. Its Change keys page lets you rebind any MidgardPlus key, and Better UI's HUD editor key, just by pressing the new one.
Radial menu extras adds your own buttons that press a key or run another mod's method. If Better UI and plan mode are both on F7 you get told once when you join.
- Fixed: double tap to dodge fired when you just held a direction, most of all on a controller. Only two quick taps dodge now.
- Changed: the Settings tab in the F9 panel is easier to use. Sliders have a proper knob and save when you let go, numbers save when you press Enter, switches are compact, and a key changes by clicking it and pressing the new one. The dev commands line only shows on the tabs that need it.
- Changed: build, terrain and planting squares now allow up to 5 by 5 by default. When a server has them at 1, the message says which setting to raise and where.
- 1.9.22 plays with every 1.9.
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Launcher 1.5.15
13 Sep 2026, 21:30 UTC
New: a Player and Server owner switch at the top. Each side keeps its own folder and its own settings, so your game and your server never get mixed up. Server owner is where the rented server tools live: install on your host, send your settings, update it. No server on your PC? Server owner still gives you a settings page for your rented server. Import and Export work on whichever side you're on.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.14
13 Sep 2026, 21:10 UTC
Fixed: the launcher could grab your dedicated server folder instead of your game when the server sits on your main Steam drive and the game is in another library. It always picks the game now, and only uses a server folder when there's no game on the PC. You can still pick the server yourself with Choose folder.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.13
13 Sep 2026, 21:00 UTC
Other mods can be switched off and on now, no deleting needed. You get a heads up before switching off a library like YamlDotNet or ServerSync. Settings that have a set list of options use dropdowns instead of blank boxes. There's a full tour of the launcher. DigDug steps aside properly.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.21
13 Sep 2026, 21:00 UTC
Companions finally fight, and a lot of what MidgardPlus adds is easier to find and use.
- Fixed: companions never actually hit anything. They were handed your weapons but never set up to swing them, so they stood there playing an animation their body didn't have. Now they swing swords, thrust atgeirs, punch, shoot bows when there are arrows in their bag (without using them up), block with a shield, jump in when you get hit or hit something, and don't run away when they're hurt.
- New: companions are proper vikings by default, with a face, hair, beard, skin and armour that every player sees, and the look you give them comes back when you call them again.
Companion body under Companions switches back to the old Dverger. Companion combat log writes down why a companion did or didn't attack, if you want to see what it's thinking.
- Changed: companions follow smoother, walking or running depending on how far behind they are, never teleport in the middle of a fight, open doors when they get stuck, and gatherers and builders drop their chores when there's a fight.
- New: pick your own square size in game. With the hammer, hoe or cultivator out, [ and ] make it narrower or wider, - and = make it shorter or longer, and a little 3 x 2 shows under your crosshair. Building, digging and planting each remember their own size. The Build area, Terrain area and Planting row settings are now the biggest size a player is allowed to pick, so nobody gets squares they didn't ask for.
- Fixed: walls stacked copies on top of each other with a build area length above 1. Walls go side by side now.
- New: the Guide. Press F8 and it's the first tab: every MidgardPlus extra this server has switched on, what it does and the key to use it, plus this server's numbers. The first time you join you get told it's there, and the first time you use a feature like square building you get a one line hint.
Show the guide hint on join and Show feature hints under Quality of Life turn those off.
- New: admins can manage players from the F9 panel. The Players tab shows who's on, and lets you make or remove admins, add an admin by Steam ID, kick, ban and unban. The server checks every request really comes from an admin, and nobody can remove the last admin or kick themselves.
- Changed: the Settings tab for every mod has an Only changed filter and shows big mods 60 settings at a time, so servers running lots of mods stay quick.
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Launcher 1.5.12
13 Sep 2026, 19:50 UTC
New Valheim processes card under About and support. See what's running, and close Valheim, stop a server or close everything in one click. Stop server asks the server to save and quit cleanly with Ctrl+C, and it only ever force stops after backing your world up and asking twice.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.19
13 Sep 2026, 19:40 UTC
- New: The Bug Smashers. A second stone beside the Hall of Mead at spawn, for everyone in Discord who told me when MidgardPlus broke so I could fix it. Read it and you'll see who smashed what. The list lives on the website, so new names show up without a mod update.
Show bug smashers under Quality of Life hides it if you'd rather not have it. Don't want your name on it? Just tell me.
- Changed: F8 opens the leaderboard for everyone. F9 opens the admin panel for admins only: single player, the host, or someone on the server's admin list, and anyone on the Steam ID lock if you set one. Everyone else who presses F9 gets pointed to F8, and only sees the Leaderboard and Supporters tabs.
- Changed: the build camera tells you to take out your hammer when you try to build from it without one in your hand.
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1.9.18
13 Sep 2026, 19:20 UTC
A cleanup patch. I went through all 22,000 lines of MidgardPlus line by line and fixed everything that could lose your stuff, duplicate it, let a cheater mess with a server, or quietly not work in multiplayer. Nothing new to set up, just a lot less that can go wrong. Everyone on a server should update, because shared chests only talk to the same version.
- Fixed: shared chests could duplicate items when the chest owner was slow to answer, lose items if you disconnected mid take, and let someone who wasn't allowed empty a private or warded chest from anywhere. The chest owner now checks who's asking and that the chest is open for them.
- Fixed: gatherers could drop items into a chest another player's game was running, and those items vanished. Weapons you took back from a companion kept the companion's weaker damage until you relogged. Companion gear could duplicate when someone else opened the bag, and the gear tier reverted after a reload.
- Fixed: pressing E on a companion while it was off on an errand flipped follow and stay, and after a reload it just stood there. Builders feeding a station from out of date numbers could burn extra fuel.
- Fixed: on a server, a modded client could fake admin messages, push fake settings onto other players, or report fake boss kills for the leaderboard. The server now checks every message really comes from who it says, and players only take settings from the server.
- Fixed: a server's settings always win now, even for a player who has another mod MidgardPlus steps aside for, so everyone plays by the same numbers.
- Fixed: dropping an exported settings file onto a running server really does put everything it doesn't list back to vanilla.
- Fixed: when someone finished a plan, other players kept seeing a ghost they could fall through until the area reloaded. It turns solid for everyone now.
- Fixed: the world grid could snap a piece into someone else's ward or a no-build zone, and build and plant squares could reach into no-build zones like the trader.
- Fixed: the Mining skill bonus only worked on rocks your own game was running. Fires that burn forever by design started using fuel. Saga stones and world finds switches only counted the first time you loaded a world.
- Fixed: a pile of little things that made the game work harder than it needed to: companion recolours every frame, builder chest scans, per-plant timer lookups, and lists that kept growing the longer you played.
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Launcher 1.5.11
13 Sep 2026, 18:20 UTC
Export now writes every setting, not just the ones you changed. Drop an exported file on your server and your players get exactly those settings.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.17
13 Sep 2026, 18:20 UTC
- Fixed: Show every skill from the start only put in the game's own skills. Skills added by mods, MidgardPlus's Mining, Foraging, Sailing and Packhorse and any other mod's, didn't show until you used them. Now every skill the game knows about is in the list, and it fills in again whenever you open the skills window, so skills a mod adds late show up too.
- New, for Jakolby: a server leaderboard. Kills, boss kills (and who got each boss first on the server), deaths, PvP kills, time online and longest run without dying, for everyone who plays there. Turn on
Server leaderboard under World, then anyone can press F8, or open the Leaderboard tab in the F9 panel, and sort by any column. The server keeps the numbers next to the world save.
- New: Discord feeds for server owners, under the new Discord section. Paste a Discord webhook into
Discord webhook URL in the server's own config and the server posts joins and leaves, boss kills, milestones, deaths if you want them, and who's online every so often. Each one has its own switch. The webhook never leaves the server: it isn't sent to players, isn't shown in the admin panel and isn't written to the log, and posts can't ping @everyone.
