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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
actual
04 oct 2026, 07:10 UTC
La actualización más grande que he hecho para MidgardPlus. Tres jefes nuevos, Úlfarr, Bókr y Þögn, así que ya son siete jefes propios. Cada legendaria despierta y crece: duerme hasta que la sangre de un jefe la despierta, y luego sube a lo largo de 750 muertes, desbloquea sus cinco poderes uno a uno y su aspecto crece con ella. Se suman cinco armas de jarl nuevas, y el Úlfheðnar de Trajan es el primer conjunto de armadura de jarl. El mundo ahora está vivo: las aldeas crecen de caseríos a fortalezas, cinco bandos se disputan la tierra, los asedios responden a tu riqueza y tu fama, y una ventana de diplomacia te deja tratar con cada facción. El botín es nuevo desde la base, con unas 70 marcas, 24 runas, 14 palabras rúnicas y 14 conjuntos de jefe. Octubre trae Vetrnætr, las Noches de Invierno. He añadido barracones para tus compañeros, una mesa de encantamiento en la que puedes ver lo que haces, pintura para armaduras y construcciones, alforjas para mascotas, anclas para barcos y mucho más, y he arreglado lo que nos contasteis. Gracias por enviarlo todo.
Es una versión menor porque los jefes, armas, aldeas, botín y piezas nuevas son nuevos para la red, así que el servidor y todos los que se unen necesitan la 1.52.0 a la vez. Todo lo nuevo empieza apagado, así que tu partida sigue siendo vanilla hasta que lo enciendas. La única excepción es el ajuste de las legendarias que se explica más abajo.
Tres jefes nuevos
Úlfarr, Bókr y Þögn se alzan cada uno desde un altar propio. Lee sobre los siete en la sección Bestiario de midgardplus.odinthered.dev.
Úlfarr el No Alimentado
- Un jefe nuevo para después de Moder. Úlfarr el No Alimentado es el tercer lobo del Rojo. Dos comen de su mano; a este le dijeron que esperara junto a dos fuegos en una montaña y nunca volvieron a darle de comer. Un lobo famélico sobre dos patas, de unos cuatro metros y medio, cargado de un pelaje oscuro y colgante y una larga melena, con hielo brillante en la espalda, los hombros y las garras, y una cadena rota al cuello. Enciende
Ulfarr boss para conocerlo. Empieza apagado.
- Cómo invocarlo. Cuando Moder haya caído, cocina una Ración Negada en un caldero con un trofeo de Fenring, 10 de carne de lobo, 10 glándulas de congelación, 10 de plata y 5 colmillos de lobo, y déjala sobre La Piedra del Alimento: una piedra plana entre dos fuegos que no se apagan, dentro de un círculo de piedras erguidas en la Montaña. Hugin te habla de él cuando cae Moder y marca la piedra más cercana en tu mapa. Una ración es un combate.
- El combate. 14.000 de salud y 110 por zarpazo para un jugador, rápido, débil al fuego y casi inmune a la escarcha. Cada parte del combate tiene su propio interruptor, todos apagados al empezar.
Ulfarr stages le da tres fases: el Cazador, la Manada al 65 por ciento y los Fuegos se Apagan al 30. Ulfarr pounce hace que salte sobre quien esté más lejos, con un círculo en el suelo antes de caer, así que quedarse atrás con un arco es el sitio más peligroso. Ulfarr pack saca de la nieve lobos famélicos y Ulvs. Ulfarr frost breath y Ulfarr frost burst le dan los hechizos de los sectarios Fenring, todos de escarcha. Ulfarr cold aura es su último truco: a 20 m su frío atraviesa la capa de lobo y el aguamiel de resistencia a la escarcha por igual, y solo estar junto a un fuego lo detiene, así que una hoguera levantada en mitad del combate vale la madera. Ulfarr snowstorm cierra el tiempo a su alrededor.
- Lo que deja. 50 de plata, 40 pieles de lobo, 40 colmillos de lobo, 30 glándulas de congelación, un trofeo de Fenring y un trofeo de Ulv, y para cada jugador presente su propio trofeo y La Piel del No Alimentado, una capa de lobo hecha con su pelaje. Con
Loot rarity encendido también deja una pieza Épica de equipo de las Llanuras, y una Legendaria 55 veces de cada cien.
- Lo demás. Funciona con
Boss scaling, Cinematic boss fights (su propia entrada, arena, carteles de fase y un gran movimiento llamado el Largo Invierno), Passive boss powers y el Libro de sagas, que tiene la hazaña El que Alimentó al Lobo y una recompensa por él, y las piedras de saga de la Montaña llevan un verso nuevo, El Tercer Lobo. Los admins lo invocan con midgardplus ulfarr, lo despiden con midgardplus ulfarr clear y usan el botón Summon Ulfarr del panel F9.
Bókr el Tragacuentas
- Un jefe nuevo después de Yagluth. En las Llanuras el Rojo llevaba un libro de cuentas, y un jefe fuling encontró el nombre de su tribu en cada página. No podía pagar, así que se lo comió. Bókr tiene su propio cuerpo, un cacique hinchado con grandes cuernos y una corona de púas, páginas clavadas en la piel, marcas de cuenta que brillan, el libro encadenado a la espalda y un mazo de cuentas en llamas. Cuando Yagluth haya caído, cose un Libro de cuentas rasgado en una mesa de artesano con un trofeo de berserker fuling, diez de metal negro, veinte hilos de lino, veinte agujas y diez de alquitrán, y déjalo sobre La Piedra del Ajuste de Cuentas, una piedra marcada rodeada de estacas fuling en las Llanuras. Hugin marca la más cercana en tu mapa. Tiene 20.000 de salud, el doble que Yagluth, golpea por 150, es débil a la escarcha y apenas siente el daño perforante.
- Tres fases, cada poder con su propio interruptor. Con
Bokr stages encendido, la tribu responde al 60 por ciento: fulings, arqueros y un chamán que lo cubre con un escudo hasta que mates al chamán, y él se come una página para curarse por cada fuling que dejes en pie. Al 30 por ciento gasta el fuego de Yagluth, una nova a su alrededor cuando te acercas y meteoros del cielo. Boss scaling llama más fulings y más meteoros para un grupo más grande, y los ajustes de Cinematic boss fights también lo cubren.
- Lo que deja. Metal negro, agujas, alquitrán, hilo de lino, tótems fuling, un trofeo de berserker, y para cada jugador su propio trofeo y una página del libro de cuentas, que puedes leer. Con
Loot rarity encendido deja una pieza Épica de equipo de las Tierras de niebla, y una Legendaria 70 veces de cada cien. Hay un verso de saga nuevo en las piedras de las Llanuras, Las Páginas Comidas, la hazaña Cobrador de deudas y una recompensa en el Libro de sagas, y un botón Summon Bokr en el panel F9 para los admins (midgardplus bokr y midgardplus bokr clear). Bokr boss empieza apagado.
Þögn el que No Responde
- Un jefe nuevo después de la Reina. El mago dvergr que talló un cuarto cuerno para decirle que no al Rojo, con sus propias túnicas, una máscara esculpida y una diadema, la barba trenzada, hombreras de cristal y una capa, con un cristal de hechizos en un gran bastón. Cuando la Reina haya muerto, talla un Cuarto Cuerno en una forja negra con un trofeo de dvergr, un fragmento de Rompesellos, tres núcleos negros, veinte de tejido blando y veinte de eitr refinado, y hazlo sonar en El Túmulo Callado, un círculo de mármol negro inclinado en las Tierras de niebla que Hugin marca en tu mapa. Un cuerno es un combate.
- El combate. 24.000 de salud y 150 por golpe. Pincha con el bastón y lanza bolas de fuego y rayos de hielo, el veneno le hace daño y la escarcha casi nada. Con
Thogn stages encendido pasa por tres fases: al 65 por ciento las torres le responden, los dvergr se ponen a su lado, un sanador lo cura y levanta una protección que desvía la mayor parte de cada golpe; al 30 por ciento lo abandonan, llegan buscadores en su lugar, añade la lluvia de fuego y el anillo de hielo, y nadie cerca de él puede usar un poder de los Abandonados.
- Lo que deja. Eitr refinado, núcleos negros, caparazón, tejido blando y un trofeo de dvergr, y para cada jugador su propio trofeo y el Cuerno sin Respuesta, que se lleva donde va el Hueso de los deseos, te devuelve el eitr un cuarto más rápido y reduce tu ruido a la mitad. Con
Loot rarity encendido deja una pieza Épica de equipo de las Tierras de ceniza, y una Legendaria 70 veces de cada cien. Tiene la hazaña La última palabra y una recompensa en el Libro de sagas, funciona con Boss scaling, Per player boss progression y Cinematic boss fights, y los admins lo invocan con midgardplus thogn o con el botón del panel F9. Thogn boss y cada una de sus fases y poderes empiezan apagados.
La gente de las aldeas te dice dónde esperan los tres cuando su camino está abierto. Ahora cada jefe nuestro se alza solo desde su propio altar o por orden de un admin, y uno que aparezca de cualquier otra forma se marcha en silencio.
Legendarias que despiertan y crecen
Mira cada arma de jarl en midgardplus.odinthered.dev/#weapons y las tierras de donde vienen en midgardplus.odinthered.dev/realms.
- Una legendaria empieza dormida. Una nueva golpea a un cuarto de su fuerza total, sus poderes salen en gris en la descripción y no suma muertes. Para despertarla, lucha contra un jefe con ella: golpea tú mismo al jefe con la legendaria en la mano (o con el escudo legendario en el brazo), bájale de la mitad de la salud y está presente cuando muera, en los dos minutos siguientes a tu último golpe. Cuando el jefe cae, al arma solo le hace falta estar en tu inventario. Despierta con un estallido de luz de su propio color.
