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1.57.0
attuale
25 ott 2026, 03:40 UTC
The Hallow King walks the Black Forest for Halloween, and every fix from this week comes with him.
It's a minor version, so the server and everyone who joins need 1.57.0 at the same time. Everything new starts off, so your game stays as it was until you turn it on. Megin 0.4.16 comes out with it, and launcher 1.5.113 is already live.
The Hallow King
- A Black Forest boss for Halloween. Turn on
Hallow Hunt and once Eikthyr is down the Hallow King can rise: a huge tree with a jack-o'-lantern head burning blue, a rusted scythe and a spiked mace. Server setting, off by default.
- Calling him. Greydwarfs killed at night in the Black Forest drop Hallow pumpkins. Three make a Lost Head, and three more build a Hallow Shrine with the hammer. Lay the head on the shrine at night and he comes for it.
- The fight. Scythe sweeps and mace slams to start. With
Hallow King stages on he grows a second head, then five, and hits harder each time. Hallow King roots sends roots up under you and vines at anyone keeping their distance.
- His minions. Turn on
Hallow King minions and from his second stage he calls skeletons and pumpkin headed greydwarfs, a few more for every extra player nearby. They crumble when he falls or leaves. His health, damage, size, weakness and what he shrugs off have their own settings.
- What he drops. His trophy, Hallow embers and pumpkins. The embers make the Hallow Crown, a carved pumpkin to wear with blue fire in the eyes that lights your way a little at night, and the Rusted Scythe, made from his own blade, that cuts wide.
- Pumpkins to build. Jack-o'-lanterns, a blue one with the King's fire that never needs feeding, a pumpkin pile and a scarecrow.
- For admins.
midgardplus hallow king calls him to you and midgardplus hallow king clear sends him off.
- The hunt waves and Evernight come later. This patch has the King, his shrine and his loot. The waves of monsters and the long night come in a dev build after Sunday, once they play right.
Building and the deep
- Drag to build. Turn on
Drag to build, hold Left Alt with the hammer, click where the row starts and drag: a whole line of walls, fences or beams, or a floor or a wall face, every piece snapped and paid for, up to 20 a side to start, and the remove button takes the last drag back. Server setting, off by default.
- The underwater world, an early look. Turn on
Underwater world and the sea floor opens up: sunken Norse towns with stone halls and arches, broken longships, kelp, glowing coral, and the Sjø-folk Merchant, a fish man who trades sea goods for coins. A first look, more comes in the dev builds. Server setting, off by default.
- Diving. Turn on
Underwater diving and you swim down instead of bobbing on top: hold the Dive key, Left Control to start, to go down, Jump to come up and Run to swim fast, and it gets darker and colder the deeper you go. The diving helm and the diving set stretch your breath. Off by default, both switches are in F9.
- The Sea Lung and three meads. The Sea Lung, a Dvergr breathing piece worn at the belt, keeps you under twice as long. Mead of the Deep stops your breath running out for two minutes, Mead of the Tide makes you swim half again as fast for three, and Mead of the Sjø-folk lets you see under water the way they do, clear and far.
- More for vault gear. A Jarl kit legend writes its own name in light in its own colour, crouch and press the legend key, vault weapons shoot their own coloured bolts, beams and arrows of light, and a vault kit can bring its own extra parts. Nothing changes for a kit that doesn't use it.
Fixed
- The stutter is gone. Chests that collect from the ground were searching every piece around you every 2 seconds, and 1.56.5 made that heavier. They now check the loaded chest list with a distance check. Thanks i_devour_bugs, imrys and nicuuso.
- A bound key no longer turns dev commands on. Hosts only get devcommands when they type a cheat command in the console or chat. Spawning items and running classic commands from the F9 panel works again without typing devcommands first. Thanks i_devour_bugs.
- Map pins. Hide auto pins hides ore pins again after a reload, ships stop using the portal pin, pins of the same kind share one picture, and the Aa button sits after the last pin button, below the portal button on the big map. Thanks fudgedup and l0newolfie.
- Paint and dye stay on. Armour paint stays when you take out the hammer or any tool, and the Troll tunic takes the dye on its lower half too. Thanks _danielross and imrys.
- The hotbar stays where you moved it. The quick slot bar takes its home spot under the hotbar's own home, so a hotbar placed below the quick slots stays below after a relog, and it sits under the hotbar at the hotbar size you picked. Thanks imrys.
- Vault gear dresses itself again. A pack that missed a bundle download gets it at the next start and dresses the gear, with no wait for the next pack version.
- Item drawers drop what they cost the moment they break, even before the server's settings arrive. Thanks swegomat.
- You wake up in your bed. While a big base loads late the bed still counts as your spawn, so you stop waking at the Sacrificial Stones. Thanks warzold.
- The planting grid follows the camera. A multi plant grid lands where its ghost showed, not where your body faced. Thanks imrys.
- Startled deer keep running. A wild deer that still sees you keeps getting away like the game's own deer, and a deer stuck in a pen still calms down once you step back. Thanks imrys.
- Ships with companions crewing reverse again. Companions at the oars stopped holding the ship back, so the helm goes backwards like with nobody aboard. A ballista or ram bought from the longship kit shows on a Shipyard ship, and the kit sends you to the Shipyard for the rest. Thanks joeljay.
- The second utility slot and the Trinket slot follow their settings again. Hip lantern stopped holding them open, so Second utility slot off takes the slot away, the server's value included.
- The rested timer shows the real time left with Rested duration multiplier set, and rest runes stack with it. Thanks lyferian.
- Mining skill bonus leaves rare drops alone. The bonus only adds to a deposit's normal drops, so the rare extras Balrond Absolute Overhaul puts on ore come out as the deposit rolled them. Thanks lyferian.
- MidgardPlus steps aside for DiveIn. With DiveIn installed our diving and swimming settings stay out of its way, and the configuration manager and F9 agree on what's set. Thanks fudgedup and i_devour_bugs.
- A quieter server log. A dedicated server stops warning about the model and icon of every vault kit it never loads, and the Balrond repair check keeps quiet when Balrond isn't installed.
Megin and the launcher
- Megin 0.4.16. The courage trial counts any boss you help fell within 150 m, the game's own too, Farewell in the trial of the marks no longer fails it, and the quest light and the cairn stand on the ground, never in a tree. It needs MidgardPlus 1.56.0 or newer. Thanks jackdispade.
- Launcher 1.5.113 is live. It offers a dev build on the dev channel even when its number matches the live stable, knows MidgardPlus steps aside for DiveIn, and the F9 panel and the launcher share one tree of setting groups.
Get the launcher at https://midgardplus.odinthered.dev
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Launcher 1.5.115
25 ott 2026, 03:30 UTC
New Jarl gear shows on Home with an Update vault button, and cards for every 1.57 feature
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.113
24 ott 2026, 17:30 UTC
Dev builds show up and update properly again. DiveIn is in the compatibility list.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.56.5
22 ott 2026, 19:10 UTC
A small fix patch. 1.56.0 through 1.56.5 all play together, so update when it suits you. Megin 0.4.14 works with it.
Fixed
- Item drawers and other mods' chests collect from the ground on servers. On a dedicated server, chests nobody had open were often skipped because they belonged to another player's game. Collection now takes a chest over when nobody is using it. Thanks swegomat.
- The map pin name switch no longer covers the portal pin. The Aa button now sits after every icon in the row. Thanks fudgedup.
Get the launcher at https://midgardplus.odinthered.dev
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1.56.4
22 ott 2026, 01:40 UTC
A small fix patch. 1.56.0 through 1.56.4 all play together, so update when it suits you. Megin 0.4.14 works with it.
Fixed
- Village gates clear the ground. When a village grew, its new walls stood so close to the edge of the flat ground that the gate opened into the slope. The ground is now flat well past every wall. Thanks imrys.
- Your HUD stays where you put it. A HUD piece you moved, like the hotbar, could be nudged back on every login while the screen was still setting up. Now it comes back exactly where you left it. Thanks imrys.
- Item drawers collect from the ground. With
Chests collect items on the ground on, drawers now take single items like weapons and trophies into their stored count, and containers from other mods that sit on a different layer are found too. Thanks swegomat.
- Companion bag key. The hint to hold for a companion's bag shows your own Use key instead of always saying E. Thanks imrys.
Get the launcher at https://midgardplus.odinthered.dev
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Launcher 1.5.112
22 ott 2026, 01:00 UTC
The launcher is now digitally signed, so Windows can check it really comes from us and warns less when you run it. It also has the settings text from MidgardPlus 1.56.3.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.56.3
21 ott 2026, 19:30 UTC
A fix patch. 1.56.0 through 1.56.3 all play together, so update when it suits you. Megin 0.4.14 works with it.
Fixed
- Black screen with Forsaken Ascension. With both mods installed the game never got past a black screen, since both change the wind on sails. MidgardPlus now loads after Forsaken Ascension and leaves that part to it, and the rest of our sailing works as before. Thanks yirujiwang.
- Tames with endless health. With
Tame skills on, a tame's health could keep climbing every time it loaded until it was absurd. A tame like that is set back to its proper health, and the bonus is never stacked on itself again.
- Stuck downed forever. With
Revive downed players on, running out of time or giving up only started the countdown again when a companion was near, so you could never die or get up. Now you die when the time runs out or you give up, and a companion close by counts as close enough to help you up. Thanks _danielross.
- Companions wrecking your base. Tames and companions fighting near your builds, ships or chests no longer damage them. Thanks _danielross.
- Every creature at ten stars. With
Most creature stars above 2 and a high star chance, every creature that got two stars went straight to ten. Stars past two now roll at no better than one in two, so you get a real spread. Thanks l0newolfie.
- Item drawers give back the right cost. A drawer taken down now gives back what
Item drawer cost is set to, not the cost it had when the world loaded.
- Ring quiz text fits. The Lantern Ring questions and answers shrink to fit their boxes instead of spilling over, at any screen size.
- Quick slots stay up with the hammer. The quick slot bar stays on screen in build mode, like the hotbar does. Thanks imrys.
- Kraken altar key. The kraken altar shows your real use key instead of a placeholder.
Get the launcher at https://midgardplus.odinthered.dev
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1.56.2
19 ott 2026, 19:00 UTC
Una piccola patch di correzioni. 1.56.0, 1.56.1 e 1.56.2 giocano insieme, quindi aggiorna quando ti va. Megin 0.4.14 funziona con questa.
Corretto
- Trofei alle Pietre sacrificali. Con
Item stands take any item attivo, i supporti nascosti intorno alle Pietre sacrificali prendevano qualsiasi trofeo, e un trofeo di Eikthyr lì faceva partire la fine del gioco. Ora quell'impostazione apre solo i supporti che costruisci tu, e quelli del mondo seguono le regole del gioco. Grazie jackdispade.
- Gli abitanti non scappano più da te. Con
Creature fear attivo, abitanti, mercanti, gente delle fazioni e della Loggia scappavano dall'equipaggiamento forte. Ora scappano solo le creature che ti combatterebbero.
- Le creste degli elmi da jarl si tolgono. Una cresta come la Corona Drekarbrynja di Jack o la Corona Himindreki ora se ne va sempre con il suo elmo quando lo cambi, lo togli o usi il transmog, per te e per tutti intorno.
- Ripristina un altare finito per sbaglio. Se un trofeo ha già fatto scattare l'altare, un admin può mettersi alle Pietre sacrificali e scrivere
mp_altar_reset nella console. Quello che un supporto del mondo non doveva tenere ricade.
- NPC factions dice cosa le serve. I villaggi e le sedi delle fazioni compaiono solo con
Villages in every biome attivo, e ora l'impostazione lo dice. Grazie LordIvanos.
Scarica il launcher su midgardplus.odinthered.dev, il sito è in italiano.
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Launcher 1.5.111
19 ott 2026, 04:00 UTC
Pick an older MidgardPlus version under Help and tools and stay on it, Megin tells you when it has an update, and the 1.56.1 settings in every language.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.56.1
19 ott 2026, 03:40 UTC
Una patch piccola con lo scavo delle vene. La 1.56.0 e la 1.56.1 giocano insieme, quindi aggiorna quando ti va. Megin resta alla 0.4.13.
Novità
- Scavare la vena. Attiva
Vein mining e un colpo di piccone estrae tutta la cosa da solo, un colpo ogni quarto di secondo. Ogni colpo consuma il piccone e un po' di vigore come un colpo normale, e si ferma se ti allontani, metti via il piccone o resti senza vigore. Impostazione del server, spenta di base.
- Tutto quello che scava un piccone. Giacimenti, grosse rocce, resti di gigante e mucchi di rottami fangosi vengono giù pezzo dopo pezzo. Una roccia isolata che si rompe solo col piccone passa alla prossima dello stesso tipo lì vicino. Costruzioni, alberi e quello che sta in una protezione altrui restano dove sono.
- Nessun tasto da tenere.
Vein mining key parte su Always, quindi basta un colpo. Mettilo su Hold the alternate key se preferisci tenere Shift mentre colpisci. Vein mining stamina decide quanto costa ogni colpo e Vein mining radius quanto devi restare vicino.
- Guarda come ce l'hai. Scrivi
mining vein nella console e ti dice come funziona adesso lo scavo delle vene per te.
- Le pile di minerale più grandi c'erano già. Vuoi più minerale in una casella? Metti ore:4 in
Stack size by kind e rame, stagno, ferro, argento e metallo fiammeggiante si impilano quattro volte tanto, e materials:2 raddoppia pietra e ossidiana.
Corretto
- I pulsanti del baule non finiscono più sotto l'intestazione di Hall. Con
Interface style su Hall, ordina, impila, rifornisci e cestino stavano sotto l'intestazione con armatura e peso. Adesso l'intestazione gli lascia spazio.
- Le capitali delle fazioni stanno in villaggi veri. La mappa poteva segnare la capitale di una fazione dove non c'era niente di costruito, e alcune fazioni non avevano proprio una capitale. Adesso i villaggi senza niente di costruito nel tuo mondo restano fuori dalla mappa e dalla guerra, e la capitale passa a un villaggio che la fazione ha davvero.
- Il Kraken adesso si carica davvero sui server dedicati. E una funzione rotta non può più bloccare il caricamento del resto di MidgardPlus su un server.
- La guida dell'F9 si è aggiornata. Diceva ancora Novità della 1.52 e In arrivo nella 1.55. Tutta roba uscita da un pezzo, quindi adesso dice aggiunto, e l'esempio di versione dice 1.56.
Scarica il launcher su midgardplus.odinthered.dev, il sito è in italiano.
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Launcher 1.5.110
19 ott 2026, 01:19 UTC
Your picks stay on now and Check my picks fixes anything still off. New: see which of your mods MidgardPlus already covers, copy a server's setup into your own game, the ideas and bugs list, Free up space after updates, and the Best of MidgardPlus style.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.56.0
19 ott 2026, 01:19 UTC
Tutto quello della settimana in un solo aggiornamento. Il mare prende vita, pescare diventa una lotta vera, puoi costruirti le navi e montare le armi a pezzi, i nostri boss combattono più pulito, due set Jarl nuovi arrivano dentro la mod e sopra c'è un bel mucchio da #ideas.