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Launcher 1.5.10
13 Sep 2026, 17:30 UTC
No more old launchers hiding on your PC. The Start menu shortcut now always opens the newest launcher, old copies the launcher made get cleaned up, and shortcuts pointing at old copies get fixed. New buttons under About and support add or fix your Start menu and desktop shortcuts, or remove them.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.9
13 Sep 2026, 17:10 UTC
What's new got shortcuts. Every new setting has a Show in link that jumps straight to it on its page and lights it up. Setting names in the changelog are links too, there's a quick count of what's new in each section, and a Back to What's new button to hop right back.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.8
13 Sep 2026, 16:40 UTC
Imported mods show their real version. Mods without a manifest, like AdvancedTerrainModifiers, now take it from r2modman's list or the mod itself, and a mod stuck on version unknown no longer asks to update forever. AdvancedTerrainModifiers is flagged against Hoe radius multiplier: leave that at 1 while it's in.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.7
13 Sep 2026, 16:30 UTC
What's new page: every setting added since your last update, with the changelog, editable right there. Safer profile import: whole config folders, turned-off mods read right, one bad mod no longer stops the rest. Install whole modpacks with a config backup, and remove a pack in one go. Clearer notes when MidgardPlus steps aside for another mod.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.15
13 Sep 2026, 16:20 UTC
Sorry for the huge patch, everyone. I fell asleep on my keyboard and broke a few things in the code, so I've been heads down fixing it. Instead of dripping out a pile of tiny updates, I rolled every fix into this one big patch. Small fixes go back to normal from here.
- Fixed: Skip intro played the opening cinematic anyway. It now turns the intro off the moment the game's cinematic player wakes up, so you land straight on the main menu.
- Fixed: the kiln to chest to furnace chain stalled. Builders put every damaged piece ahead of feeding, and a repair that didn't take kept them on the same piece forever, so with rain decay on they never got to your fires and furnaces. Now an empty fire or a smelter with no fuel or nothing in it comes first, a repair that doesn't take gets left for two minutes, and a station a builder can't reach is only skipped for 90 seconds instead of 10 minutes.
- Fixed: Companion health multiplier was lost whenever a companion reloaded (relog, portal, walking away), and Enemy health multiplier got applied to companions on top of it. Companions now keep the health you set and enemy health leaves them alone.
- Fixed: Free building, and plan mode, quietly unlocked every build piece for good on your character. They only make pieces free now, and your unlocks stay the game's.
- Fixed: with Crops grow in any biome or Extra crop biomes on, a planting row only put in the first crop and said the rest were the wrong biome. Rows follow your biome settings now.
- Fixed: Enemy damage multiplier also scaled fall damage and other hits with nobody behind them, stacking with Fall damage multiplier. It only touches hits from creatures now.
- Fixed: raising Ward range multiplier protected the bigger area but the ward's ring still showed the old size. The ring matches now.
- New:
Builders load wood into kilns under Companions, off by default. Builders load plain wood from nearby chests into charcoal kilns so the whole chain runs by itself. They always leave 50 wood in your chests.
- New:
Extra crop biomes under Production. Pick exactly which biomes crops can also grow in, like Meadows, BlackForest, instead of everywhere. Crops grow in any biome still does all of them.
- New: an admin panel. Press F9 in game. Commands has the game's admin commands as buttons: dev commands, god mode, flying, time skips, clear weather, taming and more. Items is a spawner for every item in the game: type part of a name, pick it, set the amount, spawn it. Creatures does the same for every creature, with a level. Settings lists every MidgardPlus setting to change in game; on a server a change goes to the server, which only accepts it from one of its admins, saves it and sends it to everyone. Spawning needs dev commands on.
Admin panel key under Quality of Life changes the key; it is your own setting.
- New: every skill is in your skills list from the start, at level 0, instead of appearing only once you first use it.
Show every skill from the start under Player turns it off.
- New:
Crops grow in any biome under Production, off by default. Barley, flax and every other crop can be planted and grown anywhere, the cold and the heat included.
- New: companions, gatherers and builders show on the minimap and the big map with their names, and the icons follow them.
Companion map icons under Quality of Life, your own setting, on by default.
- New:
Portal picker on E under Quality of Life. With the portal destination picker on, plain E opens the picker and Shift+E sets the portal tag instead. Your own setting, off by default.
- Changed:
Stamina regen multiplier now goes down to 0, so a slow 0.02 works for long hard days. 0 means stamina only comes back from food and potions.
- Changed:
Hoe radius multiplier now goes up to 10, for much wider flattening, raising, pathing and paving.
- Already in: a world grid for crops and building (World grid under Building), a durability slider where 0 turns wear off (1.9.12), crop and regrowth timers and a breeding limit multiplier (1.9.14).
- New: MidgardPlus steps aside for other mods. Got AzuCraftyBoxes, ValheimPlus, an item stacks mod, a longer days mod or anything else on the list that does the same job as one of ours? MidgardPlus sits that feature out and lets the other mod handle it, so they don't fight or double up. Works for modpacks too, since a pack is just a bunch of mods. You get a message when you spawn, and the log says which mod, which feature and which settings. Your values stay saved in the cfg and come back when that mod's gone.
Step aside for other mods under Features turns it off, and Never step aside for keeps just the ones you name (craft_chests, portals, stacks, weight, stamina, building, combat, production, day, skill_loss, pickup, suite).
- New: two more tabs in the admin panel. Mods shows every other mod MidgardPlus is sitting out for, with a button to keep both or step aside again. Supporters is the Hall of Mead: everyone who bought me a mead. Thank you.
- 1.9.15 plays with every 1.9.
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1.9.14
13 Sep 2026, 15:00 UTC
- New: grow timers. Look at a growing crop or sapling and it says how long it has left, and look at a bush you have picked and it says how long until it grows back. Both follow
Plant grow time multiplier. Show grow timers under Quality of Life turns them off; it is your own setting. Asked for by Tera277.
- New:
Breeding limit multiplier under Quality of Life, 1 to 10. The game stops a kind of animal breeding once a few of them are close together, young included; this raises that limit, so a boar pen can keep growing. Works for anything that breeds. Asked for by Tera277.
- 1.9.14 plays with every 1.9.
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Launcher 1.5.6
13 Sep 2026, 14:50 UTC
Importing a mod profile never leaves two copies of a mod: one already installed some other way is skipped and named, and the import dialog now says exactly what gets replaced.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.12
13 Sep 2026, 08:00 UTC
- New:
Item durability loss multiplier under Crafting and inventory. How fast weapons, tools, armour, shields and torches wear out: 1 is the game's own way, 0.5 makes everything last twice as long, and 0 turns wear off, so nothing ever needs repairing. It stacks with the world's own durability setting. Armour counts too, which needed its own handling, because the game wears armour down by the damage you take rather than by its durability rate. Asked for by LordIvanos.
- Fixed: plans can be placed on plans. Aiming at a plan made every placement invalid, because a plan is marked as holding nothing up and the game refuses to put a piece on something that does not support. While you place in plan mode, plans now count as support, so a planned wall goes on a planned floor. A real piece still cannot rest on a plan. Reported by TylerS76.
- 1.9.12 plays with every 1.9.
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1.9.11
13 Sep 2026, 07:10 UTC
- Fixed: with Craft from nearby chests on, placing a plan or building with Free building on could quietly take materials out of the chests around you. Those pieces cost nothing, and the game was told so, but chest crafting still paid the full cost from nearby chests for anything you were not carrying. It now leaves a cost alone whenever MidgardPlus has waived it. Found in a log from TylerS76, where every plan he placed asked the chests for wood.
- Fixed: placing a plan of a piece with a complex shape, like a stone fence or an ashwood door, logged a Unity error each time. Those shapes keep their solid collision as a plan now instead of asking for something Unity cannot do.
- 1.9.11 plays with every 1.9.
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1.9.10
13 Sep 2026, 06:50 UTC
- Fixed: plans collapsed. A piece placed in plan mode that was not resting on another piece, like a pole standing in the ground, fell apart a few seconds later. A plan is a ghost that holds nothing up and is only touched by its builder, so it is never meant to need support; but turning a piece into a plan also told the game to check its support, while taking away the solid shape the game uses to find the ground, so it always came out unsupported and took full damage. Plans no longer check support at all, and the damage that brings down an unsupported piece can no longer reach one. Reported by TylerS76.
- 1.9.10 plays with every 1.9.
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Launcher 1.5.5
13 Sep 2026, 06:20 UTC
A True vanilla preset that switches off every MidgardPlus feature; the old Vanilla is now MidgardPlus defaults. Setting descriptions that showed code are readable again.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.9
13 Sep 2026, 06:20 UTC
- Fixed: the launcher showed a line of code instead of the description for World grid size, Crop grid size and Companion talk. The mod itself was fine; the settings list the package carries for the launcher was built wrong for those three. They now show their real descriptions, the two grid sizes get their real slider limits, and Companion talk gets its dropdown. Reported by TylerS76.