- Después crece con cada muerte, hasta 750. Una criatura cuenta una muerte, una de una estrella dos, una de dos estrellas tres, y un jefe sesenta. Por el camino el daño sube de un cuarto a la fuerza total.
- Los cinco poderes despiertan por etapas. El proyectil despierta con el arma, el secundario a un cuarto de su crecimiento, el combo a la mitad, el ataque de área grande a tres cuartos y el especial cargado cuando está completa. Cada etapa se anuncia con un destello. Las barras, los pasivos, los cambios de forma y los disparos sin flechas funcionan desde el principio.
- El aspecto crece con ella. El brillo es una brasa tenue mientras duerme, más vivo cuando despierta y pleno cuando está completa, y sus efectos crecen de pequeños a tamaño completo. Todos a tu alrededor lo ven.
- Cada legendaria tiene sus cinco poderes. Repasé las 35 y llené cada hueco: el Fuego del Salón en el lanzamiento de cuerno completo de Hornbearer, las suertes de Hlautvid despertando una a una, los Eslabones de Grillete de Naudfjotrar, Norna-hjól cayendo solo en las caras que están despiertas, y la Pira del Lobo de Hróðvitnir.
- Lo que ya hiciste crecer sigue crecido. Una legendaria de antes de la 1.52.0 que tenga muertes cuenta como completa y conserva todos sus poderes, y su crecimiento pasa a la nueva subida de 750 muertes.
Legendaries start dormant es un ajuste del servidor en World y está encendido. Apágalo y cada poder funciona desde el primer golpe, con el crecimiento empezando en un cuarto.
- Las legendarias viven en los lugares duros. Una legendaria solo cae de criaturas y cofres de su propio nivel o superior, así que las primeras tierras nunca dan un arma del final del juego. Cada mundo sortea una zona de unos 1400 m de ancho para cada legendaria y para cada pieza de un conjunto de armadura legendario, la misma zona a la que apuntan los rumores de Hugin, y dentro de ella el hallazgo sale cuatro veces más. En el resto del mundo conserva una décima parte de su probabilidad, que se ajusta con
Legendary drops outside their place. Escribe midgardplus legend where y el nombre de un arma para ver exactamente qué la suelta, con cuántas estrellas, y su probabilidad dentro y fuera de su zona.
- Para admins:
midgardplus legend grow max (o un porcentaje) fija el crecimiento de la legendaria que tienes en la mano, midgardplus legend awaken la despierta, y midgardplus legend test all da una copia de prueba totalmente crecida de cada legendaria, con botones para ambas cosas en el panel F9. Las copias de prueba van marcadas, no se pueden vender, no ganan nada y se desvanecen al soltarlas.
Hróðvitnir de Trajan
El arco de lobo negro y rojo de Trajan84, con TRAJAN84 grabado en la propia escritura rúnica de Valheim en una placa de hierro sobre las palas.
- Flechas de Sangre. No necesita flechas: cada tensado suelta un astil negro con una estela roja.
- Andanada Carmesí. Cada quinto tensado es un rayo carmesí.
- Aullido de la Manada. El ataque secundario abre en abanico siete astiles de lobo.
- Presa Marcada. Tus golpes marcan a un enemigo durante seis segundos, y el fuego del arco le pega la mitad más fuerte.
- Pira del Lobo. Un enemigo que mata estalla en fuego a su alrededor.
- Fenrir Negro. Llena la barra y mantén la tecla de forma legendaria. Un enorme lobo negro de ojos rojos ardientes se alza a tu lado y escupe fuego sobre todo lo que tiene delante, cazando a tu presa marcada. El aliento empieza corto y crece más largo y más ancho con el arco.
- Nombre en Fuego. Agáchate y mantén la tecla de forma legendaria para escribir TRAJAN84 en fuego.
Hrodvitnir draws blood (empieza apagado): el arco gasta flechas cuando las llevas, y sin ellas cada disparo cuesta 1 de salud, nunca la última.
Valgaldr de Ivanos
El bastón de espino negro de LordIvanos, coronado con una calavera de demonio con cuernos y un cristal de alma rojo.
- Almas Furiosas. Cada lanzamiento arranca almas rojo sangre que cazan al enemigo más cercano y estallan en sangre, una al principio y tres cuando el bastón ha crecido.
- Cadenas de Almas. El secundario encadena a los enemigos entre sí, y un golpe a uno pasa al resto.
- Drenaje de Almas. Los enemigos encadenados te dan su vida desangrándose.
- Alzar al Morgen. Agáchate y mantén la tecla de forma legendaria. Paga el 40 por ciento de tu salud y todo tu eitr, y un Morgen negro de ojos rojos lucha a tu lado, más tiempo y con más fuerza a medida que el bastón crece.
- Ritual de Sangre. Llena la barra y mantén la tecla de forma legendaria. Paga algo de salud, una nova de sangre estalla a tu alrededor, y durante doce segundos un círculo rojo arde a tus pies mientras tus almas, cadenas y curación se duplican.
Skjoldr de Animus
La rodela de Animus: placas de hierro verde y bandas remachadas, el Yelmo del Terror brillando en su cara, un borde de hierro negro verdoso envejecido del que brotan esquirlas de hielo, y un lobo gruñendo en su centro cuyos ojos despiertan a medida que el escudo crece. Cerca del crecimiento completo el borde se enciende en verde escarcha y late.
- Esquirlas de Escarcha. Un bloqueo perfecto dispara esquirlas de hielo espectral contra tu atacante.
- Embestida del Lobo. Ataca mientras bloqueas para lanzarte hacia delante.
- Rastro de Escarcha. Cuatro bloqueos rápidos lanzan escarcha delante de ti.
- Nova Espiritual. Los bloqueos llenan la barra de espíritu. Llena, tu siguiente bloqueo estalla en escarcha a tu alrededor, deja un campo de escarcha y levanta la Protección de los Muertos sobre ti y tu grupo.
- La Cacería Salvaje. Los bloqueos también llenan una segunda barra. Mantén la tecla de forma legendaria y los lobos fantasma de la cacería corren a tu lado.
Desgarravenas de Boko
La ballesta vampírica de Boko: negra, con palas de ala de murciélago, un cráneo de murciélago con colmillos en la boca, venas que brillan y una gema de sangre en su centro.
- Virotes de Vena. Cada virote abre una vena que hace sangrar al objetivo.
- Sed de Sangre. Una parte pequeña y limitada del daño que haces te cura.
- Sanguijuelas Nocturnas. El secundario suelta sanguijuelas que cazan a los enemigos que sangran.
- Ruptura de Vena. Cada cuarto virote en un enemigo que sangra derrama toda la herida de golpe.
- Flor de Sangre. Un enemigo que muere sangrando estalla y abre las venas de todo lo que tiene cerca.
- El Festín Rojo. Llena la barra y mantén la tecla de forma legendaria, y un vórtice de sangre bebe de todo lo que hay dentro.
Buscasendas de Moumix
Metal vivo gris crecido bajo las raíces del árbol del mundo, con una esquirla de relámpago rojo engastada en el asta. En la mano es una lanza; pídeselo y se estira en un atgeir.
- Dos formas. La tecla de forma legendaria convierte la lanza en atgeir y al revés.
- Todo o Nada. Agáchate y golpea para más relámpago, a cambio de recibir más daño mientras golpea.
- Trueno de Sangre. Un golpe de todo o nada que acierta estalla en relámpago rojo sobre los enemigos de alrededor y los hace sangrar.
- Tajo de Vida. Cada pocos golpes, uno te cura una parte de su daño y abre una hemorragia.
- Corriente Viva. El relámpago corre por tu sangre: te mueves un poco más rápido y el relámpago te hace menos daño.
- Tormenta de Sangre. Llena el cristal y mantén la tecla de forma legendaria. Un relámpago rojo cae sobre los enemigos a tu alrededor, los hace sangrar y bebe.
Las cinco salen del mundo, no de la forja. Con Supporter legendaries in loot encendido, Hróðvitnir cae de Fenrings, sectarios, arqueros calcinados y cofres de las cuevas de la Montaña, Valgaldr del Morgen, magos calcinados y los cofres de la fortaleza calcinada, Skjoldr de fantasmas, draugr de élite y cofres de las criptas hundidas, y el Desgarravenas de espectros, draugr de élite y cofres de las criptas hundidas. El Buscasendas duerme en una zona propia como las demás, y Legendary rumours apunta a todas ellas.
Úlfheðnar de Trajan, el primer conjunto de armadura de jarl
Hecho para que Trajan84 corra junto a su arco en negro y rojo. Míralo en 3D en midgardplus.odinthered.dev/#ulfhednar.
- Cuatro piezas, cuatro tierras. El yelmo, la coraza, las grebas y la capa se encuentran cada uno en una tierra distinta, cada pieza en una zona propia a la que apuntan los rumores de Hugin.
- Crece con las muertes. Cada pieza despierta pequeña y se afila con cada cacería, como las legendarias.
- Vista de Lobo (yelmo). Los enemigos que alcanzan tus flechas brillan en rojo a través de las paredes durante unos segundos.
- Piel de Manada (coraza). Menos daño por cada bestia domada o compañero de manada cerca de ti.
- Paso del Cazador (grebas). Mientras tensas un arco te mueves más rápido y en más silencio.
- Manto Rojo (capa). Al borde de la muerte, la tela roja se rasga en espíritus de lobo que lanzan lejos a tus enemigos.
- Piel de Lobo. Cada pieza resiste un elemento, un poco al principio y del todo cuando ha crecido.