È una versione minore, quindi il server e tutti quelli che entrano devono avere la 1.56.0 nello stesso momento. Tutto il nuovo parte disattivato tranne Hugin rosso, quindi la tua partita resta vanilla finché non lo accendi. Megin 0.4.11 esce insieme e vuole la 1.56.0.
Il mare
- Acque vive. Attiva
Living Water e il Kraken si alza al largo nell'oceano a gioco avanzato e combatte contro la tua nave con getti d'acqua, colpi e immersioni, e stringe lo scafo finché non tagli i tentacoli, i piccoli di polpo sciamano nelle acque profonde e i relitti vanno alla deriva con bottino e superstiti da tirare a bordo. Impostazione del server, spenta di base.
- Predoni del Re del Mare. Dopo Bonemass, karve e longship predoni inseguono la tua nave, sparano, speronano, si agganciano di fianco e abbordano. Abbordali tu e la stiva è tua. Attiva
Sea King raiders, serve Acque vive.
- Il mare si anima più resti fuori. Attiva
Sea gets busier e ogni nave accumula tempo in mare sulle acque profonde, più in fretta lontano dalla terra e a ogni boss che cade. Si scarica vicino alla riva o nel tuo porto, e una nota nell'angolo ti dice quando il mare si fa inquieto.
- Gite tranquille, viaggi movimentati. Una gita breve resta tranquilla, con pesci che saltano, banchi vicino alla barca, gabbiani sui relitti e qualche balena. Resta fuori di più e passano mercanti vichinghi e barche da pesca per commerciare, poi sciami di polpi, predoni e serpenti.
- Il Kraken viene a cercarti. Con
Sea gets busier acceso, il Kraken si alza da solo solo a gioco avanzato dopo tanto tempo in mare, e prima di Bonemass il mare non va mai oltre il movimentato. L'esca lo chiama ancora quando vuoi.
- Il mare risponde. Attiva
Sea hazards e i viaggi lunghi dopo Bonemass portano onde anomale che vedi arrivare, quindi prendile di prua, e gorghi da cui uscire navigando. Ognuno ha la sua impostazione di frequenza.
- Ghiaccio, relitti e trombe marine. I relitti galleggianti, e il ghiaccio alla deriva nei mari freddi, bucano uno scafo che ci sbatte contro veloce. Dopo Moder, nelle tempeste si alzano trombe marine che tirano a sé tutto quello che è vicino.
- Migliorie del longship. Con Acque vive, il palo dell'albero prende corazza di ferro o di kraken, vela incatramata, cassa di mare, balista di prua e rostro di ferro.
- Cantiere navale. Costruisci un cantiere sulla riva e monta un Karve o un Longship asse per asse, con vele, panche, carico e supporti per le armi. Il peso decide velocità e virata, lo vedi mentre costruisci, e puoi salvare il progetto. Attiva
Shipyard.
- Combattimento in mare. Ponti stabili, baliste che puoi manovrare, rampini d'abbordaggio, passerelle e un kit di riparazione per la nave. Un compagno alla balista spara da solo. Attiva
Sea combat.
- Armi vichinghe da nave. Attiva
Viking ship weapons e il Cantiere monta arpioni con corda, fionde per vasi di fuoco, un muro di scudi, una prua a drago e un corno da guerra. Aggancia un predone, tiralo al tuo fianco e vai all'arrembaggio.
- Vele del Cantiere e la scheda della nave. Tre vele che navigano in modo diverso: quella di lana ama il vento in poppa, quella di lino stringe bene il vento ma lo perde in burrasca e quella pesante da tempesta prende vita nella tempesta. La finestra e il timone mostrano stiva, corazza e unità di vela. Parte di
Shipyard.
- Scafi, falle e codici del Cantiere. Uno scafo da Barchino dopo Eikthyr, un Knarr da carico dopo Moder e progetti che copi e incolli come codice. Con
Ship plank damage i colpi aprono falle nelle assi più vicine, le falle in basso fanno entrare acqua e un kit di riparazione o una cassa delle provviste la rattoppa.
- Vita dello scafo. Una nave affonda solo quando lo scafo arriva a zero, e il Kraken e i predoni vanno più leggeri sugli scafi, così un drakkar corazzato regge tutto lo scontro.
Ship health bar mostra una barra dello scafo a bordo e il danno sullo scafo, e Ship toughness rende tutte le navi più robuste o più fragili.
- Pesca. Attiva
Fishing minigame e l'abboccata diventa una lotta: recupera con parata, tieni la lenza nella zona d'oro e frena le fughe. Pesci nuovi in ogni bioma con record e leggende, un diario di pesca, una targa per il trofeo e piatti nuovi.
- Pesca in mare. Se hai anche Acque vive ci sono pesci d'alto mare, reti e strascichi per le navi, nasse per granchi e bottiglie con le mappe dei relitti.
- Pesca migliore. Costruisci e potenzia la tua canna al banco da lavoro. I pesci leggendari lottano in tre round, e un pesciolino tenuto sull'amo come esca viva attira quelli grossi, basta accovacciarsi quando lo tiri fuori. Con le stagioni alcuni pesci abboccano solo nella loro stagione, e quello che prendi con la lancia va nel diario.
- Pesca insieme. Pesca vicino agli amici e può salire un banco di pesci per tutti, e
Fishing derby every dà al server un giorno di gara con monete per i primi tre. Fishing tap to reel e Fishing steer assist aiutano se ti si stancano le mani.
- Pesca tranquilla che ripaga.
Fishing difficulty parte da Relaxed, così un pesce comune è nella borsa in 5 o 10 secondi, e Normal e Hard ci sono se vuoi combattere. Attiva Fishing rewards e i pesci piccoli a volte arrivano in coppia, una presa perfetta può portare su ambra o monete e il diario fa regali per i tipi nuovi.
- Pesce che vale la pena cucinare. Accendi anche
Fish recipes e i pesci nuovi si cucinano in tredici piatti, almeno uno per ogni bioma e per il mare: trota alla brace, brodo di anguilla, zuppa di salmerino, torta di anguilla di brace dal forno e altro. Un pesce leggendario si taglia in filetti per due banchetti da dividere. Stanno accanto al cibo del gioco di ogni bioma e non superano mai il migliore.
Creare e costruire
- Creazione a pezzi. Quattro botteghe nuove: l'armaiolo, il corazzaio, la fornace delle leghe e il falegname. Monta spade, asce, archi e armature a pezzi e guarda i numeri prima di farli. Attiva
Part crafting.
- Cantieri. Metti una tavola di cantiere e una capanna o un muro di pietra compaiono come fantasma. Porta i materiali e sale in quattro fasi. Attiva
Construction sites.
- Pezzi in legno scuro e pilastri inclinati di flametal. Muri, pavimenti e una scala in legno scuro per i tetti scuri, più pilastri di flametal a 26, 45 e 67 gradi per la forgia nera. Grazie Nicuuso e BlackDragonDeath.
- Tetti piatti. Tetti di paglia, scandole di legno, legno scuro, marmo nero e grausten, in 2x2 e 1x1, che proseguono in file senza giunture e tengono fuori la pioggia, con bordi e angolari per rifinirli. Inclinali con la rotazione libera e si agganciano lo stesso. Attiva
Flat and small roof pieces. Grazie BlackDragonDeath e Lyferian.
- Tetti più piccoli. Mezzi e quarti di tetto di paglia e di legno scuro a 26 e 45 gradi, con colmi e angoli, per verande e quel metro che avanza in fondo alla fila. Stessa impostazione. Grazie Lyferian.
- Dimensione dei pezzi. Attiva
Piece scaling e il più e il meno del tastierino numerico rendono il prossimo pezzo più grande o più piccolo, fin dove lascia Piece scale limit. La dimensione resta nel pezzo, così tutti lo vedono uguale. Grazie Lyferian.
- Piazzamento libero. Attiva
Loose piece placement e i pezzi vanno dove il gioco dice che il posto non va bene o che serve più spazio, dritti attraverso muri, pavimenti e altri pezzi. Le protezioni e le zone dove non si costruisce contano ancora. Grazie Lyferian.
- Portale di metallo nero. Il passo dopo il portale d'argento, per 10 metallo nero. Fa passare anche il metallo nero. Grazie healeronly.
- Lanterna da nave. Una lanternina dvergr su palo per la prua o l'albero, di bronzo, resina e legno pregiato. Niente combustibile, e la pioggia non la spegne. Attiva
Ship lamp.
- Spazio per l'alveare. Il fantasma dell'alveare diventa rosso dove le api vogliono più spazio o il bioma è sbagliato. Bees ignore space è il trucco. Grazie duskrynn.
- Dove nascono le creature. Col martello in mano, una riga sotto il mirino dice se lì possono nascere creature selvatiche. Grazie zeroxasuka.
- Segna i portali protetti. Nella scelta del portale, uno dentro una protezione che non ti fa entrare mostra (Prot), e lo scegli due volte per andarci. Grazie BlackDragonDeath.
- La bacheca delle taglie è una bacheca vera. Pali, un tavolato con i foglietti appuntati e un tettuccio. Quelle già costruite restano dove sono. Grazie Animus.
- Rampa morbida. Lo scavo ha una rampa nuova che entra dolce nel terreno a tutti e due i capi, e il passo d'altezza scende fino a 0.01 m.
- Altezza con la rotellina. Tieni
Ground tools height scroll key e gira la rotellina per alzare o abbassare dove lavora la zappa. Parte vuoto.
- Telecamera da costruzione.
Build camera picks up items si porta dietro la raccolta automatica, e Escape leaves the build camera ti rimette nel tuo corpo.
Selle e cavalcature
- Bardatura. Un'armatura che si vede sulla cavalcatura. Leggera dal banco da lavoro per lupi, cinghiali e cervi, pesante dalla forgia per troll, lox e asksvin. Attiva
Mount barding.
- Cavalcature che reagiscono. Una cavalcatura con denti o zanne morde da sola chi arriva davanti mentre la cavalchi, e resta coraggiosa per un po' dopo che scendi. Attiva
Mounts fight back.
- Tratti delle cavalcature. I lupi si curano mordendo, i cinghiali in corsa spingono via più forte, i cervi saltano con meno vigore e i troll si stordiscono prima. Attiva
Mount traits.
- Bisacce su ogni cavalcatura. Gli zaini per animali vanno anche su cervi, troll e domati grandi.
- Seduto bene. Adesso stai sopra la sella, anche sui domati grandi con le stelle, e
Saddle seat height ti alza o ti abbassa. Scendendo da un lupo, cinghiale, cervo o domato grande ti ritrovi al suo fianco.
- La sella dice perché. Se una sella non va su, ti dice perché.
Boss
- Mosskin colpisce quando i pugni arrivano giù. Il suo terremoto parte nel momento in cui il colpo tocca terra, così puoi pararlo, e un anello verde mostra fin dove arriva mentre carica. Grazie BlackDragonDeath e Vonaris.
- I rampicanti di Mosskin. Il terreno mostra dove spuntano le radici prima che ti prendano, quindi esci dal cerchio e ti mancano. Se ti prendono, ti tengono fermo 2 secondi, non 5.
- L'anello di fuoco di Bokr. Ruggisce, cala tutti e due i pugni e il fuoco esplode sul colpo, con il suo anello per terra per tutto il tempo. Brucia una volta sola, non cinque.
- Il gelo di Hrævængr cade col suo bastone. L'anello di gelo e la pioggia di ghiaccio colpiscono quando scende il suo incantesimo, e ne lancia uno proprio mentre crolla la sua sala.
- Vordr e il Gravejarl ti avvisano. Il muro di giunchi è disegnato per terra prima che salgano le radici, e il terreno si smuove un secondo prima che esca la banda del Gravejarl.
- Colpi che vedi arrivare. I colpi segnati dei nostri boss, le lance dal cielo del Rosso e il balzo di Ulfarr arrivano un attimo dopo che li vedi sullo schermo e un po' dentro il loro anello, così una rotolata sul bordo conta anche su un server.
- Freddo più leggero. Il freddo dell'ultima fase di Ulfarr e Hrævængr toglie 1 di salute ogni 2 secondi invece di 3, e la salute continua a guarire piano.
- Segni dai boss del gioco. Anche Eikthyr, l'Antico, Bonemass, Moder e Yagluth possono lasciare un segno duraturo più piccolo, come i nostri boss.
- I nostri boss tengono la posizione. I colpi e le armi che spingono non li sbattono più per tutta l'arena. Ora pesano come i boss del gioco, quindi devi piantarti e combattere. Grazie healeronly.
La saga dell'Occhio Rosso
- La saga dell'Occhio Rosso, storia di jackdispade. Un nuovo capitolo nel Libro della saga scrive una pagina ogni volta che cade un Rinnegato o uno dei nostri antichi: l'altro occhio del Padre di Tutti, i sigilli di sangue e le cinque vie, fino al Rosso dopo Fader. Si aggiunge alla storia del gioco, non ne cambia niente e serve
Saga Book.
- Chiedi dell'Occhio Rosso. Appena si spezza il primo sigillo, gli anziani e i viaggiatori dei villaggi ti raccontano cosa ne pensa la loro parte.
- Hugin rosso. Quando Hugin porta le nostre notizie arriva tutto rosso scuro, ali e coda comprese, con occhi rossi e un debole bagliore, e con i consigli del gioco resta com'è sempre stato. Parte acceso perché cambia solo il suo aspetto, quindi spegni
Red Hugin for MidgardPlus messages se lo vuoi nero.
Equipaggiamento Jarl
- Himindreki. Il set del drago del cielo di BlackDragonDeath: un'atgeir che diventa falce, la Corona, la Maglia, gli Schinieri e le Ali. Ora ha i suoi poteri di cielo e tempesta con le mosse di atgeir e ascia da battaglia del gioco, e con la barra piena un pallido drago del cielo scende in picchiata.
- Il serpe di Jacksníðhöggr è un vero drago. Il piccolo serpe che si sveglia sulla spada di Jack ora è un piccolo drago rosso scuro che vola accanto alla tua spalla.
- Húsfreyja. Il set da cameriera guerriera di TheBarracksRat: Sópvöndr, una scopa da guerra che diventa mocio, con la Fascia, l'Abito da battaglia, gli Schinieri di pizzo e il Mantello di pizzo e tutti i poteri che ha scelto TheBarracksRat.
- Dove trovarli. Cadono tutti e due nelle Terre di cenere e nell'estremo nord, e gli admin li prendono con
midgardplus legend.
- La Drekarbrynja di Jack arriva dentro la mod. I quattro pezzi e il set adesso sono dentro la mod.
Domati e compagni
- Hjarðmaðr, il custode degli animali. Attiva
Tamer steward, costruiscilo al banco da lavoro e ti elenca tutti i tuoi domati in qualsiasi punto del mondo, con nome, tipo, stelle, vita, distanza e direzione. Impostazione del server, spenta di base. Grazie Zugrot.
- Ritrova i domati persi. Premi Segna e la mappa si apre proprio sul domato, o segna tutti quelli lontani in un colpo, e i segni spariscono quando arrivi. Grazie _danielross.