- Packaging now refuses to build a release whose settings list would show code to anyone.
- 1.9.9 plays with every 1.9.
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1.9.8
13 Sep 2026, 05:10 UTC
- World grid (Building). Turn it on, then press H with the hammer, hoe or cultivator out: what you place snaps to a world grid, 1 metre for building pieces and half a metre for crops by default, with faint gold lines around it so rows and walls line up. A piece that locks onto another piece's snap points is left where the snap puts it. World grid size and Crop grid size set the spacing. Your own setting, never set by a server.
- With Portals carry everything on, item tooltips no longer say "Can't be teleported". Ore and metal already went through the portal; only the tooltip still said no.
- 1.9.8 plays with every 1.9.
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Launcher 1.5.4
13 Sep 2026, 05:00 UTC
A Credits card on About and support for BepInEx, HarmonyX, Jötunn, SSH.NET and FluentFTP, the open-source tools MidgardPlus is built on.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.6
13 Sep 2026, 04:40 UTC
- Planting row length works. Every row stopped after the first plant, with "you were no longer holding the cultivator" in the log, because the check asked the game for your weapon and a cultivator is a tool, not a weapon, so the answer was always your bare hands. It now looks at what is in your hand, the way the game's own planting does. Found by Lopikgary from his log, with the server set to 3.
- 1.9.6 plays with every 1.9.
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1.9.5
13 Sep 2026, 04:00 UTC
- Editing midgardplus.cfg on a rented server now takes effect while the server runs. MidgardPlus watched the file for changes, but a host's web file manager can write it from outside the server's container where that watch never hears it, so the server kept the old values until a restart while the file already showed the new ones. It now also checks the file every few seconds, reloads it when it changes, and sends the new values to everyone connected. Found when a server's Planting row length said 3 and every player still planted one.
- The first time you plant with the cultivator, the top left says which Planting row length is in use and where it came from: this game's own setting, the server, or your own because the server has not sent its settings. A row that plants one is never a mystery again.
- 1.9.5 plays with every 1.9.
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1.9.4
13 Sep 2026, 03:00 UTC
- The new skills show in your skills list as soon as you spawn. The game only lists a skill once it has gained something, so with New skills on only Packhorse appeared at first, and Mining, Foraging and Sailing waited until you first mined, picked something wild or steered a ship. All four are now there from the start, at 0.
- 1.9.4 plays with every 1.9.
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1.9.3
13 Sep 2026, 02:20 UTC
- The Hall of Mead. Every world now has a rune stone beside the stones where you first wake, carved with the names of everyone who bought Odin the Red a mead: the same names in every world and on every server that runs MidgardPlus. It is added when the spawn area loads, so worlds made long ago get it too, with no genloc. Read it with E. A new supporter's name shows within the day. Supporter names (Features) turns it off.
- MidgardPlus servers in the launcher. A dedicated server can turn on List this server in the launcher (World). While it runs, every five minutes it tells the MidgardPlus site its name, the address to join, its MidgardPlus version, world, how many are playing and whether it has a password, and every MidgardPlus launcher from 1.5.3 lists it with a Join button. Nothing else is sent, it is off unless the server owner turns it on, and a server drops off the list within fifteen minutes of stopping. Server list name, Server list address and Server list description set what players see.
- 1.9.3 plays with every 1.9.
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Launcher 1.5.3
13 Sep 2026, 02:00 UTC
A new look in Odin's red, royal purple and gold, with the Bifrost and a glowing eye; a live list of MidgardPlus servers you can join; odinthered.dev one click away; updates retry a dropped download.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.2
13 Sep 2026, 01:40 UTC
Asked for in Discord the same afternoon. Everything new is off until you turn it on.
- New skills (Features). Four skills the game does not have, levelling from 0 to 100 like any other and shown in your skills list:
- Mining rises as you use a pickaxe. More ore and stone comes out of the rocks and deposits you break, up to half as much again at 100.
- Foraging rises as you pick berries, mushrooms, flowers and other wild things. A growing chance of a second one, up to one in two at 100. Crops stay with the game's own Farming skill.
- Sailing rises while you steer a moving ship. The sail catches the wind harder, up to 30% faster at 100.
- Packhorse rises while you walk carrying more than half of what you can. Up to 150 more carry weight at 100. New skill strength scales all four, and Skill XP multiplier sets how fast they rise. The switch is read when the game starts, so the skills appear after a restart. Turning it off stops them rising and doing anything; the levels stay on your character.
- Hoe radius multiplier (Building). The hoe's level ground, raise ground, pathen and paving tools work a wider circle, up to four times as wide. The server's value is the one that counts.
- The build camera is for looking at your build, not for scouting. People flew it into the next biome, froze to death hovering over the mountains, and looked under the ground. Build camera distance (Building, 40 metres by default, 0 for no limit) keeps it near your body, Build camera speed (10 metres a second by default) caps how fast it flies, and it now stays above the ground. Placing pieces is still limited by Build camera reach.
- Planting row length on a server: when the server's value is lower than yours, the first plant now tells you on screen, instead of quietly planting one. A server's settings are the ones everyone gets; the owner can set it, or send their settings from the launcher.
- 1.9.2 plays with 1.9.0 and 1.9.1.
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1.9.1
12 Sep 2026, 23:30 UTC
Two asks from a supporter, about smelters and things left lying around.
- Chest collect delay (Containers). How long an item lies on the ground before a nearby chest collects it, from 2 seconds to 15 minutes, 5 by default. Set it to a few minutes and only what you forgot gets put away, while anything you are about to pick up is left alone. Works with Chests collect items on the ground.
- Smelters fill nearby chests (Production, off by default) now picks a chest that already holds what the smelter made before any other chest with room, so iron goes to the iron chest and charcoal to the charcoal chest.
- 1.9.1 plays with 1.9.0.
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Launcher 1.5.2
12 Sep 2026, 23:20 UTC
Rented servers on the Servers page with a status check, presets sent to your server in one click, and new settings written into midgardplus.cfg when the launcher opens.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.9.0
12 Sep 2026, 23:00 UTC
Everything new is off until you turn it on, like the rest of MidgardPlus.
- Build from the build camera. With Build camera on, take out the hammer, hoe or cultivator and it places, repairs and removes pieces where the camera looks, as if you were standing there. Costs, wards and every other building rule still apply, and it needs no admin rights. Build camera reach (40 metres by default) is how far from your body it can build. While a tool is out the mouse wheel turns the piece instead of changing fly speed, right click opens the build menu instead of taking a screenshot, and the view holds still while a menu is open. Build camera placement turns this part off if you only want to look.
- Hitch a cart with one key. Turn on Hitch carts with a key, stand near a cart and press G (Cart hitch key): the cart swings round behind you and hitches on, with no lining up between the shafts. Press it again to unhitch. A cart someone else is pulling or has open is left alone.
- Chests collect items on the ground. Turn it on and items lying near a chest go into it on their own a few seconds after they land. By default a chest only takes items it already holds, so wood goes to the wood chest. Chest collect range sets how far it reaches. Private chests, carts and ships never collect.
- Skip intro. Starts the game at the main menu with no logos and no opening cinematic. The cinematic is still in the Cinematics menu.
- Death counter. Shows how many times your character has died, in the top left corner, the number the game itself keeps.
- Clearer join errors. When a server and a player have different MidgardPlus versions, the mod list window now opens with a plain line saying which side is out of date and how to fix it, including when the server has no MidgardPlus at all.
- 1.9.0 is a new minor version: the server and every player need 1.9.0. Players can update with the launcher's Update button, and a rented server with Update rented server.
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1.8.7
12 Sep 2026, 22:10 UTC
- Settings put in the wrong place are found and used. The game only ever reads
BepInEx/config/midgardplus.cfg. A settings file anywhere else, like an exported midgardplus-settings.cfg uploaded into BepInEx/plugins on a rented server, was silently ignored, and the server ran on defaults while its owner edited a file that did nothing. Now, when the game or a server starts, MidgardPlus looks in plugins, in the config folder, and in the BepInEx and game folders for a file of MidgardPlus settings. It puts those values into the real midgardplus.cfg, renames the stray file to end in .moved-to-config so you can see it was handled, and says so in the log, and on screen when you join.