- Poderes de conjunto. Lleva más piezas del conjunto para Brasas de la Manada, que añade fuego a los golpes de tu arco, y con Hróðvitnir en la mano Furia Úlfheðinn, que hace que tus disparos aúllen y atraviesen tras una racha de muertes.
Un sistema de botín nuevo
Todo esto necesita Loot rarity encendido, y cada parte tiene su propio interruptor, todos apagados al empezar. Míralo antes de jugar en la vista previa de la mesa de encantamiento: midgardplus.odinthered.dev/tools/enchant.
- Unas 70 marcas nuevas.
Loot rarity more marks abre el conjunto entero: robo de vida, golpes que siempre aciertan, más salud, aguante y eitr, golpes y tensados más rápidos, espinas, probabilidad de ignorar un golpe, una última resistencia que te mantiene con vida, más de la minería y la tala, y muchas más, cada una acorde a la pieza en la que cae.
- 24 runas y 14 palabras rúnicas. Con
Rune sockets encendido, las piezas Raras tienen un engarce, las Épicas dos y las Legendarias tres. Las veinticuatro runas de la fila antigua caen de las criaturas de sus propias tierras y de cada jefe. Cada runa añade un poder propio, distinto en un arma y en una armadura, y las runas correctas en el orden correcto pronuncian una de 14 palabras rúnicas, un poder mayor que el de cualquier runa sola.
- 14 conjuntos de jefe. Con
Loot sets encendido, cada jefe, los del juego y los nuestros, suelta piezas de su propio conjunto. Lleva dos, tres o cuatro piezas y cada paso despierta un poder de conjunto.
- Fardos sellados. Con
Haldor gambles encendido, Haldor y Hildir venden un fardo sellado: paga monedas y abre una pieza de equipo de las tierras a las que has llegado, con un grado que se sortea al abrirlo y una pequeña probabilidad de Legendaria.
- Marcas que despiertan. Con
Marks awaken encendido, las piezas Épicas y Legendarias pueden llevar una marca dormida. Lucha con la pieza y despierta, y luego sigue creciendo con cada cien muertes hasta su techo.
- Nombres nórdicos sorteados. Con
Loot rarity names encendido, una pieza con marcas recibe un nombre propio de la lengua antigua, como el Filo Sombrío de la Ceniza, y todos los jugadores ven el mismo nombre.
- Deshacer en la mesa. Con
Enchanting breaks down gear encendido, una pieza con marcas que ya no quieres se deshace en piedras rúnicas, y las runas engarzadas en ella vuelven a ti.
- Aspecto rúnico.
Loot rarity glow ahora muestra el grado en el propio equipo en lugar de un baño de color: runas brillantes a lo largo de la hoja, las palas de un arco o el borde de un escudo, plateadas para Mágico y Raro, con oro entre ellas para Épico y oro vivo que late para Legendario. Una marca con elemento muestra sus propias runas de ese elemento, y el metal se ve más pulido con cada grado.
Vetrnætr, las Noches de Invierno
Enciende Vetrnætr para un evento de temporada en octubre, del 1 al 31 de octubre según la fecha del servidor. Míralo en midgardplus.odinthered.dev/#vetr.
- Velas de alma. Los no muertos y cualquier cosa que muera de noche pueden soltar velas de alma, más con estrellas. Los jefes sueltan de 3 a 6 velas y un recuerdo que quien lo mata aún no ha encontrado.
- Diez recuerdos. Una linterna de calavera, un altar de las dísir, un candelabro del cuervo, un caldero de bruja, una piedra de Hel, un vigía que gira la cabeza, un trono de huesos y colgaduras funerarias para construir con el martillo, y una máscara y un tarro de fuego fatuo para llevar puestos.
- Un puesto con Haldor y Hildir. Mientras dura, los dos venden recuerdos a cambio de velas.
- Un registro de colección y un trofeo. La guía de F9 guarda tu registro, con un trofeo por encontrarlos todos.
- Todo lo que encuentres se queda, funciona y se puede construir después de octubre.
Un mundo vivo
Todo esto necesita Village encendido, y cada parte tiene su propio interruptor, todos apagados al empezar.
- Crecimiento de las aldeas. Una aldea sube un nivel cada pocos días (
Village growth days, 3), más rápido con tu comercio y tus encargos, hasta el nivel 5: un asador y una mesa, un puesto de mercado, un taller, una cuarta casa, y luego colmenas y estandartes en la puerta, con un aldeano más cada vez. El comerciante hace un 2 por ciento de descuento por nivel. Una incursión perdida cuesta un nivel.
- De caseríos a fortalezas. Caseríos cerca de casa, aldeas más lejos, pueblos con un gran salón, una herrería y torres de vigilancia en las tierras más duras, y fortalezas de piedra con torres, una puerta y un torreón en las más duras de todas. Los asaltantes, los defensores, el botín y las monedas crecen con el rango, y las aldeas junto al agua tienen un muelle.
- La gente de las aldeas habla. Pulsa Usar sobre un aldeano para hablar. Ancianos, herreros, granjeros, guardias, niños y viajeros te saludan según el nivel de la aldea, quién la tiene y cómo estás con ellos. Pregunta por el lugar y su propia saga, por noticias de mazmorras, altares y otras aldeas, por trabajo, o por uno de siete cuentos antiguos. Cada aldea tiene una piedra de saber con su saga. Con
Village rumours mark the map encendido, las noticias ponen un círculo de búsqueda en tu mapa cerca de lo que te contaron.
- Encargos. Uno al día por cada aldea: lleva lo que necesita, limpia un campamento, reduce las bestias o aguanta la siguiente incursión, pagado en monedas, reputación y crecimiento.
- Un mercado mejor. El comerciante de la aldea tiene pestañas de materiales, comida y aguamiel, armas y equipo, los productos propios de la aldea según tierra y nivel, y una pestaña Vender a la aldea, con cada descuento detallado.
- Juramentos de facción. Pulsa Usar en el estandarte de una aldea para jurar lealtad a quien la tiene. Si juras a la Guardia del Hogar, sus aldeas te venden un 10 por ciento más barato y te compran un 10 por ciento más caro; si juras a la Hueste Cenicienta, los no muertos te dejan en paz y la Guardia del Hogar se vuelve contra ti.
- Más facciones. Los Clanes del Lobo, los Reyes del Mar y la Estirpe Trol toman aldeas propias, cada uno con su propio juramento, saludos, saber y aspecto. Con
Wolf clans turn at night encendido, los aldeanos de los Clanes del Lobo se convierten en fenrings al anochecer.
- Aspecto y murallas de facción. Cada bando viste sus aldeas a su manera, estandartes, braseros, tótems, pieles u hogueras, y cada aldea tiene una pieza central propia. Con
Village walls encendido, las aldeas crecidas y cada sede de facción quedan tras una muralla con una puerta que se cierra cuando empieza un asedio.
- Asaltos a asentamientos e incursiones en aldeas. Los jugadores juramentados pueden tocar el cuerno de guerra en un estandarte enemigo y tomar la aldea a través de tres oleadas de defensores, la última dirigida por un campeón, a cambio de un cofre de recompensa y la propia aldea. La Hueste Cenicienta asalta las aldeas de la Guardia del Hogar, y aguantar la línea tiene premio.
- La guerra por el territorio. Con
Factions raid each other encendido, cada bando presiona cada día la aldea enemiga más débil cerca de su tierra. Si estás allí puedes luchar en cualquier bando; si no, el servidor lo resuelve al amanecer por fuerza. Un tributo en el estandarte, 50 monedas, refuerza la defensa de una aldea durante tres días.
- Capitales. Arinheim, Nastrond, Ulfheim, Brimvik y Utgard son las sedes de las facciones, marcadas en todos los mapas desde el principio, amuralladas y difíciles de tomar. Cuando una cae, todo el servidor se entera.
- Para admins: el comando de consola
villages lista, hace crecer, cambia de manos, asalta y resuelve aldeas.
Asedios más inteligentes
- La amenaza sale de lo que tienes. Con
Sieges grow with your wealth encendido, el servidor puntúa cada base sobre 100 según su riqueza, su tamaño, los jefes vencidos y los trofeos en sus soportes, tu fama y las facciones que te odian, y cuántos jugadores construyen allí. Las bases Tranquila, Vista, Codiciada, Perseguida e Infame atraen más asaltantes, más estrellas y asaltantes de las facciones a las que menos gustas.
- Las facciones se vuelven envidiosas. Con
Factions envy wealth encendido, una facción cuya línea de envidia supera tu tesoro baja tu reputación una vez al día. Antes de que te vuelvas hostil, te avisa y espera un día.
- El tributo las calma. Ponte en una de sus aldeas y escribe
midgardplus siege tribute para pagar 100 monedas por 5 de reputación, dos veces al día, o lleva y guarda menos.
Faction diplomacy (Insert)
- Una ventana para cada bando. Enciende
Faction diplomacy y pulsa Insert, ábrela desde la página Factions del panel F9, o pídele a un anciano de la aldea que te hable de tratados. Cada facción muestra su estandarte, sede, tierra, guerras y amigos, cómo te ve y por qué.
- Los acuerdos comerciales te dan mejores precios con sus comerciantes.
- Los pactos mantienen lejos de ti sus patrullas, partidas de guerra e incursiones a tu base.
- Las alianzas traen a sus guerreros cuando una incursión golpea tu base y te dejan descansar en su sede, y puedes pedir ayuda a tus aliados con una partida de guerra propia.
- Tributo, exigencias y guerra. Paga tributo para subir tu reputación, exige tributo cuando te temen, declara la guerra o rompe un tratado.
- Cada bando responde según una puntuación de disposición que ves antes de pedir. Los tratados pertenecen a cada personaje, el servidor los guarda junto al mundo y terminan en un día fijado. Matar a uno de un bando con el que tienes un tratado lo rompe.