- Riproduzione sì o no per ogni tipo. Il custode ha un pulsante per ogni tipo di domato che hai, così fermi i cinghiali e lasci andare i lupi.
- Limiti di riproduzione. L'host può decidere quanti di ogni tipo vivono insieme prima di smettere di riprodursi, tipo Boar=10, Wolf=4, Lox=0. Parte vuoto, quindi non cambia niente finché non imposti
Breeding caps.
- Di chi è il domato. I domati che domi, allevi o fai schiudere col custode attivo sono tuoi. Quelli vecchi diventano tuoi quando gli dici di seguirti.
- Segnali di zona di lavoro. Pianta il paletto con lo stendardo e chi ci mandi resta dentro il cerchio, usando solo le casse lì dentro. Impostalo a pascolo e i domati pascolano, mangiano e si riproducono lì. Attiva
Work area markers.
- Pietre di lavoro per la natura. Non tutto il lavoro sta dentro la base, quindi Work area markers ti dà anche una pietra di lavoro per 6 pietra e 1 resina, senza banco. Mettila vicino a una miniera, a un posto da taglio o a un accampamento e preparala come il segnale. La sua piccola scorta tiene quello che raccolgono.
- La Bacheca della sala. Attiva
Hall Board, costruisci la bacheca con i biglietti e scrivi i lavori della base: torce al tramonto, 40 lingotti di ferro e stop, 20 di un piatto, fuochi, campi, mangiatoie, riparazioni e trasporto. I compagni nella zona prendono quello che fa per loro e quello bloccato finisce sulla mappa.
- Il Bryti. Attiva
Bryti e assumi alla tua bacheca il vecchio intendente norreno per 50 monete. Pensa lui a luci, combustibile, mangiatoie e trasporto, e ogni mattina si prende la paga, in monete o due pasti. Niente paga, niente lavoro.
- Una ruota per compagni e domati. Attiva
Companion and tame commands e hanno la loro pagina nel menu radiale: seguimi, resta, fai la guardia, vai a un segnale, cambia lavoro, cavalca, congeda. Guarda uno per dare l'ordine solo a lui, o nessuno per darlo a tutti quelli vicini.
- Lista di casa. Nello stesso menu, mostra tutti quelli vicini con lavoro, vita, umore e cosa stanno facendo. Il custode può mandare qualsiasi tuo domato al pascolo, anche lontano.
- I compagni non stanno con le mani in mano. Finito un lavoro passano subito al prossimo, se una strada è bloccata riprovano dopo un attimo invece di mollarla per dieci minuti, e il guaritore va da solo da chi è ferito vicino a casa.
- Ti dicono perché. Quando uno non ha niente da fare, il testo quando lo guardi e la lista di casa dicono perché, tipo niente minerale nei bauli o niente posto nei bauli.
- Finestra equipaggiamento. Tutti gli slot in vista, da arma, scudo e arco a elmo, mantello e cintura: trascina un pezzo, vedi se è meglio, blocca uno slot, salva equipaggiamenti con un nome o mettigli il meglio per il suo ruolo con un clic. Resistenza, modo di combattere, frecce dai bauli e riparazione al banco sono lì.
- I tuoi compagni, le tue regole. Distanza quando ti seguono, quanto si allontanano per lavorare, quando mangiano, dormire di notte, guerrieri che attaccano tutto quello che hai vicino, compagni zitti e nomi sopra la testa ora sono impostazioni tue. I valori del server restano il massimo.
- Scegli il corpo di ogni compagno. Attiva
Companion body per companion e uno può essere vichingo, un altro dvergr e un altro fuling. Tengono nome, equipaggiamento e livelli. Grazie Nicuuso.
- I compagni ti rialzano. Se giochi da solo con Revive downed players attivo, il tuo compagno ti rimette in piedi. Attiva
Companions revive you.
- Ai compagni il fumo non fa niente. Un costruttore vicino al focolare o un cuoco al calderone non soffoca mai. Attiva
Companions shrug off smoke.
- Il guaritore cura senza scuotere la telecamera. È una tua impostazione, toglie scossa e vibrazione dalla cura del guaritore.
- Armi di altre mod. Un compagno con un'arma che il suo corpo non conosce prende il colpo di un'arma del gioco dello stesso tipo invece di tenerla e basta.
- Banchetto per le bestie. Il calderone cucina una ciotola che aiuta i cuccioli a crescere, i selvatici a farsi domare e i domati a riprodursi un po' prima. I limiti di riproduzione contano ancora. Grazie duskrynn.
- Letame e fiale col tappo. I domati sazi lasciano letame che marcisce se lo lasci lì, e il calderone lo trasforma in sassolini puzzolenti. Le fiale col tappo si fanno col cristallo alla forgia. Grazie duskrynn.
Villaggi in ogni terra
- Villaggi oltre i prati. Le terre più avanti hanno gente tutta loro: villaggi su palafitte nella palude, sale di pietra in montagna, forti di tronchi nelle pianure, avamposti dei Dvergr che tengono lontana la nebbia, fortezze cinte di mura nelle Terre di Cenere e sale di ghiaccio nel Profondo Nord. Attiva
Villages in every biome, serve Village.
- Ognuno con la sua fazione. L'Ashen Host preferisce la palude e le Terre di Cenere, i clan dei lupi e i troll si prendono le montagne e il nord, e i re del mare la costa quando More factions è attivo.
- Commercio e lavori di quella terra. Lì vendono cibo e frecce di quella terra, e le commissioni chiedono la sua roba quando il suo boss è già caduto e pagano meglio.
- Assalti su misura. Le guardie portano l'equipaggiamento di quella terra e gli assalitori sono le sue creature, senza stelle finché non hai battuto il suo boss.
- Anche nei mondi vecchi. Con
New places in old worlds attivo compaiono nella terra dove non è ancora passato nessuno. Gli admin li vedono con villages biomes.
Da #ideas
- Tonico del cacciatore. Il tavolo delle erbe prepara un tonico che per dieci minuti fa cadere metà in più da quello che uccidi, ma finché dura porti meno peso. Grazie duskrynn.
- Guardia d'erbe. Una torcia dalla fiamma verde del tavolo delle erbe che brucia i tonici e li sparge intorno: animali calmi che non hanno mai fame, calore come un fuoco o un odore che i piccoli parassiti non sopportano. Grazie lyferian.
- Guardaroba. Con
Transmog wardrobe attivo, un supporto per armature ti fa scegliere l'aspetto fra tutti i pezzi che hai mai trovato o creato, e tenere tre completi per personaggio. Grazie lyferian.
- Viaggi dal tavolo da cartografia. Le pietre di viaggio fatte coi trofei di Moder, Yagluth, la Regina e il Fader ti portano da un tavolo da cartografia in qualsiasi posto che hai esplorato. Ogni pietra funziona come un portale del suo metallo. Grazie duskrynn.
- Informazioni che seguono l'abilità. Le etichette dei domati possono aspettare Ranching, e le erbe e i cespugli selvatici ti dicono di più man mano che sale Herbalist. Grazie lyferian.
- Soglie di abilità. Un server può chiedere Taglialegna, Picconi o Agricoltura prima degli alberi, minerali e raccolti più duri. Gentle ti fa lavorare piano, Strict ti ferma. Grazie lyferian.
- Funghi ed erbe norrene. Cappello del berserker, cuffia di huldra, fungo di tomba e achillea: ne mangi uno per una spinta breve, poi sopporti un calo più leggero. Crescono selvatici nelle terre nuove e la Strega della palude li vende.
- Abilità eitr. Cresce come Resistenza e Vitalità mentre spendi eitr. A 100 hai 40 eitr in più e torna un quarto più in fretta. Attiva
Eitr skill.
- Le leggendarie continuano a crescere. Una leggendaria al massimo continua a contare le uccisioni fino a 1200 e diventa di nuovo un po' più forte, così la tua preferita regge fino alla fine.
- Spinta con lo scudo a torre. Tieni la parata con uno scudo a torre e attacca per spingere via tutti quelli davanti senza smettere di parare.
- Esca di trofeo. Brucia un trofeo a un falò, un focolare o un braciere e i suoi simili arrivano per il fumo, solo dove vivono. A volte non risponde nessuno, a volte arriva un branco impazzito.
- Farina d'ossa. Due frammenti d'osso su un raccolto o un alberello giovane gli fanno saltare avanti un quarto del tempo di crescita.
- Fiamma nella lanterna da cintura. Migliora la lanterna da cintura alla forgia e scalda come un falò, ma brucia la resina il doppio più in fretta. La sua luce dentro e fuori la regoli sul tuo schermo.
- Brindisi col boccale. Alza un boccale con un idromele gustoso nella borsa e lo bevi con un brindisi e resti brillo per due minuti. Tipsy blur decide quanto si vede.
- Armi a due mani in una. Atgeir, spadoni, magli e asce da battaglia colpiscono come lancia, spada, mazza o ascia a una mano, così lo scudo resta. Stesso danno, abilità e aspetto.
- Cassetti per oggetti. Fino a 200 pile, il server può decidere il costo di costruzione, e tu scegli il tasto per prendere, il colore del numero e se un cassetto vuoto tiene l'icona.
- Stazioni che si riforniscono da sole, tipo per tipo. Guarda una stazione e premi Alt sinistro + O. Spegni le cucine e la carne cruda resta cruda mentre le fonderie lavorano, imposta fin dove arriva ogni tipo e lascia singoli oggetti negli scrigni. Chi gestisce il server mette i limiti con
Stations fuel themselves by kind.
- Cibo e sonno.
Food stats multiplier scala quello che dà ogni cibo, e Waking up restores sceglie cosa si riempie al risveglio. Tutti e due partono come nel gioco.
- Ceppi. I ceppi possono rompersi con un colpo, oppure gli alberi abbattuti non ne lasciano e il ripianto parte appena l'albero cade. Parte come nel gioco.
- Generatori di creature. Due impostazioni del server per quanto in fretta mucchi d'ossa, resti marci e nidi tirano fuori creature e quante ne tengono intorno. Tutte e due partono dall'1 del gioco.
- Avvisi di sblocco. Nascondi gli avvisi nell'angolo per i pezzi nuovi, o tutti, e impari comunque tutto.
- Ordina per cibo. Sort by ha Food health, Food stamina e Food duration, il migliore prima.
- Effetti in testo. La lista compatta toglie le icone e restano solo nomi e tempi.
- Cornici dei portali per metallo. La cornice di legno di ogni portale a livelli prende il colore del suo metallo così si distinguono. Solo aspetto.
- Scegli il portale sulla mappa. La scelta del portale ha un pulsante Sulla mappa, così clicchi il segno di un portale sulla mappa grande per andarci.
- Colori dei segnalini. Con By kind attivo, la mappa grande mostra una piccola legenda col colore di ogni segno.
- Segnalini automatici per rape e cipolle. Rape e cipolle selvatiche hanno il segnalino automatico sulla mappa.
- Spiegazione dei segni. Il diario ha una pagina Segni con ogni segno sul tuo equipaggiamento e cosa fa.
- Icona di costruzione. Costruzione ha la sua icona adesso, il martello sopra un muro di legno.
- Un unico gruppo di abilità nuove. Tutte le abilità che MidgardPlus aggiunge o migliora stanno nel gruppo New skills dell'F9 e del launcher, ognuna con il suo interruttore: Costruzione, Eitr, Erborista, Allevamento, Saccheggio, Caccia, Esplorazione, Nuoto, Pesca e le altre. Anche Estrazione, Raccolta, Navigazione, Portatore e Trattenere il fiato hanno il loro, acceso all'inizio. Grazie Animus.
- Ripianto in pausa. Mentre il ripianto è in pausa, un raccolto che verrebbe ripiantato te lo dice quando lo guardi.
- Segni di protezione. Armature e mantelli possono avere da Raro in su un po' di resistenza a fuoco, gelo, veleno, fulmine o spirito, o un calore più lento nelle Terre di Cenere. Un pezzo leggendario dà resistenza piena, mai di più, e un mantello o un idromele migliore vince comunque. Attiva
Protection marks.
- Un'altra mod pensa alla rarità. Giochi con Epic Loot, Path of Valheiman o un'altra mod di bottino? Attiva
Another mod handles loot rarity e MidgardPlus le lascia rarità, marchi e incantamenti, e non marchia mai l'equipaggiamento che quella mod ha già reso magico. I set dei boss cadono ancora con i loro poteri, e il bottino dei boss, i forzieri degli assedi e del corno di guerra e le taglie danno ancora i loro pezzi, solo normali. Grazie snugglz.
Promesse da Discord
- Bottino onesto. Accendi
Honest loot e le creature lasciano bottino solo nelle lotte dove c'entra un giocatore. I lupi che mangiano un cervo lontano da tutti non lasciano niente. Grazie healeronly.
- Stamina per azione. Correre, saltare, schivare, parare, nuotare, costruire, tagliare legna e scavare hanno ognuno il suo moltiplicatore di stamina, e
Weapon swing stamina regola ogni tipo d'arma. Tutto parte dal costo del gioco. Grazie franklyfranky.
- Corda del rancore. La master ball che avevo promesso a NightGod. Addomestica sul colpo, anche in piena lotta, ma la bestia non te lo perdona mai: meno salute, colpi più deboli e qualche morso quando la accarezzi. Accendi
Grudge rope.
- Vantaggi per chi sostiene. Il mantello di chi offre l'idromele con lo stemma di MidgardPlus e il nome dorato sopra la testa e in chat, per tutti quelli che mi hanno offerto un idromele. Accendi
Supporter perks.
- Gli animali grandi tengono le distanze. Accendi
Big tames keep their distance e un troll, un lox o un lupo cresciuto con le sue stelle si ferma più indietro quando ti segue, così non ti viene più addosso e non ti spinge. Grazie _danielross.
- Il fuoco scalda da più lontano.
Fire warmth range multiplier allunga fin dove un falò, un focolare o un braciere ti scaldano e ti fanno riposare. 1 è quella del gioco. Grazie healeronly.
- Misuratore di danni. Attiva
Damage meter per danni, danni al secondo, cure, danni subiti e uccisioni scontro per scontro, con i compagni sotto di te, il dettaglio per arma, potere e bersaglio, e una scheda quando cade un boss. Con Damage meter shares with the group sul server vedi anche il gruppo. Grazie healeronly.
Bilanciamento
- Le leggendarie partono da Progression. Le leggendarie vanno al passo con le armi del gioco: 25 per cento prima di qualsiasi boss fino alla piena forza dopo il Fader. Una che usi tanto sta al massimo un boss avanti al tuo mondo. As made torna come prima.
- Gli anelli crescono con un sapore vanilla. L'anello cresce coi poteri che colpiscono e mai oltre i boss che hai battuto, e i poteri si aprono livello per livello col grande potere al 10. Gli anelli vecchi tengono il livello, e Ring growth Fast torna come prima.
- Il danno dei poteri di Megin segue i tuoi boss. 45 prima di qualsiasi boss, una ventina in più con ognuno, i 180 pieni solo dopo il Fader. Megin 0.4.11.