- Only files with midgardplus in the name are looked at, and only settings MidgardPlus actually has are taken. Another mod's config is never touched, and nothing is ever deleted.
- 1.8.7 plays with every other 1.8.
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Launcher 1.5.1
12 Sep 2026, 22:00 UTC
Send your settings to a rented server. In Install to a rented server, Send my settings to the server makes the server's MidgardPlus settings match your settings page: every value you set is written into the server's own midgardplus.cfg, anything only the server has is kept, the old file is saved beside it, and key bindings stay yours. No renaming files and no hunting for the config folder. Exported settings files now say exactly where they go: BepInEx/config/midgardplus.cfg, never plugins.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.0
12 Sep 2026, 21:50 UTC
Rented servers, in one click. Install to a rented server puts BepInEx, Jotunn and the newest MidgardPlus on a server you rent from BisectHosting, G-Portal, Nitrado or any host with SFTP or FTP. It finds the Valheim server by itself, leaves a host's own BepInEx alone, keeps the settings already on the server, and removes old copies of MidgardPlus that would load twice. Tick Remember and Update rented server does the whole update in one click, with the password encrypted so only your Windows account can read it. Also: your settings file is copied before every save.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.8.6
12 Sep 2026, 21:20 UTC
Two things asked for in Discord, and a correction.
A correction first: 1.8.4 was published after all. The 1.8.5 entry below says 1.8.4 never went up on its own. That was wrong. 1.8.4 is on Thunderstore, it is the good build, and nothing about it needs undoing. The sentence stays below only because a published version cannot be edited.
- New:
Structural support multiplier under Building. How much further every material carries weight before it needs something under it. 1 is the game's own way, 1.5 lets wood, stone, iron and the rest each reach half as far again, and 2 twice as far, so a beam spans further and a tower goes higher without giving up stability altogether. Ignore structural stability still switches support off entirely. It is not Build range multiplier, which only changes how far from you a piece can be placed. Asked for by someone who wanted more than the game allows and less than infinite.
- New: chests have snap points at their corners, so they line up against walls, floors and each other the way building pieces do.
Chest snap points under Containers, on by default, read when the game starts. Asked for in Discord.
- 1.8.6 plays with every other 1.8.
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1.8.5
12 Sep 2026, 15:40 UTC
One new setting and five fixes, all from what people reported and from playing it.
On the version jump: 1.8.4 never went up on its own. Everything in it is here, and its entry is below. It was built, boot-tested and folded into this release before it reached anybody, the same way 1.6.0 to 1.6.2 went out inside 1.7.0.
- New:
Buildings decay in the rain under Building, on by default, which is how the game has always worked. Turn it off and rain never costs a piece anything, so a dock, a palisade or a roofless yard keeps its condition without a hammer. Nothing else changes: a piece with nothing holding it up still falls, and everything still takes damage from weapons, trolls and fire. Asked for in Discord.
- Fixed: a companion no longer leaves the loot of the creature it was built from. A Dverger companion was dropping Dverger loot when it died, because the body is cloned from the game's own Dverger and nothing ever took the creature drop table off it. Companions still leave the gear you handed them.
- Fixed: companions fight again. The game drops a tamed creature's target the moment it is further than that creature's alert range from whoever it follows, and a companion inherited that range from the body it was built from, which is small. So a companion walking with you would notice something, then let it go, over and over, and only really fought when told to stay. Companions now hold a target within 30 metres of you, chase to 40, never swing at your own buildings, and the log says what the body it was built from allowed.
- Fixed: a companion doing its own work is no longer dragged back to you every few seconds. A companion was called stuck whenever it stopped getting closer to you, so a builder that walked off to repair something, or a gatherer working its patch, was judged stuck and pulled to your side, walked back, and was pulled again. One playtest logged twenty-one of these in a few minutes. Being stuck now also requires actually having stopped moving. Buried companions and ones left very far behind are still fetched at once.
- Fixed: a gatherer's green robe and a builder's blue robe no longer turn back to Dverger grey. The colour was put on once when the game started, and anything that refreshed how a companion looks put the original material back. It is re-applied whenever that happens now, and it can no longer stack onto itself and drift.
- Better: when a server overrides your settings, the mod says so. MidgardPlus is host-authoritative, so on a server the host's values are in force and yours are ignored. Until now nothing told you: you could set Day length or Carry weight bonus, watch the number change, and see nothing happen in game, which looks exactly like a mod conflict. On joining, the log lists every setting the server sets differently from yours, with both values, and one line appears on screen when you spawn. Your own settings come back the moment you leave.
- Better: changing several settings at once no longer re-applies every item in the game once per setting. Twelve settings arriving together used to mean twelve full passes over 2,600 items; they are gathered up and applied once now.
- 1.8.5 plays with every other 1.8.
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1.8.4
12 Sep 2026, 10:00 UTC
Four settings, all of them asked for by people playing. Everything starts where it was, so an update changes nothing until you change something.
- New:
Plant grow time multiplier under Production. 0.5 is half the wait for every crop, 2 is twice it. It scales the whole spread, so the quick end and the slow end of a crop move together, and it counts for what is already in the ground: a carrot planted yesterday is measured against the new time as soon as its patch loads.
- New:
Taming time multiplier under Quality of Life. 0.5 is half the wait. It changes how fast the countdown runs rather than the number it starts from, so the percentage over a penned animal stays honest and one that is already part tamed keeps its progress. The taming boost from a nearby fire still counts on top.
- New:
Gatherer ignore list under Companions. Names separated by commas, and a gatherer walks past them. Use the name you see in the game or the prefab name, and a star at either end matches part of a name, so Raw* leaves every raw meat alone.
- New:
Gatherer leaves animal food alone, on by default. Food lying within twelve metres of one of your tamed animals that eats it stays where it is, so the carrots you throw into a boar pen stop being fetched straight back out. It reads each animal's own list of what it eats, so boar, wolves and lox are all covered.
- Better: a row that plants fewer than you asked for now says exactly why, on screen and in the log: how many spots were not tilled, were the wrong biome, were too steep, were inside somebody else's ward or had something in the way, and whether you simply ran out of seed or stamina. A full row logs that it was full.
- Better: the log now names any setting that was not in
midgardplus.cfg when the game started. Right after an update that is normal and says so. If a setting you had already set is on that list, something rewrote the file without it.
- 1.8.4 plays with every other 1.8.
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Launcher 1.4.2
12 Sep 2026, 08:30 UTC
Dropdowns are readable again: dark list, light text, gold arrow. Gold and royal purple through the header, the nav rail and the settings cards. Keybinds are now set by pressing the key, so a bind is always spelled the way the game reads it.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.8.3
12 Sep 2026, 08:20 UTC
A Viking companion filled the log with errors, thousands a second, from the moment it was summoned. Reported the same evening. If you use Dverger companions, which is the default, none of this touched you.
- Fixed: summoning a companion with Companion look set to Viking threw a NullReferenceException every frame, from PlayerController and from Skills. The Viking body is built from the game's own player, and those two parts of a player look for the player component that a companion does not have. They are taken off the body now, and the log says so when it happens.
- Nothing else changed. 1.8.2 and 1.8.3 play together.
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Launcher 1.4.1
12 Sep 2026, 08:10 UTC
Dedicated servers are accepted: point it at your server folder and it installs BepInEx, Jotunn and MidgardPlus there. It writes a full settings file before the first start, shows every setting the mod has even before the game has run, and saving keeps every line and every setting it does not know.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.8.2
12 Sep 2026, 07:30 UTC
Everything you plant with the cultivator said "Can't grow in this environment" and never grew. Reported within the day by a player who had tried all six. Sorry, and thank you.
- Fixed: raspberry, blueberry and cloudberry bushes, mushrooms, yellow mushrooms, thistle and dandelion now grow wherever you plant them. They were built to grow in any biome, and the way that was written meant no biome at all, so every one of them sat there unhappy. Plants already in the ground come right on their own the next time the world loads them; nothing was lost and nothing needs replanting.
- The log now says what planting row length the game is using and, on a server, that the server's value is the one that counts. If a row plants fewer than you asked for, the log says how many went in and how many spots had no room.