Lugares nuevos en mundos viejos
New places in old worlds pone al día un mundo viejo con aldeas de todos los rangos y los altares de Mosskin, Gravejarl, Vordr, el Rojo, Úlfarr, Bókr y Þögn, incluida la tierra explorada. En la tierra explorada solo construye en suelo llano y seco de la tierra correcta, lejos de tus construcciones, protecciones, lápidas, animales domados y terreno excavado, y solo cuando no hay nadie cerca. Haz primero una copia de seguridad de tu mundo. Los admins lo comprueban y lo ejecutan con midgardplus places, o desde el panel F9.
- Las aldeas se quedan fuera del mar. Las aldeas nuevas se levantan en suelo seco por encima del agua, y una aldea que un mundo viejo dejó ahogada queda como ruina.
Fabricación y construcción
- La ventana de la mesa de encantamiento. Usa la mesa y pon una pieza de tu inventario en su hueco. Sube un grado, vuelve a sortear, conserva las marcas que quieras mientras las demás se sortean de nuevo, inscribe la marca exacta que quieres, refuerza una, quita una, levanta una maldición, engarza runas o deshaz una pieza, y mira Ahora y Después lado a lado antes de pagar. La pieza flota sobre la mesa en el color de su rareza. Necesita
Enchanting y Loot rarity.
- La mesa del pintor y la pintura de armaduras. Enciende
Armour painting y construye la Mesa del pintor con el martillo: madera, frambuesas, arándanos, carbón y resina. Pinta un yelmo, pecho, piernas, capa o escudo en un color principal y otro de acento, liso, a dos tonos o solo el ribete, y mira a tu propio personaje llevarlo antes de pulsar Aplicar. Guarda hasta seis esquemas, pinta todo lo que llevas puesto de una vez y quita la pintura gratis. La pintura vive en el objeto, se queda en tu cuerpo cuando caes y todos la ven. Armour paint cost fija el precio, gratis al empezar.
- Pintura de construcciones. Con
Building painting encendido y el martillo en la mano, mantén la tecla de pintar y haz clic derecho en una pieza que hayas construido para colorearla, o todas las piezas iguales en 4 m. Lo ves en la construcción antes de pagar, se respetan las protecciones, y todos los jugadores lo ven, incluidos los que se unen después.
- Los barracones. Una mesa nueva en la pestaña de muebles del martillo lista cada compañero que tienes fuera, cerca o lejos, con rol, nivel, salud y dónde está, y los que cayeron. Llama a uno, haz que se quede, que guarde los barracones o que deje su trabajo, cámbiale el nombre, cámbiale el rol o despídelo. Con
Companions need a barracks encendido, cada barracón aloja Companions per barracks (2).
- Equipamientos. Personalizar y equipar abre siete huecos. Tal cual hace que un compañero lleve exactamente lo que le pones, y Sin armas le deja las manos vacías.
- Los compañeros pueden ir desarmados. Mira a tu compañero y pulsa la tecla de desarmar (V): una vez para quitarle las armas, dos para todo lo que le diste, y una tercera para que vuelva a equiparse.
Monturas y mascotas
- Lobos y jabalíes ensillados. Vuelven a moverse, correr, girar y saltar a cualquier tamaño, las patas de una montura grande siguen el ritmo del suelo, y montando un lobo o un jabalí atacas a través de él, con su mordisco o sus colmillos hacia donde miras.
- Alforjas para mascotas. Fabrica unas alforjas en un banco de trabajo y dáselas a un lobo, jabalí, lox o asksvin domado. Lleva un par de cajas que puedes abrir, más en un lox, y lo que hay dentro cae en una caja flotante si el animal muere.
- Guiar a los domados. Ajusta
Lead tames radius y pulsa Left Alt y H: todos los domados a tu alrededor te siguen; pulsa otra vez y todos se quedan.
- Domar cualquier criatura. Activa
Tame any creature y toda bestia lo bastante grande para montarla, y todo lo que vuela, se puede alimentar y domar: lox, buscadores, dracos, aves, dragones y las criaturas que añaden otros mods. Los trols y el resto de la gente que camina siguen salvajes, igual que los jefes, los guerreros de facción y los aldeanos.
- Montar cualquier domado grande. Con
Ride any tame big enough, cualquier domado al menos del tamaño de un jabalí lleva una silla de jabalí y te carga, incluidas las criaturas de otros mods.
- Luchar desde la silla. Con
Fight from the saddle blandes tu propia arma o tensas tu arco mientras montas, en lobos, jabalíes, lox, asksvin y todo lo que ensilles.
- Los domados comen del comedero. Las criaturas de otros mods ahora comen su propia comida de los cofres cercanos, como el ciervo domable que nos enviasteis.
Calidad de vida
- Pantalla de título temática. Con
Themed title screen, una pantalla de título del Norte Profundo con una aurora sobre la nieve y tres armas de jarl detrás de tu menú principal.
- Área de construcción en una dirección. El área crece desde la pieza a la que apuntas, hacia tu derecha y alejándose de ti, y la tecla de lado del área (Backslash) la gira hacia tu izquierda.
- Primera persona en los barcos. La cámara se desliza hasta tus ojos en cubierta y vuelve a salir cuando bajas.
- Guías en F9. Una guía del jugador y una guía del admin en la pestaña Guide del panel de MidgardPlus, en inglés, ruso, español y portugués de Brasil. La guía del jugador también está en la web: midgardplus.odinthered.dev/guide.
- Anclas para barcos. Pulsa Left Alt e Y a bordo. La vela baja y el barco mantiene su sitio contra el viento, las olas y las serpientes hasta que la subes, y todos lo ven.
- Salir del agua de un salto. Mira a un muelle, un saliente, una roca o el costado de un barco mientras nadas y pulsa Saltar para subirte. Tu habilidad de nadar te deja llegar más alto.
- Colas de estación. Mira a un fundidor, horno de carbón, alto horno, estación de cocina o fermentador y pulsa Left Alt y O para decirle qué tomar de tus cofres, cuánto y en qué orden, con repetición. Necesita
Stations fuel themselves.
- Imán de objetos. Lo que cae dentro del radio flota hacia ti, solo lo que cabe en tu inventario y tu peso de carga, con una tecla para activarlo y la opción de recoger solo lo que ya llevas.
- Mochila. Una mochila en el hueco del cinturón da a tu inventario una fila más, hasta tres según la mejoras.
- La brújula mantiene el norte en el centro. Un dial de norte verdadero con el círculo entero en la barra y una muesca hacia donde miras.
- Balizas de compañeros. Tu grupo en la brújula con sus propios colores a cualquier distancia, en rojo mientras están caídos o muy heridos.
- Los trols y los jefes destrozan la zona. Sus golpes alcanzan las piezas construidas y los árboles alrededor de donde caen, nunca dentro de una protección activa.
Collateral damage share fija la fuerza.
- Las sillas no protegen. El golpe de una criatura te tira del asiento, y levantarte nunca te deja dentro ni detrás de una pared.
- Suelo de hogar elevado. Una base de piedra de medio metro para un fuego, para que una hoguera o un hogar pueda ir sobre un suelo de madera.
- Interruptor de nombres de chinchetas. Un botón Aa en el mapa grande oculta o muestra los nombres bajo tus marcas.
- Apilar rápido pregunta primero. Pregunta al dueño de cada cofre como el Colocar pilas del juego, llena los cofres con el nombre de lo que guardan, te dice qué se ha movido, y
Quick-stack takes the hotbar guarda lo que no tienes en la mano.
Megin, el complemento de rol
Megin 0.3.0 sale con esta actualización, en Thunderstore como MidgardPlus_Lodge. Elige un camino, acepta las misiones y contratos de la logia en cada tierra, escucha los cuentos de los ancianos, supera la puerta de la prueba y sube Himinbjörg, la torre de doscientos pisos. Planifica tus poderes con el creador de poderes: midgardplus.odinthered.dev/tools/megin.
El programa de creadores
Los streamers y creadores de vídeo que juegan a MidgardPlus pueden apuntarse al programa de creadores. El equipo completo de Trajan84 es el escaparate, el arco y la armadura, los dos en 3D. Lee sobre él y apúntate en midgardplus.odinthered.dev/creators.
Correcciones
- El horno de piedra (#80) vuelve a cocinar con
Production timers encendido.
- Los comerciantes de aldea y mucho más en servidores dedicados (#81). El comercio de las aldeas, los altares de jefe, los guerreros de facción, los jefes extra y las piedras de saga del Rojo funcionan lejos del centro del mundo en un servidor dedicado, donde no hay nada cargado (ServerFar).
- Los comandos de admin en servidores dedicados llegan al servidor y funcionan allí.
- Las descripciones del botín listan cada marca de más marcas, runas y despertar, no solo los primeros ocho tipos.
- Naegling y Norna-hjól ya no registran errores de Unity en su primer especial.
- Filas del inventario. MidgardPlus nunca cambia el tamaño del inventario mientras otro mod de inventario lo controla, un inventario agrandado por la 1.46 a la 1.48 se asienta una vez, sacando los objetos de las filas extra, y el inventario se actualiza justo después.
- Legend grow redondea hacia arriba, así que
midgardplus legend grow 50% abre de verdad la etapa del combo a la mitad.
- El anfitrión en solitario cuenta como admin en su propio mundo, así que el asalto de asedio, el amanecer y el reescaneo funcionan cuando alojas tu propia partida.
- Herramientas de suelo cuadradas (#35, #55). Con
square ground tools encendido, el cultivador ara y la azada nivela, pavimenta y hace caminos en un cuadrado que coincide con su marcador.