- I livelli dei compagni si fermano ai tuoi boss. Il bonus di vita e colpo dai livelli si ferma dove sta l'equipaggiamento del tuo mondo, così un compagno di livello 10 in bronzo colpisce come un guerriero in bronzo.
- Dono di Fafnir e Packhorse. L'anello arancione porta 75 in più invece di 150, e Packhorse aggiunge fino a 100 a 100. Tutti e due stanno accanto a Megingjord, non sopra.
- I colpi indegni costano più vigore, non meno.
- Il valore di Stormgrinder conta i boss del mondo.
Anelli Lanterna
- Più grande sulla mano. L'anello è due volte e mezzo più grande, così esce dal dito e si vede da dietro e in prima persona, con un bagliore morbido del suo colore.
Ring size on hand va da 0.8 a 2 e parte da 1.
- Trenta poteri col loro carattere. Radici che bloccano, il freddo e il terrore di Hel, sanguinamento e debito di sangue, nemici fradici, marciume e scaglie roventi, un cristallo che va in frantumi, una raffica di falco, piume che curano e una coppa condivisa.
- Effetti che non accecano. Le luci dell'anello a circa metà forza, al massimo tre luci e lampi d'anello insieme, niente lampi lunghi a tutto schermo e metà del fumo.
- La stessa calma per tutto. Gli effetti di leggendarie, Vault, Megin e boss condividono la stessa calma.
- Una sola carica. La carica dell'Anello Lanterna è una per giocatore.
- Batteria dell'anello. Falla alla forgia, riempila al tuo focolare runico e porta in viaggio una carica piena dell'anello. Tiene una carica in più man mano che l'anello cresce. Attiva
Ring battery. Grazie BlackDragonDeath.
Farsi da parte
- Altre 13 mod. MidgardPlus spegne la sua versione finché sono caricate TameableDeer, ItemDrawers, Armoire e altre dieci che fanno lo stesso lavoro. Ognuna compare nell'avviso di F9, e Never step aside for tiene la nostra.
Per gli host
- File dei comandi del server. Il server legge say, save, players, kick, ban, unban, time, sleep e i comandi admin sicuri dal suo file dei comandi, e risponde a ogni riga una volta sola.
Corretto
- Le etichette dei domati smettono di comparire ovunque e attraverso i muri. Compaiono solo sul domato che guardi, fino a 10 m, e senza niente in mezzo. Attiva
Tame labels from afar per quelle a 40 m. Grazie Kodi e Zugrot.
- I compagni ascoltano. Usare un compagno impegnato in una commissione faceva il contrario. Adesso ti segue o resta come hai chiesto.
- Chi resta, resta. Si allontanavano pian piano dal loro posto.
- Fuori dalla porta e via dalla schiena. I compagni si spostano dalle porte e smettono di spingerti al banco o alla cassa. Grazie Rilest.
- I colpi dalla sella arrivano oltre la cavalcatura.
- Niente edifici o creature mancanti dopo un viaggio veloce col portale.
- Parlare coi paesani e gli slot dell'equipaggiamento funzionano col controller.
- Le finestre di Megin crescono con la scala dell'interfaccia. Quella del dialogo, la bacheca dei contratti e il costruttore di poteri.
- Ýdalir si ritrova di nuovo invece di essere costruito due volte.
- La raccolta in massa avvisa quando il server l'ha spenta.
- I pezzi dell'HUD spostati dalle aggiunte restano al loro posto dopo il riavvio.
- La chat resta dietro i pezzi dell'HUD che hai spostato, e torna sopra mentre scrivi.
- I raccoglitori prendono il carbone dalla carbonaia.
- Set time to midday lascia il sole in movimento.
- Riposare fino al calar della notte porta davvero la notte.
- Le impostazioni cambiate in gioco arrivano sempre in midgardplus.cfg.
- La raccolta automatica lascia fuori il bonus di carico di strade e sentieri.
- I suggerimenti del pannello equipaggiamento lasciano passare il cursore, così smettono di sfarfallare.
- I livelli di miglioria extra mostrano il livello di stazione che serve davvero e smettono di lampeggiare in rosso quando ce l'hai.
- Il recupero del mondo non cancella mai pezzi dei giocatori senza proprietario.
- Gli assalti ai villaggi contano i difensori che uccidi.
- Diplomazia dice quale impostazione le manca ancora.
- L'installazione su un server in affitto regge un caricamento lento o interrotto.
- I boss extra se ne vanno quando nessuno li combatte, anche con giocatori vicini. Grazie healeronly.
- Uno scrigno agganciato sopra un altro scrigno si piazza, con Chest snap points attivo. Grazie masterbinks.
- Il riordino di OpenKeep lascia stare i tuoi slot dell'equipaggiamento, e MidgardPlus si fa da parte per OpenKeep e PackPanel. Grazie jwolf1019.
- La sistemazione rapida dice perché aspetta la borsa o uno scrigno aperti. Grazie butterchickenwarrior.
- Tornano i fotogrammi con Balrond Character Customization. I corpi di compagni e abitanti non portano più i suoi pezzi da giocatore. Grazie itzhaikyuu.
- Le armi da jarl con passiva di rapidità mostrano una sola riga di velocità, e con loro ti muovi davvero più veloce. Grazie NightGod.
- Crop grow times arriva ai cespugli di bacche che pianti, col nome della bacca. Grazie Tera277.
- L'armatura dei compagni può contare. Accendi
Companion armour protects e quello che indossano attutisce i colpi su di loro, per cominciare la metà che su di te, e Companion armour strength dice quanto. Spento, resta solo per fare scena come prima. Grazie hanfire.
- I muri curvi e i pezzi rotondi danno un nome ai loro punti di aggancio. Grazie TylerS76.
- Costruire, piantare e spianare ad area non costa nulla con nocost. Grazie TylerS76.
- Il tasto del menu radiale ti fa uscire dalla telecamera da costruzione. Grazie TylerS76.
- Le selle crescono con ogni stella. Su lox e asksvin oltre le due stelle la sella restava piccola e affondava nel corpo, quindi non riuscivi a salire. Adesso ogni sella cresce con la creatura e la raggiungi da più lontano. Grazie _danielross.
- Cavalchi il troll sulle spalle. La sella del troll ti metteva dentro la sua testa. Adesso stai sopra la sua schiena, e Saddle seat height ti alza o abbassa come prima. Grazie nicuuso.
- Anche i troll grandi con le stelle ti portano sulla schiena. Su un troll cresciuto con le stelle stavi ancora seduto dentro la sua testa, in mezzo ai capelli. Adesso il tuo posto segue la sua schiena mentre si muove e cresce, dietro la testa, e i suoi capelli non ti coprono la vista mentre cavalchi. Grazie _danielross.
- I colpi che restano sotto la stamina sono giusti. Ora contano
Stamina cost multiplier e il costo di colpo di ogni arma, quindi il numero è quello che hai davvero. Un colpo dalla sella costa come uno a piedi. Con Fight from the saddle spento il troll colpisce con la sua stamina, per questo la tua non scendeva. Grazie _danielross.
- Giurare calma subito quella fazione. La gente del Clan del Lupo e i fenring che ti stavano già addosso si fermano appena giuri, nel gioco di ogni giocatore, e una guerra che avevi ancora con quella fazione finisce con il giuramento. Grazie Haru.
- La scheda Ripara funziona accanto a Balrond Absolute Overhaul. Il suo ripara tutto partiva a ogni riparazione e gratis, quindi un clic aggiustava tutta la borsa. Adesso si aggiusta l'oggetto che clicchi e Repair cost fa ancora pagare. Con tutti e due spenti, il tasto Ripara della stazione fa ancora il ripara tutto di Balrond. Grazie lyferian.
- Gli zaini tornano sulla schiena. Con Balrond Character Customization o un altro mod che sposta il posto sulla schiena, lo zaino finiva ai tuoi piedi, mezzo sottoterra. Grazie lyferian.
- Tutti i materiali si vedono nel pannello di creazione. Una ricetta che chiede più di quattro cose, come il Quarto Corno con il suo eitr, nascondeva il resto e ci passava solo ogni tanto, così diceva solo che ti mancava qualcosa. Adesso le caselle si stringono e li vedi tutti insieme. Grazie healeronly.
- Le scorciatoie aspettano mentre scrivi. Scrivere O nella ricerca del menu di costruzione apriva gli obiettivi, e altri tasti di MidgardPlus come J, F8, F9 e F10 scattavano in chat, nella console, sui cartelli, nei nomi dei bauli, nei segnalini della mappa e nelle nostre ricerche. Ora nessuno scatta mentre scrivi in una casella di testo. Grazie Tera.
- I pezzi impermeabilizzati trattengono davvero l'acqua. Un bordo sigillato basso, come un palo di legno lungo il bordo, lasciava ancora traboccare la piscina. Ora conta qualsiasi pezzo impermeabilizzato che chiude il bordo: pali, travi, pavimenti e muri di ogni tipo. Il launcher accende ciò che serve. Grazie TylerS76.
- La minimappa rotonda mostra di nuovo la mappa. Con Round minimap acceso c'era solo un disco marrone piatto con la tua freccia. Adesso vedi la terra, la nebbia e i tuoi segnalini dentro il cerchio a ogni zoom.
- Creare dai bauli smette di ripetersi nel log. Quando un altro mod conta quanti pezzi di una ricetta potresti fare, ogni suo controllo scriveva una riga "Cannot craft ... even with chests" con numeri strani, tipo 768 di legno per una clava. Ora la riga esce solo quando provi davvero a creare. Grazie toki.
- Gli aiutanti dei boss hanno di nuovo il loro nome. I fuling di Bokr, le sanguisughe di Vordr e gli altri aiutanti dei boss mostravano un nome interno come MP_Bokr_Goblin quando li guardavi. Adesso mostrano il loro vero nome in ogni lingua.
- I poteri del set Drekarbrynja dicono cosa fanno. I poteri del set Drekarbrynja di Jack non avevano testo, quindi il suggerimento e il messaggio erano vuoti. Adesso si vedono.
- I compagni a cui dici di restare ora restano ai portali. Un costruttore o un raccoglitore a cui dicevi di restare mentre andava a un baule, a un banco o a una pila di legna tornava a seguirti senza dire niente, così passava ogni portale dietro di te. Ora un compagno passa con te solo quando ti segue davvero, e chi resta, lavora o fa la guardia a un posto rimane lì, anche dopo che esci e rientri. Grazie rilest.
- I compagni smettono di spingerti. Non ti spingono più quando gli vai addosso o gli passi accanto. In più si spostano quando cammini verso di loro e indietreggiano un po' se gli stai appiccicato, così non bloccano nessuna porta. Grazie rilest.
- Chi è a terra resta a terra. Con
Revive downed players potevi ancora camminare e colpire mentre eri a terra. Ora resti fermo nella tua posa, senza combattere, mangiare, usare oggetti, cambiare equipaggiamento, curarti o passare dai portali, e scendi da cavalcatura, timone e carro. Gli amici vicini vedono chi è caduto. Grazie osrsgoblin.
- Ogni posto della mensola per trofei dà il suo potere. Dopo un riavvio i posti 2, 3 e 4 perdevano la loro mensola e un trofeo di boss appeso lì non dava alcun potere. Ora ogni posto trova la sua mensola per tutti sul server, e smontandola cadono ancora tutti e quattro i trofei. Grazie Koltz.
- I nomi del banco delle etichette restano. I bauli etichettati a un banco delle etichette lo perdevano dopo un riavvio, così un'etichetta rinominata tornava al vecchio nome o a quello di base. Ora ogni baule ritrova il suo banco, anche quelli etichettati prima, e segue quello che cambi. Grazie Koltz.
- Le righe in alto a sinistra che hai spostato restano dove le hai messe. L'orologio, la stagione, la fama o il contatore delle morti spostati in Disponi il tuo HUD scivolavano con le righe vicine quando compariva la barra rapida o un messaggio, e la barra della fama poteva uscire dallo schermo finché non aprivi F9. Ora restano al loro posto, quindi trascinale ancora una volta se sono un po' fuori. Grazie hentaiforpl0t.
Launcher
- Ogni impostazione nuova è nel launcher, descritta in ogni lingua, e All of Midgard accende il nuovo come tutto il resto.
- Tutti vedono la nuova preparazione una volta. La prima volta che apri il launcher 1.5.105 ti mostra il nuovo Prepariamolo, anche se avevi già sistemato tutto. Quello che hai acceso è già scelto, le tue impostazioni restano come sono e puoi saltarla. Inizia qui nella pagina Inizio la riporta quando vuoi.
- Le schede restano nitide quando ci passi sopra. In Prepariamolo le schede con le immagini diventavano un po' sfocate sotto il mouse. Ora restano nitide e si illuminano e basta. Grazie Tera.
- Il launcher non si chiude più quando il gioco sta usando il suo file delle impostazioni. Tornare al launcher mentre Valheim salvava midgardplus.cfg poteva chiuderlo. Ora aspetta un attimo e rilegge il file, e se premi Salva mentre il gioco tiene il file ti dice di chiudere il gioco, con le tue modifiche ancora lì.
- Il controllo delle impostazioni non sembra più una lista di errori. Le impostazioni grandi di prova, come costruire gratis o un'area di costruzione 20 per 20, ora risultano lontane da vanilla con un colore tranquillo, con una riga che dice che non c'è niente che non va, e Tieni queste smette di segnalare quelle che volevi.
- Le build di sviluppo si seguono meglio. L'intestazione cerca una build di sviluppo nuova ogni pochi minuti e quando torni sul launcher, ti dice quando esce e con un clic apre il Canale di aggiornamento, e Inizio mostra cosa è cambiato nella tua build di sviluppo e il Megin arrivato con lei.
- Avviare il gioco è più tranquillo. Dopo Gioca il launcher mostra che Valheim si sta avviando e non tocca il file delle impostazioni finché il gioco non è partito, e se il gioco si chiude con un errore nel log, Inizio ti propone di aprire il log e mandarlo in #help-and-bugs.
- Le carte e gli stili accendono davvero tutto. Ogni carta e Tutta Midgard accendono tutto quello che nominano e quello che serve, come l'Anello lanterna per la batteria dell'anello, e Cosa è cambiato mostra ogni impostazione. Se Valheim tiene occupato il file delle impostazioni, il launcher aspetta e tiene le tue scelte.
- Piccole cose del launcher. Si apre sulla pagina dove eri l'ultima volta, la ricerca trova le impostazioni anche con i vecchi nomi e Invio apre il primo risultato.
Scarica il launcher su midgardplus.odinthered.dev, il sito è in italiano.
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Launcher 1.5.107
18 ott 2026, 02:20 UTC
The launcher no longer closes when the game is using its settings file. Cards stay sharp when you hover them.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.106
17 ott 2026, 23:00 UTC
Cards stay sharp when you hover them. Everyone sees the new setup once, your settings stay as they are, and Start here on Home brings it back any time.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.105
17 ott 2026, 21:30 UTC
Everyone sees the new setup once. What you have on is already picked, your settings stay as they are, and you can skip it. Start here on Home brings it back any time.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.104
17 ott 2026, 16:10 UTC
More cards to pick how you play, nothing you skip gets turned off, a clear note when two picks clash, a what changed summary, and better help on every setting
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.103
17 ott 2026, 10:20 UTC
Every Set me up opens the new setup that picks a style made for you, and Play loads your mods on every PC
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.102
17 ott 2026, 09:40 UTC
Play loads your mods again on every PC, a new setup that picks a style made for you, safe mode with Shift, a crash window with the log, no more freezing on slow internet
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.101
17 ott 2026, 09:30 UTC
Opens on any PC: safe mode with Shift, a crash window with the log, no more freezing on slow internet
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.55.5
attuale
13 ott 2026, 20:40 UTC
A small patch. 1.55.4 and 1.55.5 play together. Megin stays on 0.4.10.