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1.8.1
11 Sep 2026
Nothing in the game changes. 1.8.0 and 1.8.1 are the same mod to play.
- The package now carries a list of every setting it has, beside the mod itself, with each setting's section, type, default, range, choices and description. It is written straight out of the mod's own code, so it cannot fall behind.
- That is for the launcher and any other tool. A setting added by an update used to stay invisible until Valheim had been started once, because that is when the config file gains the new key, and people reasonably read that as a missing feature.
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1.8.0
11 Sep 2026
Everyone on a server needs 1.8.0: it adds new things to plant, so a 1.7 game cannot join a 1.8 server. Asked for by a player who wanted berry bushes at their base.
- Plant anything. Raspberry, blueberry and cloudberry bushes, mushrooms, yellow mushrooms, thistle and dandelion, planted with the cultivator like any crop. They grow into the real bush or patch, so they keep giving every time you pick them.
- They cost what you plant, need tilled ground, and grow in any biome, so the plains berries do not need the plains, and the swamp thistle can sit by the cauldron.
- Planting row length plants them in rows like everything else.
- Plant anything under Features turns them off.
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1.7.2
11 Sep 2026
Asked for by CintheDragon, who was hauling ore for hours. It plays with 1.7.0.
- Smelter output, under Production: how much comes out of each thing you put in, 1 to 5. Two means one copper ore gives two copper. It counts for every smelter, furnace, kiln and windmill, so charcoal and flour go the same way. The time and the fuel do not change, so you carry less ore, you do not wait less.
- Bronze per craft, under Production: how many bronze one craft at the forge makes from the same copper and tin, 1 to 5. Three is what people set up triple bronze for, without another mod.
- Both start at 1, the way the game does it, and the host sets them for everyone.
- Questions people ask, further up this page and in the README, so the in depth answers have one place to live instead of being typed out again every time.
- Why the numbers jumped from 1.5.2 to 1.7.0: 1.6.0, 1.6.1 and 1.6.2 were built and played at home while the work carried on, and never went up on Thunderstore. Every package is built from the one before it, so everything in them went out inside 1.7.0, and their entries are still in the changelog.
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1.7.0
11 Sep 2026, 22:24 UTC
Everyone on a server needs 1.7.0: chests talk to each other in a new way, so a 1.6 game cannot join a 1.7 server.
- Shared chests. Several players can have the same chest open at once. Whoever opened it first is in charge of it, and everyone else's taking and putting is sent to them and answered, so a thing is never in two places and nothing is lost when the chest fills up. Take all, place stacks and the sort key work from the shared side too.
- Carts, boats and graves stay one player at a time.
- A chest somebody is using is now left alone by crafting from chests, by the quick-stack key and by companions, instead of being taken over while they are still in it.
- Shared chests under Features turns all of it off.
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1.6.0 to 1.6.2
not uploaded
11 Sep 2026
Built and played at home, never put on Thunderstore. All of it went out inside 1.7.0.
- World finds. Forgotten caches from the meadows to the Mistlands, each a chest of loot that suits its biome beside a scratched map stone that marks the nearest cache in the next biome, so one find leads to the next and the last one points to the Red One's Rest. Abandoned camps with a cold fire pit, a traveller's chest and a note from whoever camped there. Rare old coin hoards in the Black Forest and the Swamp. Like every place in Valheim they are laid out when a world is made; for an older world, run genloc once in the console with devcommands on.
- Plans you can finish yourself. Look at a blue builder plan and it says what it is and what it still needs, counting your bag and the chests nearby, and E builds it on the spot for the same cost. Builders still take the plans you leave.
- Planting in rows. Planting row length under Production plants a whole row with one cultivator click. Each plant costs its own seed, stamina and tool wear, trains farming, and only goes where the game would let you plant it.
- A bigger bag. Extra inventory rows under Crafting and inventory adds up to four rows, through the game's own support for bigger bags, so the inventory screen grows to fit and your tombstone keeps every row. Lowering it never drops anything: a row goes away only once it is empty.
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1.5.2
11 Sep 2026, 18:50 UTC
- Supporters, everywhere. The names of people who buy Odin the Red a mead are carved on the Red One's Rest and on the saga stones, join the names companions take ("the Mead-giver"), and a supporter who plays shows a small mead-giver mark by their name. The list is read from the MidgardPlus site at most twice a day and kept, so it works offline and every world and server shows the same names. Supporter names under Features turns all of it off, and then the mod never reads the list. Recognition only: nobody gets anything to play with that anyone else cannot.
- Customise your companions. Shift+E on one of your own companions opens a panel: rename it, and for a Viking choose the body, hair, beard, skin and hair colour. Anyone else's companion still gets the game's rename.
- Viking companions look the way they were meant to. In 1.5.0 the body shape, skin and hair colour were never applied, and whoever summoned one saw no hair or beard on it.
- Recall no longer drops a companion in front of you. A companion gets to walk to you first; only one that has stopped getting closer, is stuck in the ground or is very far away is moved, onto a clear spot beside or behind you. Summoning, and calling your companions at the limit, use the same clear spots.
- Settings survive programs that strip them. MidgardPlus keeps a copy of your last good midgardplus.cfg, and if something rewrites the file and leaves settings out, they are put back with the values you had, when the game starts and while it runs. Launcher 1.4.0 did exactly that when you saved from its settings page: it dropped the 14 settings added since 1.3.1, Stations without roof or fire among them, which is why that one seemed not to work.
- 1.5.0, 1.5.1 and 1.5.2 play together.
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1.5.1
11 Sep 2026, 17:40 UTC
- Clearer amounts when crafting from chests. The material boxes showed what you carry plus what is in chests over what is needed, like 0+50/2, which read as a sum to work out. They show the amount needed again, the way the game does, in gold when the chests nearby make up what you are not carrying, and flashing red only when even the chests fall short. Hover a box to see how many are on you and how many are in the chests.
- The DLL's version details now say 1.5.1. In 1.5.0 they still said 1.3.3.
- 1.5.0 and 1.5.1 play together.
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1.5.0
11 Sep 2026, 15:21 UTC
Everyone on a server needs 1.5.0: it adds new companion bodies, so a 1.4 game cannot join a 1.5 server. Both new things are off until you turn them on.
- Viking companions. Set Companion look under Companions to Viking and the next companion you summon has a player body: face, hair, beard and skin drawn from their name, and the armour and weapons you hand them shown exactly as they show on you. Same three roles, same horns, same bags. Dverger stays the default until you have seen the Vikings.
- Builders that build. Turn on Builder plans under Building, press the plan key (F7) and every piece you place costs nothing and waits as a blue ghost you can walk through. A builder companion with the materials, from its bag first and then chests within Chest search range, walks over and builds it. Plans hold nothing up, take no damage and refund nothing when removed. When a builder cannot find the materials, the log says what is missing.
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1.4.2
11 Sep 2026, 15:10 UTC
Seven settings people install other mods for, in one place and off until you turn them on. 1.4.0, 1.4.1 and 1.4.2 play together.
- Workbench range multiplier, under Building: how far a workbench, forge or other station reaches for building and crafting.
- Stations without roof or fire, under Building: workbenches and forges work in the open.
- Ward range multiplier, under Building: applies to wards already built as well as new ones.
- Fall damage multiplier, under Player: 0 means falls never hurt.
- Food duration multiplier, under Player: how long every food lasts; what it gives does not change.
- Smelters fill nearby chests, with Smelter chest range, under Production: what a smelter, kiln, blast furnace, spinning wheel, windmill or refinery makes goes into a chest nearby that has room, instead of onto the floor.
- The shrine stone now keeps the ledger of mead-givers. Names go on it release by release.
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Launcher 1.4.0
11 Sep 2026, 15:00 UTC
Servers now have a directory: hosts publish a pack and get a short link, players pick the server from the list and the launcher installs what it runs. Plus a Server host preset and a first-run tour.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.4.1
11 Sep 2026, 14:34 UTC
- Fixed: Day length in seconds did not reach clients. A client read the day length once at world load, before the server's settings arrived, so it kept its own value and the day ran at the wrong speed for the player while the server was right. It is now applied again after every sync, like the item settings. Reported from a dedicated server; thank you.
- 1.4.0 and 1.4.1 play together.