- Fabricar desde cofres cercanos (#46) cubre las recetas que aceptan cualquiera de varios ingredientes, como pescado crudo de cualquier pez.
- Los barcos y carros del modo plano (#79) se construyen de verdad en lugar de hundirse en el mundo como fantasmas. Gracias a Duskrynn por el aviso.
- El semillero (#77) y cada pieza que un servidor enciende aparecen en el martillo sin reiniciar.
- Teclas (#57). Las teclas de MidgardPlus ya no esperan a una ventana que ya se ha cerrado.
- La duración del día (#4) se aplica en los clientes en cuanto llegan los ajustes del servidor.
- Saltar la intro (#13) se salta la película de inicio.
- Todo flota (#21) solo hace flotar objetos de verdad, así que la física del cliente ya no se congela.
- El alto horno acepta todo el mineral (#45) se mantiene en cada sesión, encendido y apagado.
- Los mensajes de área apagada (#54) nombran los ajustes reales
Build area, Terrain area y Planting row.
- Las armas de Vordr y de Mosskin entran en la lista de objetos del juego, así que sacar una ya no lanza errores.
- El cultivador limpia todo lo que un jugador plantó como pieza, y todo lo que vuelve a crecer dentro de tu propia protección.
- Reparar un barco o carro cargado nunca lo rechaza
Hammer takes apart ships and carts.
- La lluvia de relámpagos no deja nada en la red después de un impacto.
Extra bosses ya no levanta a Mosskin en el altar de Eikthyr. Mosskin se alza solo en su Anillo de Musgo.
- La vista previa del personaje se coloca junto a tu inventario y nunca tapa el cofre, la fabricación ni otras pestañas.
- El panel de equipo se abre en su sitio cuando un cofre se abre o se cierra.
Equilibrio
- Los materiales que sueltan los jefes bajan a más o menos un inventario lleno por muerte. Los trofeos, las armas y los premios no cambian.
Más ligero y más fluido
- Los combates grandes pesan más o menos un tercio menos.
- Los efectos de runas y conjuntos pesan más de la mitad menos.
- Los efectos legendarios pesan un 40 por ciento menos.
- Menos que cargar. Los modelos legendarios están recortados, los paquetes se cargan directamente desde el mod sin una segunda copia en memoria, y los paquetes de jefe se liberan en cuanto sus jefes están construidos.
- El panel de ajustes ya no atasca el juego. Un cambio se guarda una vez y aplica solo lo que toca, y al cambiar de pestaña se conservan las filas que ya tiene.
- Menos trabajo en cada fotograma para legendarias, aldeas, compañeros, auras, textos al pasar el ratón y el HUD, y el servidor escribe el mapa compartido y la clasificación en segundo plano.
La web
El launcher, 1.5.88
- Estilos de un clic. Vanilla Plus, Quality of life, Adventurer, Builder, Hardcore o Server host. Mira cada cambio antes de aplicarlo y deshazlo todo con un botón.
Consigue el launcher en midgardplus.odinthered.dev, la web está en español.
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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 sept 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 sept 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 sept 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
actual
30 sept 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 sept 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 sept 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 sept 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
actual
30 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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.
-
1.47.0
28 sept 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 sept 2026, 04:30 UTC
Llega la tarjeta Update channel: quédate en Stable, o cambia a Dev con la clave del Discord y el launcher te ofrece cada build de desarrollo en cuanto sale. Back to Stable te devuelve tu versión estable con un clic. Los ajustes reciben el texto en ruso de la nueva clave de forma legendaria.
- Se actualiza solo: si tienes la 1.2.4 o una más nueva, te ofrece esta. Si no, descárgalo una vez desde la web.
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1.46.0
actual
28 sept 2026, 04:30 UTC
El Red One invoca el rayo del Padre de Todos, las armas encantadas brillan como deben y todo el mundo lo ve, el hueco de abalorio está abierto, los bolsillos de Haldor vuelven a funcionar y hay una forma de jugar las builds nuevas antes del día de parche.
Es una versión menor porque el rayo del Red One, la nueva arma de mecenas, la lista de altares y el brillo que ven los demás jugadores son nuevos para la red, así que un servidor y todos los que se unan a él necesitan la 1.46.0 a la vez.
Días de parche y el canal de desarrollo
- Ahora las versiones salen en días de parche, el miércoles por la noche y el domingo por la noche. Thunderstore, Hexium y el launcher se actualizan entonces, y solo un arreglo urgente de un cierre del juego sale antes.
- Entre días de parche hay un canal de desarrollo. En el launcher, Help and tools tiene una tarjeta nueva, Update channel: déjala en Stable, o cambia a Dev con una clave del Discord y el launcher te ofrece la build de desarrollo más nueva en cuanto sale. Tus archivos estables se guardan aparte, y Back to Stable los devuelve con un clic. El launcher te avisa antes de instalar una build de desarrollo que no podrá unirse a los servidores estables, y una build de desarrollo se identifica en el menú principal y en el registro.
El Red One
- El rayo del Padre de Todos. Activa Red One lightning y, a media distancia, levanta la lanza y lanza una ola de rayos rojos en un abanico amplio delante de él, la carga de Eikthyr con sus colores, con un trueno detrás. Se puede esquivar pero no bloquear. De cerca sigue usando la lanza. Desactivado al empezar.
- El rayo de su lanza golpea como rayo, como siempre dijo su nombre. Estaba haciendo daño perforante normal.
Las armas brillan, y todos lo ven
- Loot rarity glow se ve en todas las armas, arcos y escudos. Antes fallaba en casi la mitad, los atgeirs de hierro y de bronce, los mazos de hierro, las armas de oro y de fuego gélido y más, porque iluminaba el propio material del arma y muchos materiales del juego nunca muestran esa luz. Ahora es una capa dibujada sobre toda el arma, así que se ve en todas, y las armas con sus propias marcas, como las runas rojas del Atgeir de sangre de trueno, las conservan.
- Los elementos se colocan donde trabaja el arma: en la hoja de una espada, la cabeza de un hacha o una maza, la punta de un atgeir o una lanza, a lo largo de las palas de un arco, con el tamaño del arma. El veneno gotea y brilla en lugar de mostrar una o dos gotas.
- Los demás jugadores ven tu brillo y tu elemento, y tú ves los suyos, si tienes Loot rarity glow activado.
- Informado por TylerS76.
Tres armas de Jarl
Los Jarl que apoyan MidgardPlus en Ko-fi tienen cada uno un arma que lleva su nombre. No son solo suyas. Cualquiera puede encontrar una, cualquiera puede llevarla, y el nombre del Jarl va con ella allá donde vaya.
- Úlfrinn's Fang, para Gamli Hersirinn Úlfrinn. Un hacha de guerra de tormenta con una cabeza de lobo en la mejilla, con las fauces abiertas sobre el mango, una sola hoja en forma de media luna con el filo de oro pálido y nueve runas iluminadas desde dentro. Cada golpe lanza un rayo desde la hoja hasta 22 m, y el ataque secundario forma un anillo de rayos a tu alrededor. Llevarla te hace más rápido y desvía los rayos.
- SweatyT's Talon, para SweatyT. Un arco de tormenta de madera oscura tallada a mano con una cabeza de cuervo en cada extremo y un ala extendida a lo largo de cada pala. No pide ninguna flecha y dispara sus propios rayos. Cada quinto tensado dispara un haz en lugar de un proyectil. Llena su barra golpeando cosas, luego mantén el tensado al máximo y una lluvia de flechas cae del cielo donde estás mirando.
- NightGod's Crescent, para NightGod. Una espada que no mantiene una sola forma. Pulsa el ataque secundario y pasa de una hoja rápida a una mano a una gran hoja a dos manos, y vuelve a cerrarse. Cada golpe lanza una media luna de noche desde el filo, rápida y estrecha en la forma pequeña, lenta y ancha en la grande, y se abre donde cae a distancia. Llena su barra y mantén la tecla y la noche se acumula en la hoja; suéltala y corta lejos delante de ti, más ancha cuanto más tiempo la mantuviste.
- Crecen con lo que matan. Cada arma de Jarl empieza con algo más de la mitad de su fuerza y alcanza el resto a lo largo de doscientas muertes. Su daño, su alcance y el tamaño de todo lo que lanza suben a la vez, y la descripción te dice cuánto le falta. La cuenta se guarda en la propia arma, así que conserva lo que se ha ganado al morir, al volver a conectarte y si cambia de manos.
- Dónde caen. En los cofres de la Montaña y en los cofres de las cavernas gélidas, más o menos 2 de cada cien; en los Fenring, más o menos 1 de cada cien; y en los cultistas, más o menos 2 de cada cien. Ningún cofre ni criatura da nunca más de una. Primero un servidor tiene que activar Supporter legendaries in loot, que está desactivado al empezar. No se pueden fabricar ni mejorar, se reparan en una forja, y ninguna mesa de encantamiento puede cambiar lo que son. Los administradores pueden entregar una con
midgardplus legend, o generar una por su nombre.
El equipo y tu bolsa
- El hueco de abalorio está abierto. Los abalorios tienen su propia casilla en el panel de equipo en lugar de compartir la de objeto útil, activada por defecto, y se activa una vez para quien ya use las casillas de equipo, incluso con el bloqueo de ajustes activado. Un abalorio que llevas puesto se mueve solo a ella. Lo pidió Mando.
- Tu aspecto aparece dentro de la ventana de equipo, como un retrato junto a las casillas de equipo, cuando Character preview está activado. Gira cuando lo arrastras, como antes.