Fixed
- Missing boss altars come back. If the Feeding Stone, the Cold High Seat, the Reckoning Stone or the Quiet Cairn never showed up in your world, the new places catchup now puts them back, and admins can place one with
midgardplus places here hraevengr (or ulfarr, bokr, thogn). Thanks healeronly.
- The faction capital line on the big map moved down. "No capital known yet for..." no longer sits on top of the map coordinates. Thanks Nicuuso.
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1.55.4
13 ott 2026, 04:30 UTC
A one fix patch. 1.55.3 and 1.55.4 play together. Megin stays on 0.4.10.
Fixed
- Legendary cache chests hold up now. The guards that rise around a cache could smash the chest, and the legendary with it, before you got there. The cache chest can't be broken anymore, so fight the guards and claim what's yours.
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1.55.3
12 ott 2026, 23:10 UTC
Una patch piccola con quattro cose che avete chiesto su Discord. La 1.55.2 e la 1.55.3 giocano ancora insieme, ma le due nuove opzioni del server funzionano solo per chi ha la 1.55.3. Megin resta alla 0.4.10.
Novità
- Nascondi i segnalini automatici con un clic. Il nuovo pulsante in alto a destra della mappa grande nasconde bacche, minerali e gli altri segnalini automatici così missioni, nascondigli, portali e segnalini tuoi si vedono bene, e un altro clic li riporta. Puoi anche metterlo su un tasto con
Auto pin hide key, grazie BlackDragonDeath.
- I compagni possono lasciare stare i tuoi vassoi. Attiva
Companions leave serving trays alone e i raccoglitori passano oltre un banchetto che hai servito invece di mangiarlo. È un'opzione del server e parte spenta. Grazie nicuuso.
- Doppio tocco di salto per smettere di volare. Con
Double tap jump ends Lantern Ring flight attivo, due tocchi veloci di salto chiudono il volo dell'anello e scendi planando piano come quando finisce la carica. Tenere premuto il salto continua a farti salire. È un'opzione tua e parte spenta. Grazie duskrynn.
- Solo gli admin costruiscono vicino alle pietre di comparsa e agli altari dei boss. Con
Only admins build near spawn and boss altars attivo, gli altri vedono un fantasma rosso e un messaggio vicino al tempio iniziale, a qualsiasi altare dei boss e all'altare dell'Anello Lanterna, entro 30 m se non cambi Admin only build radius. È un'opzione del server e parte spenta, grazie Tera.
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1.55.2
12 ott 2026, 10:00 UTC
Una versione di correzioni per la 1.55.1. Niente di nuovo passa per la rete, quindi la 1.55.1 e la 1.55.2 giocano insieme. Megin 0.4.10 esce con lei e funziona ancora con la 1.55.1.
Correzioni
- Cervi e lepri addomesticati si calmano. Smettono di scappare da te quando sono tuoi, mangiano da terra e dalla mangiatoia, e le lepri si riproducono a un ritmo sensato e si fermano quando il recinto è pieno. Grazie duskrynn.
- Il tuo primo focolare runico adesso è gratis davvero. Compare nel menu di costruzione appena hai un anello e stai vicino a un tagliapietre.
- Il focolare runico va dove vuoi tu. Mettilo dentro sui tuoi pavimenti o fuori sul terreno.
- Gli slot del cibo prendono solo cibo. Quando riprendi la tua tomba le cose della borsa tornano nella borsa, e solo cibo e munizioni tornano ai loro slot.
- I predoni arrivano fuori dalle mura del tuo villaggio e non più dentro.
First person on ships spento è spento. Se lo spegni resta spento, anche se il server lo tiene acceso.
- La finestra dell'incantamento ci sta. I testi non si sovrappongono più e le caselle dei marchi ci stanno in ogni lingua.
- Il contatore dei colpi di grazia sotto la barra rapida sale a ogni uccisione, senza riequipaggiare.
- I cumuli di scavo restano dentro
Terrain height limit, quindi quello che vedi è quello che viene salvato.
Leggendari
- I leggendari si possono trovare appena cade Eikthyr. Nascondigli e voci si aprono dopo di lui, e i forzieri del mondo smettono di dare leggendari finché i nascondigli sono attivi. Il log del server ti dice perché un nascondiglio sta ancora aspettando.
- I leggendari crescono fino alla piena forza con l'uso. Con il bilanciamento
Progression, uno che usi tanto arriva alla piena forza anche presto.
Anello lanterna
- Gli anelli tengono il doppio della carica di base.
Lantern Ring charge passa da 100 a 200. Se il tuo server era ancora a 100 sale a 200 da solo una volta, e qualsiasi altro valore che avevi scelto resta.
Megin 0.4.10
- Basta con "non puoi lanciare mentre sei nascosto" quando non sei in Hljóð. Se morivi in Hljóð, cambiavi personaggio o qualcosa ti toglieva l'effetto, il gioco pensava ancora che fossi nascosto e non ti faceva lanciare. Ora la postura si scioglie quando muori, rinasci, esci e appena il suo effetto sparisce.
- Se sei davvero in Hljóð, l'avviso ti dice come uscirne: con il tuo tasto postura o scegliendo Hljóð nel menu radiale.
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Launcher 1.5.99
12 ott 2026, 04:20 UTC
Start here for new players, one big Play button, search that forgives typos, plain errors with a fix, ring settings up front, a Halloween look and the Lantern Rings banner
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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Launcher 1.5.98
12 ott 2026, 04:10 UTC
Big map stops clicking, DatHost installs, updates end with the MidgardPlus the game really loads, and every 1.55.1 setting in every language
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.55.1
12 ott 2026, 03:20 UTC
Una versione di correzioni per la 1.55.0. Niente di nuovo passa per la rete, quindi la 1.55.0 e la 1.55.1 giocano insieme. Megin 0.4.9 esce insieme e ha bisogno della 1.55.1.
Novità
Move aside key. Premilo e i tuoi compagni e addomesticati proprio davanti a te si spostano di qualche metro di lato, aspettano un attimo e poi riprendono quello che facevano. È un tasto tuo, non un'impostazione del server, ed è vuoto finché non ne scegli uno, tipo G con Alt sinistro.
- mp_ring per gli admin. Scrivi
mp_ring max nella console per portare al massimo il tuo anello lanterna, o mp_ring 1 fino a 10 per sceglierne il livello. Vale solo per il tuo anello.
Correzioni
- La mappa grande smette di cliccare. Con
Force map visibility acceso, aprire la mappa grande faceva partire il clic del menu a ripetizione. Adesso senti un clic solo, e la prima volta che la apri in ogni sessione non si sente niente.
- Scavi e cumuli escono tutti d'un pezzo. Uno scavo o un cumulo grande sul bordo di una zona poteva lasciare una crepa da cui vedevi attraverso e ci cadevi dentro. Adesso tutta la forma arriva in una volta.
- La tua tomba non mette più roba negli slot del cibo. Riprendere la tomba poteva infilare monete, elmi e altro equipaggiamento negli slot del cibo. Adesso tutto torna al suo posto.
- Lanterna da cintura e ciondolo insieme. La lanterna da cintura adesso va in uno slot utilità, quindi il ciondolo ci sta accanto e la cintura resta addosso.
- Basta martelletto che ti fluttua intorno. Il bagliore leggendario mostrava un'icona a martello accanto a te e sopra gli oggetti segnati. Adesso sono solo scintille.
- I tooltip degli slot equipaggiamento non lampeggiano più con l'interfaccia grande. Il pannello saltava tra due forme a ogni fotogramma sotto il mouse. Adesso sta fermo. Grazie HatchnetDuskrynn.
- Il numero degli oggetti al passaggio del mouse sta sotto la sua icona, come nella borsa del gioco.
- Le mangiatoie hanno l'aspetto giusto. La mangiatoia degli addomesticati, l'abbeveratoio e la balla di fieno mostrano di nuovo assi vere, e l'aspetto da tavolo ha le misure di un tavolo normale.
- Fermentatori e fuochi ti dicono quanti scrigni li riforniscono, come le fonderie.
- Le basi di idromele adesso si impilano. Metti
meads:5 in Stack size by kind, o usa il moltiplicatore delle pile.
- Qualsiasi letto va bene adesso per far riposare i compagni, anche la branda piccola della caserma e i letti di altre mod.
- L'Intendente torna a vedere le stazioni di cucina e di creazione intorno a lui nelle basi grandi.
- Un avviso quando BepInEx resta su una versione vecchia. Se BepInEx dice che hai un MidgardPlus diverso da quello che ha caricato, il log ti dice di cancellare la cartella cache di BepInEx così amici e server vedono di nuovo la versione giusta.
Leggendari
- Ogni tooltip leggendario ti dice come usarlo. Ogni potere che attivi tu ha una riga con i tasti che hai assegnato adesso, e cambia appena li riassegni. L'anello lanterna mostra tutti i suoi poteri e anche il volo.
- Il Jarðvörðr di Tera ha avuto una sistemata all'equilibrio. La Scossa fa tremare il terreno solo quando atterri vicino ai nemici e più che buttarli giù li fa barcollare. Il Pugno di Jörð va dritto, gli altri poteri picchiano più forte e la scossa lascia stare le tue costruzioni, i tuoi addomesticati e il tuo gruppo.
- Due nuove mosse di terra per il set di Tera. Spaccaterra: accovacciati in aria per piombare giù e far tremare il terreno. Roccia viva: accovacciati da fermo per diventare pietra subito.
- La scossa di Tera è più tranquilla. Raggio più piccolo, spinge meno, pestone e scossa della camera più leggeri, stesso danno.
- Il Drekarbrynja di jackdispade arriva dalla cripta. L'armatura da drago di Jack sputa fuoco dagli occhi, brucia chi ti colpisce da vicino e finisce con una Caduta del Drago quando il set è cresciuto del tutto.
- L'armatura della cripta può avere poteri. Elmi, corazze, gambali, mantelli e scudi di un pacchetto della cripta adesso possono avere poteri e bonus di set tutti loro.
Megin 0.4.9
- Himinbjörg conta le tue uccisioni sui server dedicati. Un piano ripulito torna a finire, quindi non devi arrenderti. Un nemico che esce dal ring viene riportato dentro.
- Il tracker dei contratti di Ýdalir si toglie da sotto i tuoi effetti di stato, e lo puoi spostare con F10.
Server
Force map visibility si può riaccendere. Se l'avevi spento per colpa del clic, riaccendilo dopo l'aggiornamento.
- Gli altari dei boss non si ammucchiano più. Quelli nuovi stanno ad almeno un chilometro l'uno dall'altro. Gli altari già presenti nel tuo mondo restano dove sono.
- BlackDragonDeath entra nello staff. Ha il distintivo dello staff e può dare una mano sui server che accendono
Let MidgardPlus staff help here.
Excavation max depth e Terrain height limit parlano chiaro. Gli scavi molto profondi possono fermarsi alla roccia di fondo, quindi fai un backup del mondo prima di usare valori alti.
Launcher 1.5.98
- Installa sui server in affitto che nascondono il programma del server, come DatHost. Grazie jackdispade.
- Gli aggiornamenti finiscono con il MidgardPlus che il gioco carica davvero. Il launcher svuota la cache di BepInEx dopo ogni installazione e toglie di mezzo le copie vecchie di altre installazioni, così torni a giocare con gli amici.
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Launcher 1.5.97
11 ott 2026, 21:30 UTC
Every 1.55.0 setting in every language: Lantern Rings, tames, the SeneaL UI parts, coin wallet, living map, mod profiles and profile import
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.55.0
11 ott 2026, 21:30 UTC
La più grossa finora. Anelli lanterna, nuova roba da Jarl, un boss nuovo, altri animali da addomesticare, i pezzi di SeneaL UI dentro la mod e tutto quello delle build di sviluppo dalla 1.54.2, più le vostre segnalazioni.
È una versione minore, quindi il server e chiunque entra devono avere la 1.55.0 tutti insieme. Tutto ciò che è nuovo parte spento, quindi la tua partita resta vanilla finché non lo accendi. Megin 0.4.8 esce insieme.
Anelli lanterna
- Anelli lanterna. Ogni giocatore può vincere un anello a un altare sorvegliato nelle Praterie o nella Foresta Nera. Quando cade Eikthyr o ti avvicini alla Foresta Nera, Hugin ti dice dove si trova e te lo segna sulla mappa, e le pietre della saga ti indicano la strada. Parte spento, è un'impostazione del server.
- Sette colori. Tre domande sulle antiche storie risvegliano il tuo anello: verde per Yggdrasil, rosso per i berserkir, giallo per Hel, blu per Ægir, viola per Freyja, arancione per Fafnir o bianco per il Valhalla.
- Dieci poteri e uno grande. Ogni colore ha dieci poteri su Left Alt e i tasti numerici, e un grande potere su Left Alt e R.
- Volo dell'anello. Il tasto del volo ti alza da terra e resti sospeso finché dura la carica, poi plani giù tranquillo. Attiva
Lantern Ring flight per usarlo.
- Gli anelli crescono. Fino al livello 10. Il focolare runico ti ricarica l'anello con un raggio sottile fino alla mano, e con
Ring support attivo gli amici si passano la carica tra loro.
- Anelli più grandi, pugni in volo. Un anello tiene il 10% di carica in più per ogni stadio di crescita, e puoi tirare pugni e colpi mentre voli.
- Attacchi di squadra. Due colori lanciati insieme diventano un unico grande attacco, come Alba del Ragnarök, Ponte Bifrost o Fimbulwinter. Tre grandi poteri insieme aprono la Porta dei Nove Mondi. Attiva
Ring team attacks per usarli.
- Giuramento dell'anello. Ora puoi prestare ad alta voce il giuramento del tuo anello al focolare runico. Di' le quattro righe al microfono e l'anello si riempie e resti vincolato dal giuramento per un po'. Una volta al giorno, e serve la chat vocale di prossimità attiva.
- Giura a squarciagola. Un indicatore del microfono ti mostra quanto parli forte e prima si regola da solo sulla tua stanza. Grida il giuramento e il vincolato picchia più forte, e il bonus del grido decide quanto.
- Effetti dell'anello più tranquilli. Gli effetti proprio davanti alla telecamera si spengono per non accecarti, e la tua luminosità degli effetti abbassa o alza il resto solo sul tuo schermo. Parte da 0.35.
- Anelli di Valheim. Un solo interruttore nel launcher accende o spegne tutto quello che riguarda gli anelli.