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1.4.0
11 Sep 2026, 08:09 UTC
The saga update. Everyone on a server needs 1.4: it adds new places and a new item, so a 1.3 game cannot join a 1.4 server. Ideas go to Discord.
- The saga is in the world. Saga stones generate like runestones in the meadows, forest, swamp, mountains and plains, and read chapters of how the Red One came to Midgard, why the Dverger answer a horn, and where he left his cloak. Ground already explored is not changed; new ground gets them.
Saga stones under Features turns them off.
- The Red One's Rest. A rare shrine: a ring of stone with two fires that never go out, a stone with the last chapter, and a chest holding the only Cloak of the Red One in the world. The mountain stones say where to look.
- Companions with names worth having. Every Dverger comes with an epithet and a saga, shown when you look at them, and they talk: a line over their head when night falls, a raid starts, you enter a new biome or come back from the dead, and now and then an idle remark that fits their trade.
Companion talk under Companions sets how much, or Off. It is your own setting.
- One line, once per version, when you first stand up in a world: who made this and where to pour them a mead.
Show the mead line turns it off for good.
- The version the mod reports to a server is the real version again.
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Launcher 1.3.1
11 Sep 2026, 14:34 UTC
The launcher grows past MidgardPlus. It updates itself, so if you have 1.2.4 or newer it will offer this one.
- Mod settings. Every other mod's config, with the same sliders, switches and descriptions MidgardPlus gets. A backup is kept before each save.
- Import a profile. Bring your r2modman or Thunderstore Mod Manager profile over in one click. The mods are copied in and managed like anything installed from the launcher; configs come along but never over one you already have.
- Coming from ValheimPlus? If a
valheim_plus.cfg is in your game folder, the Presets page reads it and sets the MidgardPlus settings that do the same job, percentages converted to multipliers, and lists what ValheimPlus does that MidgardPlus does not.
- Servers. A host exports a server pack (mods, versions, MidgardPlus settings) and shares the link; players paste it and the launcher installs what they are missing at the exact versions, then Join starts Valheim on the address.
- Mods that fight each other. The Other mods page now warns about known conflicts between the mods you have, not only with MidgardPlus, from a list that grows without a launcher update.
- Buy me a mead. A page that says what the money is for and who has already helped. One line after an install, once per version, and never a nag.
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1.3.3
11 Sep 2026, 07:04 UTC
- Roads are worth building.
Path speed multiplier under Player makes you move faster while you walk or run on ground you have paved with the hoe. One is off, and it only speeds you up on the paved tiles themselves.
- A build camera for anyone who keeps dying while building. Turn it on under Building, pick a key, and the view lifts out of your body so you can fly around and lay a base out from any angle. While it is on you take no damage. Press the key again to drop back in. A server decides whether it is allowed.
- The version in the startup log reads the real version again.
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1.3.2
11 Sep 2026, 04:06 UTC
Companions that do not stay stuck, gatherers that really use their axe, and companions you can leave at home to work.
- Leave a companion at home. Tell one to stay and that spot becomes its home, remembered across logouts. A builder keeps the base within
Builder work range repaired and its fires, smelters and kilns going; a gatherer picks up, chops and mines within Gatherer reach and files it all into the chests there. Tell it to follow again and it comes with you.
- Companions get stuck far less, and never for long. Six seconds without getting closer counts as stuck, what it could not reach is left alone for ten minutes, and a companion that falls 8 m behind or sinks into the ground is brought to your side.
- Gatherers use their axe. Fetching and chopping take turns, so a forest floor of seeds no longer keeps one from ever chopping.
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1.3.1
11 Sep 2026, 03:40 UTC
- Gatherers chop and mine. Give a gatherer an axe and it chops the logs and then the trees around it; a pickaxe and it breaks rock and ore, with that tool's own damage and tier. Take the tool away and it stops.
- Can't find a companion? At your limit, sounding a horn calls every one of them to your side and says who was where. Dead companions no longer count.
- Recipe discovery: Hard. Set it under World and a recipe is only learned while you carry enough of every material for one craft, all at once. Chests never count.
- Fixed: opening a companion's bag could fill the log with errors.
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1.3.0
11 Sep 2026, 03:03 UTC
The portals update. Both ideas came from players; more go to Discord.
- Portals by tier. Three new portals in the hammer, each the normal portal's recipe plus ten bars of its metal. A Bronze portal lets copper, tin and bronze through, as ore, scrap or bars. An Iron portal adds iron. A Silver portal takes everything, like the stone portal from the Ashlands. What you may carry depends on the portal you step into, and they link by tag to any portal, the game's own included. Each glows in its metal's colour.
Tiered portals under 0 - Features takes them out of the build menu.
- Pick where a portal goes. Turn on
Portal destination picker under Quality of Life, and Shift+E on any portal lists every portal in the world with its biome and distance. Pick one and you go straight there, no matching tags needed. What you carry is still checked against the portal you stand at, and tames following you come along.
- Everyone updates together. New portals are new pieces, so a server and its players all need 1.3.0: a 1.2 game cannot join a 1.3 server.
- The page says how to get onto the launcher that updates itself.
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1.2.5
11 Sep 2026, 01:02 UTC
109 downloads
The big quality of life update: things people install ten other mods for, in one place, and all of it off until you turn it on. Ideas and bugs go to Discord.
- Skill XP rate.
Skill XP multiplier under Player: 2 levels every skill twice as fast.
- Harvest yields.
Resource yield multiplier scales wood, stone and ore from trees, logs, rocks and deposits, and Pickup yield multiplier scales crops, berries, mushrooms and anything you pick by hand. Dungeon and chest loot are left alone.
- Creature loot and stars.
Creature loot multiplier scales what creatures drop, and Creature star chance multiplier how often they spawn with stars.
- Tames come through portals. Turn on
Tames follow through portals, and wolves, boars, lox and companions following you within 15 metres arrive with you.
- Companions really do catch up now. Recall only pulled a companion back on paper: the game's teleport call does nothing for creatures, so they had to walk. They are moved properly now, the same way tames come through portals.
- Craft several at once, as many as you like. The game already makes 5 when you hold Shift and press Craft.
Craft several amount sets how many, and it works with crafting from chests.
- Repair everything in one press at a workbench or forge, with
Repair everything at once.
- Quick-stack and sort. Give
Quick-stack key a key and it puts what you carry into chests nearby that already hold the same thing. Sort key tidies your bag, or the chest you have open, and merges stacks. Your hotbar and what you wear stay put, and both keys are yours, not the server's.
- The Thunderstore page links straight to the launcher download.
- 1.2.0 to 1.2.5 can all play together.
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1.2.4
10 Sep 2026, 21:43 UTC
131 downloads
Most of this came from the Discord. Keep it coming: Discord.
- Gatherers keep gathering. After fetching its first item a gatherer stood still, and stopped following you. The item it walked to was gone once picked up, the game reports a gone object as empty, and the check that should have ended the errand read that the wrong way round. It ends the errand properly now, goes back to you, and fetches again. It also gives up on anything it cannot reach, such as an item on a roof, instead of walking at it forever.
- Take only what you want. Each thing MidgardPlus adds now has its own switch under
0 - Features: Companions, Reinforced chest and Extra recipes. Turn one off and it leaves the crafting and build menus; anything already built or summoned stays. An all-in-one mod should not make you take every part of it.
- Server edits reach players straight away. A dedicated server sent its settings when someone joined, but an edit to its config while people were playing only reached them after they reconnected. The server now sends the new settings to everyone the moment the file changes.
- The version check says the right thing. The settings a server sends had been stamped 1.1.5 since that release, so a server and a client on different versions were never told. They carry the real version now.
- The README now explains running a dedicated server. Coming next adds portals by tier and installing other mods from the launcher.
- 1.2.0 to 1.2.4 can all play together.
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1.2.3
10 Sep 2026, 19:26 UTC
120 downloads
- Leaving a companion behind now has a price. Dismissing one that was far away used to delete it, along with everything it carried. Now it stays where you left it until someone next goes near, then puts its bag and the gear you gave it on the ground there and goes. Want your gear back? Go and get it.
- Gear you give a companion is kept. The game never saves what a creature is wearing, so armour and weapons you gave one were gone the next time its area loaded, after you logged out for example. They are now saved with the companion and put back on when it loads.