- Los Bolsillos más amplios y los Bolsillos más profundos de Haldor vuelven a funcionar. Extra inventory rows les estaba quitando su fila. Ahora añaden su fila por encima, las compras perdidas vuelven solas y Haldor te avisa antes de pagar si un bolsillo no añadiría nada.
- Bag rows past 9, desactivado al empezar, deja que una bolsa crezca hasta tres filas por encima de las 9 del juego, para que los bolsillos sigan cabiendo con todas las demás filas. La bolsa y un cofre abierto se encogen para seguir en pantalla, y volver a bajarlo nunca tira lo que hay en las filas extra.
- Lo de los bolsillos lo informó TylerS76, y el límite de la bolsa fue idea suya.
Mosskin tiene la mitad de tamaño
- Mosskin mide 1.4 por defecto ahora, más o menos la mitad de su antiguo volumen. Los ajustes que aún tenían el antiguo 2.5 se cambian a 1.4 una vez, y cualquier otro tamaño que eligieras se queda como está.
Altares
- midgardplus altars muestra una lista de cada Moss Ring, Oath Stone y Drowned Hearth con su distancia y si ya se ha construido, y midgardplus altars pin los marca en tu mapa. Para administradores y el anfitrión.
- Ahora el servidor escribe dónde están los altares cuando carga el mundo, y cada vez que Hugin envía a alguien al más cercano.
Partidas más fluidas
- Menos tirones. Los ajustes que siguen al servidor ya no se recalculan en cada conexión cuando nada ha cambiado, el panel de administración conserva sus filas de ajustes en lugar de reconstruirlas con cada pulsación, y la comprobación del agua que fluye se limita a medio milisegundo por fotograma.
Gracias también a TylerS76 por pedir los atajos de ratón que llegaron en la 1.44.0, y a Cenom y Lucas Smaniotto por sus informes e ideas.
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Launcher 1.5.79
27 sept 2026, 15:50 UTC
Forsaken powers from item stands tiene su tarjeta y sus descripciones en ruso, junto con todos los ajustes de la 1.45.0.
- Se actualiza solo: si tienes la 1.2.4 o una más nueva, te ofrece esta. Si no, descárgalo una vez desde la web.
-
1.45.0
actual
27 sept 2026, 15:50 UTC
Partidas más fluidas, agua que se vierte de un hueco al siguiente y se queda quieta en multijugador, cajones que el apilado rápido vuelve a llenar y Poderes de los Desterrados desde los trofeos de tus propias paredes.
Es una versión menor porque el arreglo del agua en multijugador solo funciona cuando todos los jugadores lo tienen: un jugador que siga en la 1.44.0 seguiría vaciando agua que no puede ver, así que un servidor y todos los que se unan a él necesitan la 1.45.0 a la vez.
Partidas más fluidas
- Menos tirones mientras juegas. Varias cosas que MidgardPlus hacía en el hilo principal ahora se hacen en trozos pequeños o ya no se hacen:
- la comprobación de cambios en tu archivo de ajustes se hace en segundo plano;
- el repaso de las fuentes de agua que fluye cada 10 segundos se reparte entre fotogramas;
- calcular los estanques lleva como mucho 2 ms por fotograma en tu equipo;
- el enganche que vigila nuestras teclas solo se activa cuando usas una;
- la comprobación de a qué apunta un plano de construcción solo se hace mientras hay un plano cargado;
- el tiro con arco se prepara cuando apareces en lugar de en tu primer disparo;
- y ya no hay tanto movimiento pequeño de memoria.
- El agua ya no se come la memoria mientras viajas. Cada tramo de agua que se cargaba dejaba una copia de su superficie, y cada estanque creaba la suya. Ahora todos los estanques comparten una superficie, sus mallas se reutilizan y las copias se limpian cuando el agua se descarga. Los colores de brillo y de furia del Gravejarl, el Red One y Vordr también se limpian con ellas.
- Un consejo si el juego sigue dando tirones: activa Detailed log. Ahora también funciona en tu propio equipo, no solo en un servidor, y escribe una línea con el nombre de cualquier cosa nuestra que haya tardado demasiado. Mándame ese LogOutput.log por Discord y podré ver exactamente qué era.
- Informado por TylerS76 y Mando.
Agua
- El desbordamiento llena cada hueco en su camino hacia abajo. Un estanque que se desbordaba solía pasar de largo un segundo hueco por debajo e ir hasta el terreno más bajo que veía. Ahora la corriente se detiene en el primer hueco, lo llena hasta el borde y sigue desde ahí, bajando por hasta 8 estanques, hasta que la fuente se queda sin agua. El último se queda con lo que sobra, y una corriente que sale de un estanque siempre se dibuja, incluso en terreno con poca pendiente.
- Una corriente entra en otra agua y sale por el otro lado, en lugar de quedarse sobre un estanque como un canal que lo atraviesa.
- El agua ya no desaparece y se vuelve a llenar en multijugador. Con el agua en Whoever placed it, un jugador podía tomar una fuente que nunca había cargado por una eliminada y vaciar su estanque para todos, y un jugador que se había alejado seguía llenándolo. Ahora solo el servidor, o el dueño que tiene la fuente cargada, la vacía o la llena, y cuando cambia el dueño todos coinciden en lo que hay.
- Informado por Lyferian.
Cajones de objetos
- El apilado rápido llena un cajón vacío. Un cajón que recuerda su objeto pero está vacío, o que solo guarda cosas sueltas como huevos de dragón, se lo saltaban el apilado rápido y los cofres que recogen del suelo. Ahora vuelve a aceptar su objeto, tanto como le quepa.
- Informado por Cenom.
Poderes de los Desterrados en casa
- Cuelga un trofeo de jefe en un expositor que hayas construido y consigue ahí su poder. Pulsa Usar sobre el trofeo y obtienes el Poder de los Desterrados de ese jefe, a la manera del propio juego, con el mensaje y el tiempo de recarga de las piedras, así que puedes cambiar de poder en casa en lugar de volver caminando al inicio. Mantener Usar sigue descolgando el trofeo. Solo cuentan los jefes que tu mundo ha derrotado, o los que has derrotado tú con Per player boss progression activado. Las piedras de sacrificio no cambian.
- Forsaken power stands need a workbench lo limita a tus bases: el expositor tiene que estar dentro del alcance de construcción de un banco de trabajo.
- Los dos están desactivados al empezar, y los dos son ajustes del servidor.
- Sugerido por NightGod.
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Launcher 1.5.78
27 sept 2026, 09:40 UTC
Se pueden asignar botones del ratón: los botones laterales y el botón central, con Shift, Ctrl o Alt. World recovery y todos los ajustes de la 1.44.0 tienen sus tarjetas y sus descripciones en ruso.
- Se actualiza solo: si tienes la 1.2.4 o una más nueva, te ofrece esta. Si no, descárgalo una vez desde la web.
-
1.44.0
actual
27 sept 2026, 09:40 UTC
Las mazmorras y los campamentos despejados pueden volver, los servidores dejan de trabajar a rachas y el agua llena una caja en cualquier ángulo hasta las esquinas.
Es una versión menor porque World recovery envía mensajes nuevos entre un administrador y el servidor y marca lugares en el mundo, así que un servidor y todos los que se unan a él necesitan la 1.44.0 a la vez.
World recovery
- Las mazmorras y los campamentos que has despejado vuelven como nuevos. Activa World recovery y una cripta hundida, una mina infestada, una torre, un puerto o una excavación Dvergr en las Tierras Nubladas, o una aldea fuling que nadie ha visitado en un tiempo, se retira y el propio juego la vuelve a colocar, igual que crea tierra nueva. Los cofres reciben botín nuevo de sus propias tablas, y el mineral, las puertas, los generadores y las salas de la mazmorra son nuevos.
- Un tiempo son 7 días de juego por defecto, y los días de juego solo pasan mientras alguien juega, así que una cripta de la que saliste anoche no se reinicia mientras el servidor está vacío. World recovery places muestra lo que vigila, y puedes añadirle cámaras funerarias y cuevas del trol.
- Tiene cuidado. Un lugar se deja en paz, y el registro dice por qué, si hay alguien cerca, si algo construido por un jugador está a menos de 50 m o en cualquier parte de su mazmorra, si hay una tumba, un animal domado o un compañero, si hay algo que llevaba un jugador tirado ahí, o si un cofre de ahí guarda cosas que metió un jugador. Los altares de jefes, los comerciantes, el inicio, los lugares de Hildir, las piedras rúnicas y los lugares de MidgardPlus nunca se reinician.
- Los administradores pueden mirar antes de que pase nada. En la consola F5, midgardplus recovery list muestra lo que se reiniciaría y por qué todo lo demás se deja en paz, sin cambiar nada. midgardplus recovery now reinicia lo que pasa todas las comprobaciones dentro de la distancia que indiques, y midgardplus recovery history muestra los últimos reinicios.
- Desactivado al empezar, y es un ajuste del servidor. Empieza con midgardplus recovery list para ver lo que haría.
- Sugerido por Cenom.
Servidores
- La búsqueda de altares ya no se repite y ya no puede tener ocupado al servidor. Encontrar un sitio para los altares de Mosskin, del Gravejarl y de Vordr usaba la búsqueda completa del propio juego, y se volvía a ejecutar con cada cambio de ajustes. En un mundo sin tierra inexplorada que le sirviera a un altar, nunca encontraba ninguno, así que empezaba de nuevo cada vez, y podían ejecutarse varias a la vez. Ese es el tipo de cosa que satura el procesador de un servidor dedicado a rachas cada pocos minutos. Ahora solo busca cuando carga el mundo o cuando se activa uno de esos jefes, las búsquedas se turnan y cada paso devuelve al servidor su tiempo tras una centésima de segundo.