- Tutorial dell'anello. La prima volta che metti un Anello lanterna, un breve tutorial ti mostra le basi. Puoi spegnerlo quando vuoi. L'Ultimo Portatore ora atterra proprio davanti a te.
- L'altare aspetta Eikthyr. L'altare dell'anello dorme finché Eikthyr non cade. Impostazione del server, attiva quando gli anelli sono attivi.
Nuova roba da Jarl
- Tera's Jarðvörðr. Il set da Jarl di Tera277, in verde consumato e bronzo. Massi, pelle di pietra, radici e un'Ondata di terra quando il Cuore di Jörð è pieno, e con il set addosso le tue lance picchiano più forte e una lancia lanciata blocca con le radici quello che colpisce.
- Primo focolare gratis. Il tuo primo focolare runico non costa niente. I successivi costano la ricetta, e quello gratis non restituisce nulla se lo abbatti.
- Tera's Jarðvörðr Buckler. Una parata perfetta blocca con le radici chi ti ha colpito e fa esplodere la pietra tutto intorno a te.
- Tera's Jarðgeirr. La lancia di terra di Tera. Pianta semi in quello che colpisce e, quando la lanci, ti torna in mano passando per le radici, e a barra piena fa sorgere Yggdrasil, trascina dentro i nemici e gli fa cadere la chioma in testa.
- Jacksníðhöggr. La spada drago di jackdispade. A ogni fendente volano via scaglie ardenti, il suo soffio di fuoco ti ridà il loro sangue, e a barra piena il drago esce dalla lama e combatte al tuo fianco.
- Superdestructo's Sparkleguard e Sassbreaker. Il set da Jarl di Superdestructo, piastre di perla con bordi arcobaleno e il suo unicorno su un mantello rosa, e una lancia di corno di unicorno che torna da sola quando la lanci. Fai abbastanza uccisioni e arriva una carica di unicorni fantasma.
- Insegne da admin. Un set bianco e oro che possono indossare solo gli admin. La corona vola, si teletrasporta, cura, ripara, fulmina e tanto altro, e il server registra ogni uso. Lo trovi nell'F9, al pulsante Insegne da admin.
- 40 armi da Jarl. Con queste ci sono 40 armi da Jarl e 65 leggende da trovare.
Boss
- Hrævængr il Vendisala. Uno Jarl della Montagna che ha venduto la sua sala al gelo in cambio di ali di ghiaccio nero, da un'idea di Wolfrages. Quando cade Moder, forgia un Anello Non Pagato e posalo sul Seggio Gelido in Montagna, e lui torna a prendersi quello che gli spetta. Parte spento, è un'impostazione del server.
- Ricompense dei boss. Ogni boss di MidgardPlus lascia il suo trofeo a tutti quelli vicini. Appendilo a un porta oggetti, a una rastrelliera o a un piedistallo per avere un potere come quelli dei Rinnegati, e ogni boss che aiuti a uccidere ti lascia per sempre un piccolo segno sul personaggio. Tre impostazioni del server, tutte spente.
- Leggendarie dai nascondigli. Con i nascondigli leggendari attivi, le leggendarie arrivano solo dai bauli sorvegliati, non dalle creature. I boss continuano a lasciare le loro.
- Epic Loot e set dei boss. Epic Loot e i nostri set dei boss ora cadono insieme: accendi i set dei boss con Epic Loot in Mondo e i boss continuano a lasciare i loro pezzi di set e il loro equipaggiamento epico e leggendario, mentre Epic Loot pensa al resto e nessun oggetto ha tutte e due le cose. Grazie snugglz per averlo chiesto!
Animali addomesticati
- Cervi, lepri e nix. Addomestica i cervi con bacche, funghi, carote e denti di leone e cavalcali con una sella da cervo fatta al banco di lavoro. Anche lepri e nix delle Lande Nebbiose si possono addomesticare. Sono impostazioni del server e partono spente. Chiesto da Lyferian e LordIvanos.
Troll shoulder ride. Addomestica un troll e viaggia sulle sue spalle, con un seggiolino fatto al banco di lavoro. Puoi salire anche stando al suo fianco. Parte spento, è un'impostazione del server.
Show tame info. Guarda un animale e vedi cosa mangia, se si può cavalcare e dove si fa la sua sella. C'è anche una guida agli animali addomesticati nell'F9 e sul sito.
- Mangiatoie. Gli animali addomesticati tornano a mangiare carne cruda dalla mangiatoia e vanno a qualsiasi mangiatoia a portata.
- Finestra dell'animale, seconda parte. Mostra chi ha addomesticato il tuo animale e in che giorno, sua madre e suo padre, quanti cuccioli ha avuto, cosa mangia, quanto resta sazio e se ha la sella. Ci sono i pulsanti Seguimi, Resta qui e Rinomina, e i cuccioli si portano dietro la famiglia quando crescono.
SeneaL UI, dentro la mod
- I pezzi di SeneaL UI. Numeri della salute sulle barre di creature e boss, un tasto per il ping, una minimappa rotonda, segnalini che si raggruppano con un numero, linee dei portali sulla mappa e una pagina degli sbloccati nel Libro della saga. Tutto parte spento. Chiesto da Snugglz.
- Scie delle stazioni. Guarda una stazione e vedi una scia fino agli scrigni da cui prende la roba.
- Tieni SeneaL UI? Il launcher ti dice cosa spegnere in una delle due, e dove disegnano la stessa cosa MidgardPlus si fa da parte, ma solo sul PC che ha SeneaL UI. Un host che ce l'ha non toglie più il borsello a tutti gli altri.
Monete e mappa
Coin wallet. Le monete finiscono in un borsello senza limite di stack, direttamente da terra, dalla tua tomba, dagli scrigni, dai cassetti e dalle vendite alla bancarella, e anche gli add-on pagano lì. Parte spento.
Living map. Dove sei già passato, la mappa mostra il mondo com'è adesso: le tue costruzioni, il terreno scavato e lastricato, i boschi tagliati. Parte spento.
Worn paths. Il terreno calpestato tante volte si consuma e diventa un sentiero di terra. Parte spento, è un'impostazione del server.
- Diario delle voci. Ogni voce leggendaria che ti ha raccontato Hugin resta salvata, sulla mappa grande e nel Libro della saga.
- Sulla mappa solo la tua gente. I segnalini dei giocatori li vedono solo il tuo gruppo e la tua gilda, e gli admin vedono ancora tutti. Parte spento, è un'impostazione del server.
- Via i segnalini che non vuoi. Bacche, funghi, minerali e gli altri segnalini automatici restano fuori dalla tua mappa anche se il server li accende, e /autopins clear berries fa pulizia di quelli vecchi. Chiesto da MenonJ.
Compagni
- Lavori nuovi. I cuochi prendono gli ordini delle stazioni, un alchimista spilla il tuo idromele, le guardie fanno il giro tra le torce di passaggio, i raccoglitori tirano un carretto e una ciurma sta a bordo della tua nave. Tutto parte spento.
- Caserme più piccole. Ora basta una branda singola o una rastrelliera per armi come caserma, non serve una casa intera. Chiesto da Lyferian, Valkarah e duskrynn.
- Hirðstjóri. Un intendente che costruisci dalla scheda dei mobili. Parlaci e gestisci tutti i tuoi compagni da un posto solo.
- Porte, letti e congedi. I compagni aprono le porte che trovano per strada, possono curarsi riposando nei letti, e puoi congedare solo quello che stai guardando.
- I tuoi scrigni, le tue regole. I costruttori possono occuparsi solo dei forni, i giardinieri possono piantare solo i semi presi dagli scrigni e i cuochi prendono solo dai barili del cibo. Grazie Valkarah.
Le idee di duskrynn
Rest bench. Siediti vicino a un fuoco acceso a pancia piena e salta alla parte successiva della giornata. Ti consuma il cibo e qualcosa potrebbe saltarti addosso. Parte spento, è un'impostazione del server.
Tame pen pieces. Una Mangiatoia per animali a forma di trogolo da cui mangiano solo gli animali addomesticati, un Abbeveratoio che li tiene sazi più a lungo e una Balla di fieno che fa schiudere le uova prima. Separate tame and companion feeders tiene separati animali e compagni, e la mangiatoia dei compagni diventa un tavolino. Parte spento, sono impostazioni del server.
- Eccezioni nei filtri. Le etichette degli scrigni accettano except o !, così uno scrigno può tenere Materials except Metal.
Your damage to built pieces. Abbassala e, colpendo il fuling sopra di te, non butti giù la tua stessa scala. È un'impostazione tua.
Creazione, costruzione e scrigni
- Schede Ripara e Ricicla. Scegli alla stazione l'oggetto da riparare o da smontare, senza scorciatoie da ricordare. Chiesto da Lyferian.
Craft category tabs. Armi, armature, attrezzi, cibo e il resto hanno le loro schede sopra la lista delle ricette, come il vecchio CraftIndex. Chiesto da duskrynn.
Vanilla crafting window. Preferisci quella normale? Ora è una tua impostazione. Chiesto da jxrsll.
Scroll through nearby chests. Con uno scrigno aperto, le frecce o la rotella aprono il prossimo scrigno a portata. Chiesto da Tera277.
- Impermeabilizza con pece o resina. Usa pece o resina dalla barra rapida su un pezzo per renderlo impermeabile. Chiesto da Lyferian.
Label station. Venti etichette per scrigni su un solo tavolo, e Alt e L ne mette una su uno scrigno, così il quick stack sa dove va la roba.
- Costruzione. Pagina su e Pagina giù alzano e abbassano un pezzo, i barili dell'idromele tengono separate basi e idromele, e puoi costruire vicino alle pietre dello spawn e agli altari dei boss. Tutto parte spento.
- Incanta ovunque. Con
No cost attivo, la scheda Incanta compare a ogni stazione di creazione. Chiesto da Yoriichi.
- Forgia del Potenziale. Un potenziamento fallito può lasciarti l'equipaggiamento com'era, e tenendo premuto Shift paghi più idoli per andare sul sicuro. Parte spento.
Abilità, equipaggiamento e mondo
- Uno slider per ogni abilità. Ogni abilità di MidgardPlus ha la sua forza, e quelle con più di un effetto ne hanno una per effetto. Chiesto da Lyferian.
Sailing wind handling. Più sei bravo in Navigazione, meno ti rallenta il vento cattivo. Chiesto da Lyferian.
- Armi addosso. Quello che porti si vede sulla schiena e sui fianchi invece di sparire.
Hip lantern on the belt. La lanterna da cintura brucia resina, prende il tuo colore e tiene lontano il congelamento, e lo slot del ninnolo resta libero. Chiesto da duskrynn.
Creature fear. Le creature molto più deboli del tuo equipaggiamento scappano come cervi, tranne quando fanno la guardia al nido. Parte spento, è un'impostazione del server.
Legendary caches. Una leggendaria può aspettarti in un nascondiglio sorvegliato, ogni giocatore ha la sua copia e un raggio di luce ti indica la strada finché non prendi la tua.
- Le voci aspettano il loro turno. Nessuno sente parlare di una leggendaria delle Lande desolate prima che cada la Regina, e dopo 40 tentativi dentro il cerchio arriva di sicuro.
- Ricette dai mercanti. Haldor dà taglie di Megin, e la Strega della palude, Hildir e Haldor ti insegnano quello che compri.
- Traducila tu. midgardplus translation nella console F5 scrive tutti i testi in un file che puoi tradurre nella tua lingua.
Staff
- Aiuto dello staff. Un'impostazione del server che fa contare me e Tera277 come admin solo sul tuo server, così possiamo entrare quando qualcosa si rompe. Viene registrato, i preset non la accendono mai e puoi spegnerla quando vuoi.
- Distintivo dello staff. Vedrai un piccolo distintivo accanto ai nostri nomi nell'F9 e quando ci passi sopra col mouse.
Per gli admin
Kilns burn only wood. Il forno a carbone prende solo legna normale, mai legna pregiata, legno nucleo o legno di Yggdrasil. Parte spento, è un'impostazione del server.
Players choose for themselves. Lascia che i giocatori scelgano alcune opzioni da soli mentre il server controlla il resto.
- Host e partita in singolo contano come admin nell'F9. L'F9 chiede confirmcheats prima di accendere i trucchi.
- Gli assedi aspettano il loro boss. Una razzia che nomina un boss non arriva finché quel boss non è caduto davvero nel tuo mondo.
- Aiuto delle impostazioni nell'F9. Scegli un'impostazione nel pannello admin dell'F9 e il suo aiuto compare a destra in un riquadro grande e facile da leggere.
Correzioni
- Più fluido. Ho ripassato tutto quello che la mod fa a ogni frame. Gli effetti degli anelli si vedono sul tuo schermo invece di essere mandati a tutti, le loro luci hanno un limite e lo scatto quando partivano i poteri degli anelli in combattimento è sparito. Anche HUD, minimappa, segnalini, testi al passaggio del mouse e scie verso gli scrigni fanno molto meno.
- Colpi a vuoto. Con
Slope combat help, guardare in basso piantava il colpo nel terreno o nel pavimento. Ora inclina solo un colpo che andrebbe a vuoto dritto, quindi quello che deve andare a segno ci va, anche sulle creature del server.
- Le uccisioni con le leggendarie contano sui server, la tua pietra guardiana e il muro dell'anello lasciano passare i tuoi colpi, dalla sella arrivi ai nemici bassi e le grandi creature con le stelle le colpisci dove le vedi.
- Gli assedi cresciuti portano davvero il loro capo, e i predoni delle fazioni vengono contati bene.
- Teletrasporti bloccati. Se un teletrasporto resta fermo sulla schermata di caricamento e il terreno c'è già, atterri dopo 20 secondi.
- Dalle build di sviluppo. Le costruzioni dell'anello hanno i loro modelli, l'anello bianco brilla d'oro pallido, i fantasmi di Freyja e degli Einherjar brillano di viola senza il segno rosso d'allarme, i sentieri battuti recuperano la fase saltata e la corona da admin si sveglia appena la indossi.
- I giardinieri si tengono il coltivatore. Se non ce l'hanno lasciano i raccolti dove sono invece di svuotare l'orto.
- I cuochi si ricordano i piatti del calderone e passano a quelli quando finisce la carne. Si fermano a
Cook stock target e seguono la coda della stazione.
- I guaritori stanno fuori dai combattimenti.
- La riparazione ad area trova ogni pezzo danneggiato nel suo raggio. Grazie Tera277.
- Quick stack e riordino scelgono lo scrigno con l'etichetta migliore. Iron prima di Metal, Metal prima di Material.
- Navi e carretti ti dicono perché non si smontano.
- Villaggi. Un solo segnalino a testa, sui server dedicati i pezzi stanno appoggiati a terra, le razzie pagano solo le uccisioni vere e i banchi di lavoro funzionano anche all'aperto. Segnalato da Lyferian.
- Portali. I nomi restano dopo essere rientrato e non cadi più attraverso la piattaforma dall'altra parte.
- La zappa. A 1 per 1 parte dalla misura normale, il cerchio mostra la larghezza vera e i server dedicati scavano quanto vedi.
- Le lance lanciate tengono il loro fulmine e i loro marchi.
- Il fumo sale dritto attraverso grate e recinzioni.