- The kit a companion arrives in stays with it. A horn is not used up, so a companion that dropped its starting gear when it died or was dismissed was free gear on demand. Only its bag and what you gave it drop now, and kit it takes off is gone rather than left in its bag.
- Each role wears its own colours: warriors in the Dverger's red, gatherers in green, builders in blue. Their bodies keep the colour when they fall.
- Coming next now lists tames that follow you through portals, which a player asked for, and Viking companions. Ideas and bugs go to Discord.
- 1.2.0 to 1.2.3 can all play together.
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1.2.2
10 Sep 2026, 19:01 UTC
59 downloads
Both of these came from a player's bug report. Keep them coming on Discord.
- A dead companion no longer leaves something falling through the ground forever. When a companion died it dropped the Dverger's own crossbows along with its bag. Those are made for the creature to hold, not to lie on the ground, so they fell through it, the game lifted them back up, and they fell again, on the spot where the companion died. They now go with the companion. Everything you gave it still drops, including a real arbalest. Crossbows already stuck in your world are cleared away the next time you are near them.
- Dismiss finds companions you told to stay. Telling a companion to stay wiped the only record of who it belonged to, so crouch and horn said you had none, and it stopped counting toward your summon limit. Companions now remember who called them. One you told to stay before this update is yours again as soon as you tell it to follow.
- 1.2.0, 1.2.1 and 1.2.2 can all play together.
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1.2.1
10 Sep 2026, 18:38 UTC
6 downloads
MidgardPlus keeps growing, and a lot of what gets added started as a message from a player. Bugs, ideas and "this feels wrong" all go to Discord. The more you send, the better it gets.
- Builders leave seed for the next crop. Barley and flax go into the windmill and the spinning wheel, but they are also what you plant, and a builder would have ground up every one. It now leaves 20 of each in your chests. Anything you put in its own bag, it uses freely.
- The mod page shows what is coming next, and how to report a bug so it gets fixed quickly.
- 1.2.0 and 1.2.1 can play together, so nobody has to update at the same moment this time.
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1.2.0
10 Sep 2026, 18:26 UTC
47 downloads
Everyone on a server updates together. This release adds a new companion, and a server and its players must agree on every creature in the game, so 1.2.0 will not connect to 1.1.x.
- A third companion: the Builder. Craft the Builder's Horn at a level 2 workbench from 10 fine wood, 20 stone, 10 resin and 10 greydwarf eyes. A builder looks after your base: it repairs damaged pieces, keeps fires, torches and hearths burning, and keeps smelters, furnaces, windmills, spinning wheels and the eitr refinery supplied.
- It follows your rules. It only repairs what players built, needs a workbench in range where the piece does, and stays out of wards you are not permitted in, the same as your own hammer.
- It uses your chests carefully. Fuel and ore come from its own bag first, then from chests near the thing it is feeding, under the same rules as crafting from chests. It never feeds wood into a kiln, so the wood you stored for building stays yours.
- It does not overfill anything. The game's own fuel and ore calls do not check how much a station can hold, so the builder works that out itself before adding a single piece.
- Tell it to stay and it works where it stands. It only walks off to a job while following you, and gives up on anything it cannot reach rather than walking at it forever.
- New setting
Builder work range, 20 metres by default; 0 stops it working. Gatherer combat strength now covers builders too.
- Remote dismiss knows about builders, so a lost one can be sent home like any other.
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1.1.13
10 Sep 2026, 18:07 UTC
9 downloads
- A companion's body stays where it fell. When a creature dies, the game hands its body the speed it was moving at and never limits how fast that body may fall. A companion that died while dropping, or just after being pulled back to you, drove its body straight through the floor and out of the world. Companion bodies now start at rest, a little above the ground. Every other creature dies exactly as before.
- The log records how fast a companion was moving when it died, so if a body ever misbehaves again there is a number to look at.
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1.1.12
10 Sep 2026, 17:49 UTC
44 downloads
- Tools, weapons and armour can be crafted from chests. Their recipes stayed greyed out even with every ingredient sitting in a nearby chest. Some recipes carry ingredients that only count at a different kind of station; the game skips those and never shows them, but the chest check counted them anyway and failed on something that was not needed. It now applies the same test the game does.
- Only chests you could open yourself are used. Loot chests in dungeons and other containers no player built are left alone, graves and companion bags are never touched, and a chest set to private is used only by whoever built it. Carts and ships you built still count.
- No duplicated materials on servers. A chest only saves changes made by the machine that owns it, so taking from a chest someone else's game owned did not stick and the items came back. The mod now takes ownership first, the same way opening a chest does.
- Building stays honest. A piece that needs a workbench can no longer be placed without one just because a chest holds its materials, and chests no longer unlock recipes or pieces you have not discovered yet.
- "Any one of these" recipes are left to the game. It takes their ingredient from your backpack when crafting, so offering them from chests produced a Craft button that did nothing.
- When chests are not enough, the log says why: which ingredient is short, how many chests were usable, and why the others were skipped.
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1.1.11
10 Sep 2026, 17:09 UTC
45 downloads
- Crafting from chests, rebuilt. Chests are now tracked as they load instead of being found with a physics search, so how a chest's colliders happen to be built no longer decides whether it counts, and the recipe screen stops running a physics query every time it refreshes.
- The recipe screen shows what the chests add. An ingredient covered by nearby chests used to still read
0/8, so a craft that was going to work looked as if it would not. It now reads 3+5/8: three carried and five in chests, against eight needed.
- Chests inside someone else's ward are left alone, the same as if you tried to open them by hand. Your own wards still let you in.
- The log says whether it is on. The first time you open a recipe list it records whether crafting from chests is switched on, and every craft that takes from a chest is logged. A switched-off setting can no longer pass for a broken feature.
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1.1.10
10 Sep 2026, 16:47 UTC
40 downloads
- Dismiss companions you have lost. A companion left behind in a zone nobody is near stops being a creature and becomes a saved record, so there was nothing to walk up to and send away. Crouch and sound either horn twice within four seconds to dismiss every companion you own, wherever it is. Nearby ones drop their bags on the ground first. Far-away ones cannot, because nothing is loaded there to drop anything from, so what they carried goes with them, and the message says so.
- On a server, the server does the far-away search. A client only holds the zones around it, so it would find the companions near you and miss exactly the lost ones. The server works out whose companions they are from your connection rather than from anything your game sends, so nobody can dismiss someone else's. Nearby dismissal works even on a server still on 1.1.9; the far-away part needs the server updated too.
- Other players' companions no longer use up your limit. Every companion within range counted against
Companions per player, so on a server a friend standing next to you could stop you summoning at all. Only your own count now.
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1.1.9
10 Sep 2026, 14:48 UTC
91 downloads
1.1.8 went out before it had been played properly, and it showed. Everything below was found by playing it. If you are on 1.1.8, update.
- Gatherers actually gather. A freshly summoned gatherer read its role before the summon had written it down, took itself for a warrior, and stood still. It now keeps checking, reacts within a second rather than four, and walks to things up to
Gatherer reach away instead of only noticing what lands at its feet.
- Opening a gatherer's bag no longer locks up the screen. 1.1.8 gave gatherers a 6x4 bag, and the container screen started throwing an error every frame and holding on to your cursor - the fault 1.1.4 fixed, back again. Both companions carry 5x3 bags.
- The bag repair no longer deletes things. When it tidied a bag, anything that would not fit back in was destroyed. It is now dropped on the ground beside the companion.
- One weapon at a time. Companions put on the best item of every weapon type at once: a club, a greatsword, a bow and a torch. They now wear one weapon, one shield or torch (none with a two-handed weapon) and one of each armour piece, and take off anything extra.
- Your companions no longer shoot you. A crossbow bolt fired past you hit you on the way through. Companions can no longer hurt you or each other.
- Borrowed attacks come from the right place. When a companion cannot swing what you give it, it borrows an attack animation from the Dverger's own weapons. That list was read after its gear had been swapped, so it held a club and a piece of armour. It is now read from the Dverger itself.
- Crafting from chests could be handed the wrong list. The chest search cached its result without noting how far it had looked, so a gatherer searching near you could leave its smaller list for your crafting to reuse.
- Edits to the config really do apply while the game is running. This has been promised since 1.0.0 and was never true: nothing re-read the file, so every change, including the launcher's, waited for a restart. The file is now watched.
Companion gear still only affects the next companion you summon.