- Los cajones de objetos y los efectos de los jefes no hacen trabajo de pantalla en un servidor dedicado. Las etiquetas, los iconos y los efectos solo importan en una pantalla, y un servidor no tiene.
- Informado por Mando.
- Detailed log ahora nombra cualquier cosa lenta en un servidor. Con Detailed log activado en los ajustes del propio servidor, cualquier cosa nuestra que tarde más de 50 ms, y cualquier fotograma de más de un cuarto de segundo, se escribe en el registro con su nombre y su tiempo. Si tu servidor va con retraso, actívalo, juega hasta que pase y mándame ese LogOutput.log.
Agua
- Una caja en cualquier ángulo se llena hasta todas las esquinas. La mayoría de las cajas no se construyen alineadas con la cuadrícula del mundo, y un estanque dentro de una se quedaba corto antes de las esquinas y mostraba el suelo a escalones a lo largo de una pared inclinada, con algunas zonas pequeñas dibujadas dos veces. Ahora el borde de un estanque está donde de verdad está la pared, en cualquier ángulo, hasta las esquinas.
- Una fuente de agua bajo su propio estanque ya no muestra su cuadrado a través de la superficie.
- En terreno llano y abierto el agua se extiende como un charco redondo hasta 3 m desde la fuente, bajando hasta el suelo en su borde, en lugar de formar un cuadrado de tres por tres.
- HearthBelow aparece nombrado en el registro cuando está instalado, junto a Undertow.
- Informado por Lyferian.
Teclas
- Se pueden asignar botones del ratón en el launcher. Haz clic en una casilla de tecla y pulsa un botón del ratón: los botones laterales (Mouse 4, lateral atrás, y Mouse 5, lateral adelante) y el botón central se asignan, con Shift, Ctrl o Alt pulsados si quieres. El clic izquierdo y el derecho solo se asignan cuando haces clic en la propia casilla, y el launcher te avisa de que también atacan, bloquean y hacen clic en el juego.
- Un atajo de ratón funciona mientras te mueves. Antes fallaba siempre que se mantenía pulsada otra tecla como W, así que un botón lateral asignado al apilado rápido o al zoom del arco no hacía nada mientras caminabas. Ahora cada tecla de MidgardPlus comprueba solo su propio botón y sus propios Shift, Ctrl y Alt.
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1.43.0
27 sept 2026, 08:50 UTC
Vordr of the Reeds ya es un jefe completo, el que va después de El Sabio. El Gravejarl tiene su cuerpo como es debido, y el cajón de objetos por fin acepta huevos de dragón.
Es una versión menor porque Vordr trae cosas nuevas al mundo y el cajón guarda los huevos de una forma nueva, así que un servidor y todos los que se unan a él necesitan la 1.43.0 a la vez.
Vordr of the Reeds
Cuando se hundió el salón del Red One, un hombre huyó y otro se quedó a mantener el fuego. Los juncos crecieron a través de él. Sigue en su puesto.
The Reed Warden
El Gravejarl tiene su cuerpo como es debido
Los huevos de dragón van en el cajón de objetos
Los cajones se integran en una pared
El apilado rápido te espera
- Un nuevo jefe repetible para el Pantano, después de El Sabio. Un gigante de la ciénaga hecho de madera empapada y raíces, con juncos atravesándole la espalda, algas colgando, el hierro del salón sobre los hombros, un yelmo sobre unos ojos de ascua y el fuego del salón aún ardiendo en su pecho tras una coraza rota. Está construido sobre la abominación, así que caza, golpea y muere como espera el juego, y se levanta del fango igual que ella.
- Cómo llamarlo. Cuando tu mundo haya derrotado a El Sabio, fabrica en una forja una Brasa Ahogada con un trofeo de abominación, veinte de viscosidad, diez bolsas de sangre, diez raíces antiguas y cinco corazones de surtling. Luego encuentra el Drowned Hearth, una chimenea hundida rodeada de piedras rotas a la orilla del agua en el Pantano, y deja la brasa en su brasero. Hay cinco en cada mundo, bien lejos de los altares del propio juego y de las Oath Stones. Hugin marca el más cercano en tu mapa cuando cae El Sabio, y los mundos en los que ya juegas reciben los suyos en tierra que nadie ha explorado todavía.
- Primero tiene que caer El Sabio, y eso se comprueba en tu lado y en el servidor.
- Tres fases. El Guardián, luego La Crecida de las Aguas, luego El Fuego Bajo el Agua. Cuando sube el agua puede sacar sanguijuelas del agua y babosas del fango, empapar a todos los que tiene cerca y dejar el veneno del pantano donde caen sus golpes. Cuando se enciende el fuego, cada golpe que da quema, y su debilidad se invierte: el fuego deja de hacerle daño y la escarcha empieza a hacérselo. Él te avisa cuando pasa.
- El muro de juncos. Un anillo de las propias raíces de El Sabio brota alrededor del combate para que no puedas correr en círculos a su alrededor, y vuelve a hundirse en la tierra por sí solo.
- Lo que deja: hierro, viscosidad, cadenas, raíces antiguas, un trofeo de abominación, su propio trofeo y el Farol del Hogar, un farol encendido con el fuego del salón que da más calor del que debería.
- Sus fases y cada poder están desactivados hasta que los actives, doce ajustes nuevos para él. Con ellos desactivados lucha igual desde la salud completa hasta el final. El propio Vordr boss está desactivado al empezar, como todos los jefes. Las piedras de la saga tienen un verso nuevo sobre él, y todos lo oyen cuando se alza y cuando cae.
- El combate de Extra bosses en el altar de El Sabio ahora se llama Reed Warden, para que nunca se confunda con Vordr of the Reeds. Lo único que ha cambiado de ese combate es el nombre.
- Se dobla por las articulaciones. En la 1.42.0 volvió a su antiguo cuerpo para que dejara de derretirse, y estaba rígido. El cuerpo bajo su cota de malla había perdido sus pesos antes de llegar al juego. Se ha reconstruido como es debido, y ahora su cuerpo, su armadura y su ropa se mueven con sus huesos igual que los de Mosskin.
- Va vestido como se dibujó: el brillo de sus placas, los cuernos coloreados a lo largo con un penacho negro y la vaina a un lado.
- Ahora un cajón acepta un huevo de dragón, y otras cosas sueltas y simples que nunca se apilan, como los cofres de Hildir, las llaves y las piezas de Dyrnwyn. Los guarda como un número, diez por montón, así que un cajón guarda cien huevos. Agacharse y usar saca uno. Romper o quitar el cajón suelta todos.
- Lo fabricado, cualquier equipo y el mapa que se lleva encima se siguen rechazando, porque el cajón perdería el nombre de quien lo hizo o lo que tiene escrito, y el mensaje lo dice.
- Error n.º 50, informado por Cenom.
- Un cajón sostiene el cajón que tiene encima. Los cajones se hacían a partir del cofre de madera, que no sostiene nada, así que uno puesto sobre otro no tenía apoyo y se caía. Ahora dan apoyo como las paredes de madera.
- Se alinean exactamente. Nuevos puntos de anclaje en el centro de arriba, de abajo y de ambos lados alinean una pila o una fila en escuadra, y los puntos de las esquinas quedan a nivel con los tableros de imagen, así que un cajón pegado a otro deja su frente despejado para leerlo.
- Lo pidió Cenom.
- Quick-stack only with a bag or chest open, desactivado al empezar. Actívalo y la tecla de apilado rápido no hace nada salvo que tengas abierto el inventario o un cofre, así que una pulsación sin querer en el mundo nunca vacía tus bolsillos en el cofre más cercano. Es decisión tuya, y sigue al servidor cuando el servidor fija las opciones de jugador.
- Las teclas de apilado rápido y de ordenar no hacen nada mientras escribes: en un cuadro de texto, en la búsqueda de elaboración y en el panel de administración, además de en el chat, la consola, un letrero y el mapa como antes.
- Lo pidió Cenom.
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1.42.0
27 sept 2026, 07:10 UTC
Mosskin y el Gravejarl tienen sus propios altares repartidos por el mundo, la lanza celeste del Red One se ve venir y el agua de los estanques forma una sola superficie.
Es una versión menor porque los altares son lugares nuevos en el mundo y los jefes envían mensajes nuevos entre jugadores, así que un servidor y todos los que se unan a él necesitan la 1.42.0 a la vez.
Sus propios altares
La lanza celeste del Red One
El Gravejarl ya no se derrite
Las casillas de equipo se hacen su propio sitio
Agua
- Con Mosskin boss o Gravejarl boss activados, ahora encuentras sus altares en el mundo. Mosskin se alza en el Moss Ring, nueve piedras cubiertas de musgo alrededor de una vieja piedra con runas en las Praderas. El Gravejarl se alza en la Oath Stone, una piedra con runas inclinada hacia el Pantano dentro de un anillo roto de piedras medio enterradas. Hay cinco de cada uno, bien lejos de los altares del propio juego. Deja el Mossheart o el Anillo del Juramento del Jarl sobre la piedra central, con Usar o desde tu barra rápida.
- Hugin marca el más cercano en tu mapa cuando han caído Eikthyr o Tuétano, y los textos de los objetos, Hugin y las piedras de la saga dicen adónde ir.
- Los mundos en los que ya juegas también los reciben. La primera vez que el servidor arranca con el jefe activado, sus altares se colocan en tierra que nadie ha explorado todavía, así que no aparece nada en medio de tu base.
- Primero tiene que caer el jefe original, y eso se comprueba en tu lado y en el servidor antes de que se alce cualquiera de los dos jefes.
- Los altares de Eikthyr y de Tuétano vuelven a ser los del propio juego. MidgardPlus ya no los toca para Mosskin ni para el Gravejarl. Solo Extra bosses sigue respondiendo en un altar original, como siempre.