- I compagni non vengono più lasciati in mare aperto quando parti con la nave.
- Il tasto per impermeabilizzare funziona dalla telecamera di costruzione.
No cost rende gratis gli incantamenti al tavolo e al banco dello jarl.
- La riga della barra leggendaria sotto una barra piena non viene più tagliata.
- La mappa che porti con te sta sopra tutto ed Esc la chiude.
- I tooltip non si mangiano più il tuo primo clic. Grazie jxrsll.
- Il pannello dell'equipaggiamento aspetta l'inventario invece di saltare su dal fondo dello schermo.
- I nomi di stato lunghi vanno a capo sotto le icone invece di finirsi addosso.
- Il bonus al peso trasportabile si somma a quello delle altre mod invece di cancellarlo.
- I chiodi di ferro restano alla forgia.
- I tasti scritti come simbolo in midgardplus.cfg, come [ per il quick stack, ora funzionano.
- Accettare un invito di gruppo o di gilda ti risponde direttamente in chat.
- Server in affitto. Quando Gale non riesce a mandare MidgardPlus su un server in affitto, il launcher ti spiega come configurarlo a mano. Grazie tharehl.
- Archi dei compagni. Con gli archi dei compagni secondo l'abilità accesi, le loro frecce colpiscono come le tue alla stessa abilità e non quasi a piena forza dal primo giorno. Parte spento, impostazione del server. Grazie hanfire.
- Armi che scaldano. Armi, attrezzi e scudi possono avere i marchi Calore e Comodità, e con uno in mano il congelamento diventa solo freddo. Accendi sul server i marchi delle armi che scaldano. Grazie Tera277.
- Serratura sulle porte. Shift e il tuo tasto di accesso chiudono una porta così si apre solo a mano, e piastre e compagni la lasciano chiusa. Le galline restano dentro, duskrynn.
- Hrævængr cade a terra in un'esplosione di brina quando muore invece di sparire. Grazie Wolfrages.
- Incursioni. Il conto dei boss dell'incursione non salta più avanti e indietro, e le incursioni mandano i loro nemici. Segnalato da Lyferian, masterbinks e gherragh.
- Il raggio di esplorazione arriva fino a 10 a terra e in mare. Chiesto da FranklyFranky.
- Riquadro della chat. Il riquadro della chat con F10 torna a posto a ogni risoluzione e scala dell'interfaccia. Grazie _raug_.
- Slot del cibo. Uno slot del cibo grigio ora ti dice perché, invece di dire solo che non è attivo.
- Icone dei segnalini. I segnalini sulla mappa tornano a mostrare l'icona giusta.
- Bauli nel menu costruzione. Il costo nel menu costruzione mostra quanto ne hai ancora nei bauli vicini.
Grazie a tutti quelli che hanno mandato segnalazioni e idee in questo giro: jackdispade, duskrynn, Tera277, Wolf (saiyalilith), sierra_alpha_kilo, i_devour_bugs, Valkarah, MenonJ, jxrsll, Lyferian, masterbinks, franklyfranky, domme, banne222, FunKooT, rilest, wyshtechdude, _raug_, tharehl, hanfire, gherragh, Snugglz e LordIvanos.
Megin 0.4.8
- I tuoi incantesimi si vedono di nuovo per bene. I poteri che lanci su te stesso mostrano tutto il loro effetto, e gli altri giocatori vedono tutto il lancio, non solo il colpo.
- Il registro sta al passo. Ogni morte finisce subito nel registro di Megin del server.
- Il tuo livello di Megin si vede nella finestra delle abilità, con il tuo rango e la tua affinità, così non devi andare dall'anziano.
- I rivali delle prove sono vestiti. I rivali delle prove e delle missioni di Megin portano un'armatura del loro livello e non ne lasciano cadere niente. Grazie _raug_.
- Megin 0.4.8 ha bisogno di MidgardPlus 1.55.0, sul server e per ogni giocatore.
Il launcher, 1.5.97
- Profili delle mod. Set di mod con un nome, da cambiare prima che parta Valheim.
- Importa da r2modman o Gale, e prima fai un backup del tuo profilo con un solo pulsante. Chiesto da Tera277.
- Porta le tue impostazioni su un altro PC con esporta e importa.
- Entra in un server salvato solo con le sue mod, e Novità si apre subito.
- Tutte le impostazioni nuove della 1.55.0 sono nel launcher, spiegate in tutte le lingue.
- Stili nuovi. Alto fantasy, Vanilla Plus con magia, Sopravvivenza vichinga e Costruttore e contadino tranquillo, e Prepara il gioco per me ora chiede della magia.
- Vanilla Plus è senza magia. Spunta extra come Magia o Creature domate e compagni sopra qualsiasi stile e prendi solo quello che vuoi.
Scarica il launcher su midgardplus.odinthered.dev, il sito è in italiano.
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1.54.2
attuale
07 ott 2026, 06:30 UTC
Another small fix release. Nothing new travels over the network, so 1.54.0, 1.54.1 and 1.54.2 play together. Megin 0.4.4 works with it as it is.
Fixes
- Which mod added this got honest. CLLC showed up as the maker of every item you owned. Valheim's own stuff says Valheim again and each mod only gets its own things. Thanks Pecs.
- Equipment slot tooltips stay put. They flickered and closed while you hovered the slot. Thanks HatchnetDuskrynn.
- Locked chests stay locked for companions. Cooks, gardeners, builders and the tame pantry don't take from a locked chest anymore. Thanks HatchnetDuskrynn.
- The cook pays attention. With every station full he said there was nothing raw to cook. He finds the raw food now, stops at the number in Station max production and tells you when the chests already hold all the cooked food you asked for. Thanks HatchnetDuskrynn.
- Long setting descriptions in F9 scroll. They got cut off before. Thanks Animus.
- Tames on dedicated servers level their skills. The ones near spawn never even got started.
Servers
- Crossplay on or off, you're still you. Switching crossplay split your server character and progress in two. The folders merge when the server starts and nothing gets deleted.
- A stuck crossplay join code gets a fresh one instead of the server failing to open.
- Admin kill leaves Megin folk, villagers and traders alone.
- Faction fights keep away from villages and Ýdalir.
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1.54.1
06 ott 2026, 16:10 UTC
A small fix release, mostly for dedicated servers.
This is a patch version: nothing new travels over the network, so 1.54.0 and 1.54.1 play together and a server and its players can update whenever suits them. Megin 0.4.0 works with it as it is.
Fixes
- Dedicated servers know you again. Hosted a world and moved it to a dedicated server? Your upgrade tree points are back. Guilds and parties know you too, also after crossplay was turned on or off. Thanks Rilest.
- No double cost with Path of Valheiman. With Craft from nearby chests on and Path of Valheiman's chest node in, crafting took the bars twice. It takes them once now. Thanks Wyshtech Dude.
- Sort leaves your slots alone. Sort only tidies the bag. Food, quick slots, equipment slots, what you wear and your favourites stay where you put them. Thanks Wyshtech Dude.
- Companions bring their gear, not their loot. With Companions keep their gear on, a new companion comes back with weapons, armour, tools and ammo only. Food, materials and other loot drop where it fell, and an old record sets its loot down beside you. Thanks Wyshtech Dude.
- Staff legendaries do their job. Draugadróttinn, Gelgja, Mistilteinn and Valgaldr hit for real, and kills by their summons and by burn or poison after your hit count toward growth, on servers too.
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Launcher 1.5.95
06 ott 2026, 09:30 UTC
Every 1.54.0 setting in every language: Forgiving hits, proximity voice, build camera wheel and turn keys, bag fill, tame skills
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.54.0
06 ott 2026, 09:30 UTC
Spazio per crescere, e l'ultimo di quello che restava dalle vostre segnalazioni. Leggendari, armature e scudi nuovi ora possono arrivare nella tua partita dal sito senza aggiornare la mod.
È una versione minore perché i nuovi posti per i leggendari e per l'equipaggiamento del Caveau Leggendario, gli espositori di trofei, il banco dello jarl, le impostazioni dei portali e la voce di prossimità sono nuovi per la rete, quindi il server e chiunque si unisce hanno bisogno della 1.54.0 nello stesso momento. Tutto ciò che è nuovo parte disattivato, quindi la tua partita resta vanilla finché non lo attivi. Megin 0.4.0 esce insieme.
Spazio per quello che arriverà
- Spazio per 100 leggendari. Il Caveau Leggendario contiene 100 leggendari invece di 30, così quelli nuovi possono arrivare con il pacchetto del Caveau dal sito senza aggiornare la mod.
- Armature e scudi del Caveau. Venti posti ciascuno per elmi, corazze, gambali, mantelli e scudi aspettano nel Caveau, con set e bonus dei set, e arrivano allo stesso modo, senza aggiornare la mod. Attiva
Vault gear crafting per crearli alla stazione indicata dal pacchetto. I pezzi già fatti continuano a funzionare quando è disattivato, e gli amministratori possono sempre generarli per nome.
Inventario e costruzione
New items fill the bag from. Scegli dove finiscono le cose che raccogli. Vanilla lascia il modo del gioco. Top riempie l'inventario dalla fila in alto verso il basso e occupa la fila della barra rapida per ultima. Bottom lo riempie dalla fila in basso verso l'alto, anche l'equipaggiamento, così la tua barra rapida resta libera. Se trascini tu un oggetto su una casella, resta lì. Richiesto da Hatchnet.
- Le file dell'inventario restano intere. Quando un'altra mod ridimensiona il pannello dell'inventario dopo un cambio di zaino, le file extra non vengono più tagliate.
- La rotella nella telecamera di costruzione. La rotella del mouse gira qualsiasi pezzo che può girare, anche uno che il gioco salta, e torna a cambiare la velocità di volo quando non hai niente da girare.
- La rotella della telecamera di costruzione torna a servire per volare. Una nuova impostazione tua,
Build camera wheel turns pieces, attiva di base, fa sì che la rotella del mouse continui a ruotare il pezzo nella telecamera di costruzione. Disattivala e la rotella cambia la velocità di volo della telecamera, come fa il gioco. Con Free rotation attivo, i nuovi Turn left key e Turn right key, l'1 e il 3 del tastierino numerico, ruotano il pezzo dalla tastiera, nella telecamera di costruzione e a piedi, e un controller continua a ruotarlo. Segnalato da Frankly Franky.
Fazioni e mappa
- Tutte e cinque le fazioni nell'F9. La pagina delle Fazioni mostra ogni fazione con la tua reputazione, i villaggi che controlla e dov'è la sua sede, segnata sulla tua mappa. Una parte di cui non si conosce ancora la sede lo dice, nella pagina e sulla mappa, e ti dice di esplorare per trovare i suoi villaggi.
Animali addomesticati
Tame skills e stirpi. Gli animali addomesticati sviluppano cinque abilità mentre li cavalchi, combatti al loro fianco, li nutri e li accarezzi, e le trasmettono ai loro cuccioli insieme a tratti rari. Parte disattivato, è un'impostazione del server.
- Finestra dell'animale. Guardare un animale addomesticato ora mostra una sola riga breve, il totale della stirpe e il tasto per i dettagli, e la cavalcatura che monti non mostra niente al centro dello schermo. Left Alt e T aprono una finestra dell'animale che guardi o cavalchi: un'immagine che gira e puoi trascinare, le cinque abilità come barre con quello che ognuna dà ora, i tratti come distintivi con anelli colorati attorno all'immagine, la generazione, la salute, la fame e l'allevamento.
Long tame skill text riporta il vecchio testo completo.
Combattimento
Forgiving hits. Per i giocatori lontani dal server. Quando il tuo colpo corpo a corpo manca una creatura gestita dal gioco di un altro giocatore, il tuo gioco la prova anche dove l'hai vista un attimo prima, e il colpo la prende come il normale colpo del gioco se l'avrebbe presa lì. Parte disattivato, è un'impostazione del server.
Voce
Proximity voice. Parla con i giocatori vicino a te con la tua voce, dentro il gioco, su Steam e in crossplay allo stesso modo. Parte disattivato e decide il server: un admin attiva Proximity voice, poi tu attivi Voice use my microphone per te. Tieni premuto N per parlare. Le voci arrivano da dove sta ognuno e si affievoliscono con la distanza, fino a sparire a 30 m, a meno che il server non scelga un altro Voice range. Attiva Hear my own voice per provare il microfono da solo. La voce sceglie da sola un microfono che ti sente e dice quale, e in F9 Voice microphone device è un elenco dei tuoi microfoni con una barra di livello. Voice microphone gain, Voice auto gain e Voice player volumes decidono quanto forte esci tu e quanto forte senti ogni giocatore, e Voice volume arriva a 3.
Forza nell'arco
Bow strength. Ogni arco ha un peso di trazione da 1 a 6 secondo il livello, dall'arco grezzo agli archi delle Terre di Cenere, e ogni giocatore ha una forza di trazione data da una nuova abilità, Forza, più un po' dall'abilità Archi. Una trazione sopra il peso tende l'arco più in fretta e costa meno resistenza per tenerlo teso, fino a Bow strength bonus at most, e una balestra si ricarica più in fretta allo stesso modo. Un arco troppo pesante per te si tende al massimo 15 su cento più lentamente, e Heavy bow skill levels lascia che gli archi più pesanti chiedano anche un po' di abilità Archi. Non impedisce mai di tendere fino in fondo e non riduce mai il danno. La descrizione dell'arco mostra il suo peso e la tua trazione, e la barra di tensione diventa arancione su un arco troppo pesante. La Forza sale quando tendi un arco, porti un carico pesante, scavi e tagli legna. Parte disattivato, è un'impostazione del server.
Espositori di trofei
Trophy displays. Tre nuovi pezzi nella scheda dei mobili del martello, costruiti a un banco da lavoro: una Targa per trofei da muro, un Piedistallo per trofei di pietra con una fascia di rune luminose, e una Mensola per trofei, una lunga mensola da muro che regge quattro trofei. Accettano trofei e nient'altro, e una targhetta su ciascuno mostra la creatura, chi ha messo il trofeo e in quale giorno. Sulla mensola i quattro trofei stanno dritti rivolti in fuori, ognuno della misura del suo posto, così un trofeo di boss e una testa piccola stanno fianco a fianco, ognuno con la sua targhetta, e il piedistallo gira il trofeo verso la targhetta. Anche Forsaken powers from trophies on item stands funziona con loro. Parte disattivato, è un'impostazione del server.
Banco dello jarl
- Banco dello jarl. Con
MidgardPlus stations attivo, le ricette che MidgardPlus aggiunge lasciano i tavoli del gioco e passano al banco dello jarl, quindi il banco da lavoro, la forgia e gli altri mostrano di nuovo solo le ricette del gioco. Il banco sta nella scheda di creazione del martello, con quattro ampliamenti che costruisci intorno: il leggio per incidere rune per le pietre runiche e le rune di concentrazione, l'altare degli incantesimi per incantare al banco, l'incudine delle leggende per le leggendarie dei sostenitori e l'equipaggiamento del Caveau, e il banco dell'altare per le offerte dei boss. Ogni ampliamento alza il banco di un livello, fino a 5. Un banco senza ampliamenti mostra già le sue ricette: coti, corde, selle, lanterne, la bomba accecante, lo zaino, la pietra di viaggio, catene, chiodi, catrame e il piccone di pietra. Ogni ampliamento apre le sue, e con «Senza costi» il banco mostra tutto ciò che fabbrica. MidgardPlus stations need può aspettare che il mondo sconfigga prima un boss. L'equipaggiamento fatto prima si ripara ancora dove si è sempre riparato, e spegnerlo rimette ogni ricetta al suo posto. Parte disattivato, è un'impostazione del server.