- Gatherers put things in chests as they go rather than waiting until they are full.
- If you had 1.1.8: BepInEx keeps any value already in your config, so
Gatherer reach will still say 8. The new default is 20; set it yourself.
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1.1.8
10 Sep 2026, 07:44 UTC
141 downloads
- Two kinds of companion. The Companion Horn still calls a warrior. A new Gatherer's Horn calls someone who would rather carry than fight: it picks up what is lying on the ground, and once its bag is full it walks the haul to your chests. It arrives in the starter kit, carries a 6x4 bag instead of 5x3, and hits for half what a warrior does, so it can look after itself without doing your fighting for you. Built at a level 2 Workbench for fine wood, leather scraps, deer hide and greydwarf eyes.
- Crafting from chests actually works now. It used to move materials into your backpack first, which quietly failed whenever your backpack was full: anything that could stack onto something you already carried went through, and anything needing a free slot did not. That is why it looked like only arrows and torches could be made. Materials now come straight out of the chest, so how full you are stops mattering. Reported by CintheDragon, thank you - it was a real bug, not you.
- And you can see it working. Ingredients covered by nearby chests no longer flash red at you, and hovering one tells you how many are in the chests around you.
- Companions no longer stand still after a reload. Valheim stores who a tame is following on the creature itself; this mod set the follow target directly and never wrote it down, so the moment the world reloaded a companion forgot who it belonged to and simply stopped.
- They no longer sink through your floor. Both summoning and recall dropped a companion at the height of your feet, which put it inside the boards when you were standing on a built floor. Both now stand it on whatever solid surface is actually under it.
- "Frightened" was the wrong word. Valheim shows any alerted tame as frightened, which is right for a boar and backwards for something holding a sword. A companion that has spotted trouble now reads as On guard.
- They will stand by a fire. Dvergr avoid flame, and companions inherited it, so they backed away from your hearth and dropped whatever they were fighting to do it.
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1.1.7
10 Sep 2026, 06:54 UTC
78 downloads
- The launcher grew up. Presets you can try without losing your own tuning, search across all 29 settings, export and import so a host can hand their rules to everyone else in one file, an update check, an automatic config backup before it writes, and a clean uninstall that keeps your settings. Download it from <https://midgardplus.odinthered.dev>.
- The mod itself is unchanged from 1.1.5. This release is the documentation for the above.
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1.1.6
10 Sep 2026, 06:28 UTC
39 downloads
- The download works on Linux now. Since 1.1.3 the package stored its paths with backslashes, which the zip format does not allow. Windows quietly forgives it; Linux does not, so unpacking gave one file named
plugins\MidgardPlus.dll instead of a plugins folder, and nothing loaded. Packaged properly again.
- The launcher is on the site. A Windows app that installs BepInEx, Jotunn and this mod, gives all 56 settings a proper control, and starts the game. See the README, or <https://midgardplus.odinthered.dev>.
- The one-line installer no longer points at a fixed version, so it always installs the newest release rather than whichever one it was written against.
- The mod itself is unchanged from 1.1.5.
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1.1.5
10 Sep 2026, 04:43 UTC
44 downloads
- Companions fight with the weapon you give them. Handing one a sword equipped it but never swung it, and a few seconds later they went back to their crossbow. MonsterAI picks what to attack with by reading AI values on the item, and player weapons carry none, because nothing in vanilla asks a creature to swing a player's sword. Those values are filled in now. The rig is checked first: a weapon the Dverger cannot physically swing borrows an animation from one of its own melee weapons rather than leaving the companion standing there.
- They put their own crossbow away. A bow and a melee weapon sit in different equipment slots, so both stayed equipped and the AI kept choosing the bow at range. Arm a companion yourself and the kit it was born with goes in its bag, where you can take it back.
- Gear tiers actually replace the loadout.
m_randomItems was left alone, so a companion got the tier you asked for plus the Dverger crossbow on top.
- Clearer refusal when a server and client disagree. The mod now declares its network compatibility, so joining without it names MidgardPlus and the version instead of failing vaguely. A server cannot install the mod for you: nothing on a vanilla client is listening, and a server able to push code your machine then runs would be a back door, not a feature.
- Companions no longer out-fight you. Health and star level already scaled to your best weapon skill, but damage did not, so a companion carrying the Dverger's own Mistlands crossbow hit like Mistlands however early you were. Weapon damage now scales with the same figure, and the value is stored on the companion so it survives a reload and is the same for everyone on a server. An existing companion keeps the strength it was summoned with.
- Companions can be handed gloves, and 1.1.x versions stay compatible with each other.
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1.1.4
10 Sep 2026, 03:40 UTC
42 downloads
- The companion bag works. Opening it used to throw an error every frame and take your mouse cursor with it, so you could see the bag but never touch anything in it. The bag was pointed at the companion's own body inventory, which is a different shape than the grid drawn over it, so the interface kept reading past the end of its own slots. The bag now has its own 5x3 inventory. Companions saved by the older build get repaired the first time you open them.
- Gear your companion by hand. Drop a weapon, shield or armour in the bag and they put it on within a few seconds, handing back whatever they were using so you can take it away. They will not swap down to something worse, so a bag used for hauling will not strip their kit.
- Companions start in rags. Club, wooden shield and cloth: the low tier is the new default, so kitting them out is something you do rather than something you are given.
- Their bag spills when they die. Anything you handed them drops on the ground instead of being destroyed along with the companion.
- Craft from nearby chests. Workbench and forge recipes now count and pull materials out of chests around you. Off by default; turn it on under
8 - Containers.
- Companions can wear gloves now, and feed themselves from food left in the bag.
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1.1.3
10 Sep 2026, 03:34 UTC
5 downloads
- Superseded by 1.1.4 six minutes after it went up. Nothing here that 1.1.4 does not also carry; use 1.1.4 or newer.
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1.1.2
10 Sep 2026, 02:53 UTC
29 downloads
- Dedicated servers load the mod now. It declared a BepInEx process filter for
valheim.exe only, so servers running valheim_server.exe logged "Skipping [MidgardPlus] because of process filters" and never loaded it. Settings are host-authoritative, so the one machine that most needed the mod was the one refusing to load it. Reported by Symoji, thank you.
- 1.1.1 was published without this fix by mistake. Use 1.1.2.
- Companions carry a bag. Hold E on one to open it. In this version opening it could freeze the screen and take your cursor; the next release fixed that.
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1.1.1
10 Sep 2026, 02:16 UTC
30 downloads
- If Jotunn is older than 2.30.0, the mod now says so on screen and in the log instead of letting the game fail deep inside Valheim with a MissingFieldException. That failure looks like a character respawning forever and is impossible to diagnose from the symptom.
- Discord link added for bug reports and ideas.
- 1.1.0 identified itself as 1.0.0 in the BepInEx log. This release was meant to fix that but still said 1.1.0; 1.1.2 is the first to report its own version correctly.
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1.1.0
10 Sep 2026, 01:46 UTC
31 downloads
Update if you are on 1.0.0. That version pins Jotunn 2.29.2, which throws a MissingFieldException on PieceTable.m_availablePieces with current Valheim and leaves a character stuck in a respawn loop. This release requires Jotunn 2.30.0, which fixes it.
New: companions scale to your weapon skill. A fresh character gets a companion that helps rather than one that clears the Black Forest without them. Strength, star level and gear tier all rise with your best weapon skill.
Scale companion to player skill (default on) and Companion minimum strength (default 0.35, the fraction of full strength at skill 0).
Companion gear now defaults to Auto, which picks a tier from your own skill: Dverger gear below 20, then Bronze, Iron, Silver, and Black Metal at 80+. Set a tier by name to override, or Default to keep the Dverger loadout.
- Star level is earned too, so a beginner does not get a two-star companion.
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1.0.0
10 Sep 2026, 01:19 UTC
29 downloads
First release.
- 25 settings across quality of life, player, building, combat, production, world and companions. All default to vanilla behaviour.
- Host-authoritative config sync. A server pushes its settings to clients on connect, and clients revert to their own on disconnect.
- Live config reload, no restart needed.
- Companion Horn: summons a tamed, commandable Dverger companion with a synced name, configurable gear tier, star level and auto-recall.
- Reinforced Chest: an 8x4 buildable chest.
- Craftable Chain, IronNails and Tar. Existing drops and spawns untouched.