- Puedes verla venir y apartarte. Cuando invoca el cielo, un anillo rojo marca el suelo bajo todos los que tiene cerca, brillando y crepitando durante un segundo y medio. Luego su lanza cae de la nube sobre la marca con rayos rojos y truenos, y solo alcanza a quien siga a unos pocos metros de ella. Cada vez caen una o dos más a su alrededor. Sal del anillo y falla.
- Todos ven lo que hacen los jefes. Sus efectos se envían a cada jugador y se dibujan en cada equipo, así que todo el grupo ve el mismo combate, y después no se guarda nada en el mundo.
- Sus cuervos vuelan en círculo a su alrededor y sus plumas flotan, como tenían que hacer desde el principio.
- Sus piernas y su cuerpo parecían una sola masa mutada tras un cambio que recalculó su piel a partir de dónde está cada parte de él. Ha vuelto al cuerpo que visteis en las primeras pruebas. Sigue rígido en las rodillas y los codos, y viene de camino un cuerpo mejor preparado para él.
- Los objetos de las filas que necesita el panel ahora suben solos: primero a montones iguales, luego a casillas vacías, sin tocar tu barra rápida. Lo que llevas puesto se queda contigo, y nunca se tira nada. Mueve todo o nada.
- Cuando no hay sitio, te dice cuántas casillas liberar. El juego permite 9 filas de inventario en total y el panel necesita una. Libera las casillas que indica y las casillas de equipo se activan solas. Informado por Lucas Smaniotto.
- Un estanque es una sola superficie. Dos fuentes que llenaban la misma caja dibujaban dos láminas de agua separadas por unos centímetros, con cuadrados que asomaban por las paredes y costuras por encima. Ahora toda el agua que está junta se dibuja como una sola lámina que se mete bajo las orillas, se detiene en el interior de una pared y baja hasta el suelo en un borde abierto.
- Las corrientes fluyen suaves. Una corriente que giraba parecía una fila de cuadrados. Ahora cada tramo es una sola cinta que sigue el terreno, con cascadas para las caídas pronunciadas.
- Una caja sellada conserva su agua. Una pared impermeabilizada sobre una línea de la cuadrícula se tomaba por terreno alto y el estanque se vertía por encima; ahora aguanta. Las esquinas de una caja se quedaban secas, y ahora se llenan. Y un estanque ya no se calcula antes de que se carguen las paredes que lo rodean cuando vuelves a él.
- Informado por Lyferian.
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Launcher 1.5.75
27 sept 2026, 06:00 UTC
Tarjetas de funciones para el Gravejarl, las escaleras de mano, nadar, el tiro con arco, el zoom del arco, los cofres desde arriba y la vista previa del personaje. La tarjeta de Mosskin muestra la receta real del Mossheart. Descripciones en ruso para los arreglos de la 1.41.0.
- Se actualiza solo: si tienes la 1.2.4 o una más nueva, te ofrece esta. Si no, descárgalo una vez desde la web.
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1.41.0
actual
27 sept 2026, 05:50 UTC
Arreglos para lo que habéis informado desde la 1.40.0, y seis para los jefes. No hay ajustes nuevos, y no cambia nada para quien deje los jefes desactivados.
Es la 1.41.0 y no la 1.40.1 porque los lobos del Red One y las armas propias de los jefes son cosas nuevas en el mundo, así que un servidor y todos los que se unan a él necesitan la 1.41.0 a la vez.
El panel de equipo
Altares
Los jefes
Comandos con Keep achievements
Vigor
Agua
Ya arreglado, por favor actualiza
Lyferian también informó de que las reparaciones pedían ídolos, de que un ataque configurado para no gastar vigor no se lanzaba con la barra vacía y de que las recompensas de la habilidad de nadar no hacían nada.
- El panel vuelve a ser de madera oscura, no amarillo. Tomaba su fondo de la imagen enmarcada más grande bajo tu bolsa, y resultó ser el resaltado de selección del mando: un sprite blanco liso teñido de amarillo. Así que el panel salía amarillo brillante, o amarillo y transparente. Ahora lleva la propia madera de la bolsa, y un marrón oscuro liso si no la encuentra. Informado por MiaWolf.
- Un panel que no se puede dibujar lo dice. Podía fallar sin decir nada y dejarte sin ninguna casilla. Ahora escribe una advertencia en el registro, te lo dice en pantalla y muestra las filas de casillas al fondo de tu bolsa, así que no se pierde nada de lo que hay en ellas ni queda fuera de tu alcance. Si hay cargado otro mod que cambia la bolsa, como BetterArchery u otro mod de casillas, la advertencia y el mensaje lo nombran. Informado por Lucas Smaniotto.
- Con Extra bosses desactivado, todos los altares quedan para el juego. Con él desactivado, un trofeo de jefe en tu mochila aún podía estorbar en un altar, así que una invocación original como los soportes de huevos de Moder no hacía nada. Ahora, con Extra bosses desactivado, los altares se comportan exactamente como sin el mod. Error n.º 49, de .ymc.
- Mosskin, el Gravejarl y el Red One ya no dependen de Extra bosses. Cada uno responde solo a su propio ajuste, y con ese desactivado la tecla Usar pasa directamente al altar del propio juego.
- La receta del Mossheart está bien escrita. Los textos aún nombraban una receta antigua. La de verdad es un banco de trabajo de nivel cuatro, cinco semillas milenarias, diez corazones de surtling, sesenta ojos de grisucio, ochenta de resina y cincuenta de madera noble, y eso es lo que dicen ahora el ajuste, Hugin y el launcher.
- El ajuste de daño de Mosskin llega a sus golpes. El trol sobre el que está construido guarda su puñetazo, sus golpes con el tronco, su golpe al suelo y su lanzamiento en conjuntos aleatorios además de en sus propias manos, y solo se copiaban los de sus manos, así que Mosskin damage no cambiaba nada con lo que de verdad te golpeaba. Ahora lleva su propia copia de cada uno, y los troles normales conservan los suyos intactos.
- Vordr ya no cambia todas las abominaciones. Estaba ajustando las armas de la abominación, que comparten todas las abominaciones del pantano. Ahora trabaja con sus propias copias.
- El escalado de jefes clasifica a los jefes nuevos junto al que siguen. Con Boss scaling grows with the world activado, Mosskin, el Gravejarl, el Red One y Vordr no tenían un sitio propio en el orden de los jefes y se escalaban en cuanto se alzaban. Ahora cada uno ocupa el lugar del jefe original al que sigue: Eikthyr, Tuétano, Fader y El Sabio.
- El santuario del Red One también se comprueba en el servidor, así que solo se alza en un mundo que ha derrotado a Fader, sea quien sea quien deje el Ojo.
- No se puede farmear a Geri y Freki. No sueltan nada, vuelven 30 segundos después de que caiga uno y le responden como mucho cuatro veces en cada fase.
- Llamar a un jefe desde la consola es para un jugador, el anfitrión o un administrador. midgardplus mosskin, midgardplus gravejarl y midgardplus vordr ahora rechazan a cualquier otro en un servidor, y lo dicen.
- Con devcommands activado, los comandos de trucos en la consola o el chat se ejecutan al momento en lugar de pararse a pedir primero confirmcheats. El juego sigue marcando al personaje como que ha usado trucos, lo que solo importa si luego desactivas Keep achievements. Informado por Lyferian.
- El martillo, la azada y el cultivador funcionan con la barra vacía cuando Hammer, hoe and cultivator cost no stamina está activado. El juego seguía pidiendo algo más que nada antes de colocar, quitar o reparar, y lo mismo al construir una zona entera, nivelar una zona entera y plantar una hilera. Una herramienta que no cuesta nada ahora funciona sin nada.
- Correr funciona con la barra vacía cuando Stamina cost multiplier es 0.
- Informado por Lyferian.
- Los estanques llegan a sus paredes. Un estanque se dibujaba como un cuadrado por metro en la cuadrícula del mundo, así que su borde solo tocaba una pared o una orilla cuando esa pared caía justo en una línea de la cuadrícula. En cualquier otro sitio el agua se quedaba corta y dejaba ver una franja de suelo, o atravesaba la pared y asomaba por el otro lado. Ahora cada esquina de un estanque busca a lo largo de la línea de agua la pared o el terreno que sube a su lado y se desplaza hasta ahí, así que la superficie llega a la pared y se mete bajo la orilla.
- Una caja impermeabilizada retiene el agua hasta el borde. Con Waterproofed pieces hold water activado, una caja sellada ponía su nivel de agua 32 m por encima de la fuente, porque una pieza impermeabilizada se trataba como una pared que nunca termina. Ahora se llena hasta lo alto de la pieza y se detiene ahí, y ningún estanque queda por encima de su propio borde.
- Informado por Lyferian.
- Los ídolos y el vigor de los ataques se arreglaron en la 1.37.0, y las recompensas de la habilidad de nadar en la 1.39.0. Si sigues viendo alguno de ellos, comprueba la versión al principio de tu LogOutput.log o en el launcher: cualquier versión anterior aún tiene esos errores, así que por favor actualiza. La descripción de Repair cost ahora dice con todas las letras que los ídolos y los demás objetos de la Forja del Potencial nunca se cobran.
- El fallo de nadar era un parche que no llegó a aplicarse tras una actualización del juego. Las comprobaciones que se hacen antes de cada versión ahora fallan si algún parche no se aplica, así que ese tipo de fallo ya no puede colarse otra vez.
- Las entradas anteriores están en inglés. Son el registro completo de cada versión, tal como salió.
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1.40.0
27 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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. Translations are made with AI assistance; the source code is mine.
- 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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 sept 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.