Impostazioni dei portali
Portal setup. E su un portale apre una finestra di impostazioni al posto della casella dell'etichetta del gioco. Dai al portale un nome fino a 40 caratteri, con le maiuscole mantenute, scegli da un elenco di tutti i portali del mondo l'unico portale a cui porta sempre, e segna un portale predefinito a cui ogni nuovo portale si collega da solo. I sigilli vengono rispettati, e Shift+E apre ancora la casella dell'etichetta del gioco. Parte disattivato, è un'impostazione del server. Richiesto da HatchnetDuskrynn.
Sköll e Hati di Sajakain
- Sköll e Hati di Sajakain. Un nuovo set di armatura da jarl per Sajakain, uno dei nostri sostenitori, da affiancare al suo Ember and Rime: ferro quasi nero con rune rosso sangue e due lupi, Sköll di brace e Hati di brina. Lo Sguardo di Hati dell'elmo rallenta con il gelo il prossimo nemico che colpisci, la Brace di Sköll della corazza brucia chi ti colpisce da vicino e la corazza resiste al fuoco, le Orme di brace degli schinieri lasciano braci ardenti dove schivi, e il Manto di brina si indurisce dopo un colpo pesante e resiste al gelo. Con due pezzi indossati hai Zanne gemelle, fuoco e gelo sui tuoi colpi, e con tutti e quattro Cielo inghiottito, un'esplosione di fuoco e gelo che ti cura dopo una serie di uccisioni. Ogni pezzo cade in una terra diversa e, come ogni leggendario, si risvegliano deboli e crescono con la caccia.
- SAJAKAIN in luce. Tieni premuto il tasto
Sajakain name key (9) con Ember and Rime in mano o l'elmo di Sköll e Hati indosso per scrivere SAJAKAIN sopra di te in luce rosso sangue con un bordo bianco di brina, visto da tutti i giocatori vicini.
Generazione del mondo in anticipo, per gli admin
- midgardplus pregen. Un admin può creare il mondo sul server prima che arrivino i giocatori. midgardplus pregen 3000 crea ogni zona entro 3000 m dal punto di partenza, a spirale verso l'esterno, e midgardplus pregen 3000 x z parte da un altro punto. Salta le zone che esistono già, usa pochi millisecondi di ogni fotogramma del server (
Pregen budget ms per frame, impostazione del server, 8 di base) e si ferma finché c'è un giocatore vicino alla prossima zona o il server è occupato. midgardplus pregen status, stop e resume fanno quello che dicono, l'avanzamento resta accanto al mondo e riprende dopo un riavvio, e il log del server lo mostra ogni 2%. Su un server dedicato, metti il comando in un file con il nome del mondo che finisce in .midgardplus-pregen-command.txt, accanto al mondo, e il server lo esegue in pochi secondi. Non succede nulla finché un admin non lo avvia.
Qualità della vita
Status icons follow the minimap. Le icone degli effetti di stato restano subito sotto la minimappa ovunque si trovi e per quanto sia grande, quindi una minimappa che hai ingrandito o spostato non le copre mai. Parte disattivato. Richiesto da HatchnetDuskrynn.
Minimap mouse wheel zoom. La rotellina del mouse avvicina e allontana la minimappa mentre il puntatore ci sta sopra, o mentre tieni premuto Minimap wheel modifier, Alt sinistro per cominciare. Lascia stare la rotellina mentre costruisci. Parte disattivato. Richiesto da NightGod.
HUD buttons on the radial menu. Dei pulsanti nella pagina di MidgardPlus del menu radiale mostrano o nascondono la bussola, l'orologio, la riga della stagione, la barra della fama e il contatore delle morti senza aprire le impostazioni, e Hide fame bar nasconde la barra della fama da solo. Parte disattivato. Richiesto da HatchnetDuskrynn.
- Regole dei bauli per le stazioni.
Station chest range stabilisce fin dove ogni tipo di stazione cerca i bauli, Station keeps in chests ti lascia nei bauli un certo numero di singoli oggetti, come Wood:50, e Station max production smette di rifornire una stazione quando i bauli intorno hanno già abbastanza di ciò che produce. Tutte e tre partono vuote e non cambiano nulla finché non le compili. Sono impostazioni del server. Richiesto da HatchnetDuskrynn.
Locked chests. Guarda un baule che hai costruito e premi Lock chest key per chiuderlo, e stazioni, raccoglitori e compagni non ne prendono mai nulla né ci mettono nulla, mentre i giocatori lo aprono e lo usano come sempre. Scegli prima un tasto, parte vuoto. Parte disattivato, è un'impostazione del server.
Correzioni
- Descrizioni più chiare.
Backpack dice che il suo secondo posto alla cintura ha bisogno di Second utility slot, e Legendary rumours on the map descrive il segno del boss dentro un cerchio di ricerca, in tutte e cinque le lingue.
- Registri più tranquilli. Le evocazioni addomesticate senza un corpo proprio, come gli einherjar di Gungnir e i draugr risorti, non scrivono più un avviso nel registro a ogni colpo.
- Riepilogo del server. Il riepilogo del server nel registro torna a contare gli interruttori attivi.
- I ricordi di Vetrnætr si vedono bene e prendono vita. I ricordi piazzati non mostrano più sotto di sé il pezzo vanilla normale, e nemmeno il loro fantasma di piazzamento o le copie lasciate a terra. Avvicinati a uno e dice una frase breve, di giorno o di notte, e entro 20 m si animano: il Guardiano ondeggia, le rune della Pietra di Hel si accendono di più, il calderone ribolle e le candele divampano. Il Guardiano e la Pietra di Hel poggiano a terra invece di stare sollevati, e il calderone della strega è grande una volta e mezza. Segnalato da un giocatore.
Tame any creature funziona su ciò che hai già intorno. Le creature già caricate quando attivavi l'interruttore non diventavano mai addomesticabili, così l'addomesticamento dell'F9 le saltava. Ora lo diventano, e la regola è più stretta: grandi bestie a quattro zampe, grandi almeno come un cinghiale, e volatili così grandi. Chi cammina su due gambe come troll e nani grigi e le bestiole piccole restano selvatici. L'addomesticamento dell'F9 dice quanti ne ha addomesticati e perché gli altri sono rimasti selvatici. Segnalato da Lyferian.
- Il tasto
Waterproof piece key ti dice cosa manca. Prima non faceva nulla se Waterproof pieces with tar or resin era spento, se non avevi il martello in mano o se non guardavi un pezzo di costruzione. Ora ti dice qual è il caso, e che su un server vale l'impostazione del server. Segnalato da Lyferian.
- La chat non copre più la schermata di disposizione dell'HUD. Con
Better chat window attivo, aprendo il tasto di disposizione dell'HUD il riquadro della chat copriva tutto lo schermo e prendeva ogni clic. Ora il riquadro sta sulla chat stessa, e la chat si sposta e si ridimensiona come il resto dell'HUD. Una posizione della chat salvata prima torna dove la mette il gioco. Segnalato da jackdispade.
- Gli stendardi dei villaggi stanno in piedi per tutti con questo aggiornamento. I pali sotto uno Stendardo del villaggio li costruisce il gioco di ogni giocatore, quindi chi era ancora alla 1.53.1 vedeva solo un'asse, anche su un server più nuovo. Con la 1.54.0 tutti lo vedono in piedi, anche nei mondi vecchi. Segnalato da jackdispade.
- Ogni nave compare sulla mappa. Con
Ships and portals on the map attivo, solo zattere, karve, dreki e drakkar avevano un segnalino, e Auto pin ships you leave non fa nulla su un server così, quindi un Barchino non compariva mai sulla mappa. Ora ogni nave ha un segnalino, anche il Barchino e le navi di altre mod, con il nome della nave nella tua lingua. Segnalato da HatchnetDuskrynn.
- Meno scatti del server intorno ai villaggi. Quando un villaggio riceve stendardi, fuochi, mura, torre di guardia o molo, o sale di un livello, il server ora mette i pezzi pochi alla volta a ogni fotogramma invece che tutti insieme, così il gioco non si ferma più per questo. Con
Detailed log attivo, le righe Slow nominano anche il controllo dei siti dei villaggi e il posizionamento dei nuovi luoghi, così il log del server dice da dove è venuto uno scatto.
- L'orologio segna l'ora vera del giorno. L'orologio seguiva il sole invece dell'ora del mondo, quindi le sue ore si trascinavano di giorno e volavano di notte, faceva buio verso le 17:00 qualunque cosa dicesse
Night length percent, e chiamava pomeriggio le 10:00, sera le 14:01 e mattina le 03:00. Ora ogni ora dell'orologio dura uguale, quindi con Day length in seconds a 5400 un giorno dura 90 minuti e un'ora 3 minuti e 45 secondi. Alba e tramonto si spostano con Night length percent e le stagioni: con il 30 del gioco il sole sorge alle 03:36 e tramonta alle 20:24, con 15 sorge all'01:48 e tramonta alle 22:12. La notte va dal tramonto all'alba, la mattina fino alle 12:00, il pomeriggio finché la luce diventa dorata, alle 17:22 con 30 e alle 18:31 con 15, e la sera fino al tramonto. Le parole di settime dell'amministratore, morning, noon, evening e night, cadono al momento giusto anche con qualsiasi durata della notte. Segnalato da HatchnetDuskrynn.
- Le righe in alto a sinistra non si accavallano più. Il contatore delle morti, la fama, l'orologio, la stagione e le previsioni del tempo prendono ognuno la propria riga in un unico ordine, e stanno lontani dalla barra rapida, dalla barra degli slot rapidi e dai messaggi del gioco in quella zona, così niente viene disegnato sopra a qualcos'altro. Un pezzo che hai spostato nell'editor del layout dell'HUD mantiene il tuo spostamento. Nell'editor del layout dell'HUD un clic sceglie il pezzo più piccolo sotto il puntatore, le maniglie piccole stanno davanti a quelle grandi e nessuna maniglia può più coprire tutto lo schermo. Segnalato da un giocatore.
- Il tavolo degli incantamenti si apre su Crea. Ogni volta che lo usi, il tavolo si apre sulla lista di creazione, così pietre runiche e rune di precisione tornano facili da fare, e le grandi schede Crea e Incanta in cima alla finestra passano dall'una all'altra. Quando mancano le rune di precisione, la lista dice quali impostazioni attivare. I tasti di incantamento funzionano solo mentre usi il tavolo degli incantamenti, non a un banco da lavoro o una forgia accanto. Segnalato da HatchnetDuskrynn.
- Suoni leggendari più gentili. Due nuove impostazioni solo tue, che nessun server imposta:
Legendary sound volume abbassa per te i suoni dei poteri delle leggendarie dei sostenitori, da 1 come sono stati fatti a 0 per il silenzio, e Soften high pitched legendary sounds abbassa il tono e il volume dei loro suoni più acuti, come il ghiaccio che si frantuma nei proiettili di gelo e nel raggio di Ember e Rime e le loro lance di ghiaccio che cadono, e toglie il fischio acuto dopo il lancio doppio di Ember e Rime. Solo tu senti la differenza. Segnalato da FunKooT.
- Gli incantamenti prendono dai bauli vicini. Con
Craft from nearby chests attivo, marcare, ritirare, gli incastri e le rune di precisione prendono le pietre runiche, le rune e la materia che costano prima dalla tua borsa e poi dai bauli entro Chest search range, come per costruire e creare, quindi Crafting leaves in chests, Crafting leaves per item, i sigilli e i bauli privati sono rispettati. Il tavolo degli incantamenti conta quello che tengono quei bauli, così un costo che puoi pagare da un baule appare come pagabile. Con l'impostazione spenta, gli incantamenti spendono solo dalla tua borsa, come prima.
- L'area di semina gira. Con un'area di semina del coltivatore più grande di 1 per 1, la rotella del mouse, i tasti di rotazione e il gamepad giravano solo la pianta sotto il mirino, e le file andavano sempre dritte davanti a te, quindi dovevi tornare a 1 per 1 per girare qualcosa. Ora la solita rotazione gira tutta l'area con i passi del gioco, con la stessa spaziatura, gli stessi fantasmi e gli stessi controlli su ogni punto, e con la griglia del mondo attiva le file seguono la griglia. Segnalato da HatchnetDuskrynn.
- Il Guardiano ti guarda in faccia. Il ricordo del Guardiano si girava verso il giocatore più vicino mostrando la nuca, così si vedeva solo una rapa che girava. Ora il suo volto intagliato e i suoi occhi accesi si voltano verso di te. Segnalato da FunKooT.
- I Drappi funebri si vedono da soli. Il ricordo dei Drappi funebri poteva ancora mostrare dietro il suo drappo nero lo stendardo a strisce rosse e bianche su cui è costruito. Ora ogni ricordo piazzato nasconde di nuovo il pezzo su cui è costruito quando si carica e lo tiene nascosto finché resta in piedi, anche dopo aver subito danni, così si vede solo il ricordo.
- Icone che mostrano cosa sono. La Pietra runica, la Pietra di viaggio e gli slot leggendari vuoti non portano più l'immagine della pietra del tuono, le corde da domatore mostrano una corda, lo zaino per animali una sola cassa, i pezzi d'acqua mostrano l'acqua, i tre livelli di portale mostrano bronzo, ferro e argento, il tavolo da incantamento ha la sua immagine, il letto fuling ha un nome, e l'Artiglio di SweatyT, i poteri della tempesta e le armature scure da jarl si vedono bene negli slot scuri. Il Trofeo di Vetrnætr mostra il suo ricordo su ogni supporto: dritto e rivolto in fuori su supporti da muro, targhe e mensole, in piedi su supporti da terra e piedistalli, e sdraiato sulla schiena a terra, e l'Altare delle dísir è molto più grande.
Anche qui, dalla 1.53.2
Tutto quello della 1.53.2 è anche in questo aggiornamento: la telecamera di costruzione gira i pezzi, Megingjord e uno zaino insieme, la griglia della borsa resta al suo posto, il tavolo degli incantamenti crea pietre runiche e si spiega da solo, le voci indicano la strada, Compact status effects, i collegamenti tra impostazioni, icone ovunque, gli stendardi dei villaggi in piedi, l'affilatura ti dice perché si è fermata, la dimensione del mondo per Riverheim e Better Continents, e Most players per server fino a 64.
Megin 0.4.0
- Uccisioni contate in modo giusto. Un'uccisione conta per il cacciatore che ha dato il colpo finale, o per i suoi animali addomesticati, e un'uccisione con l'arco conta fino a 200 m. Il lavoro della drótt continua a dividere un'uccisione fatta da un cacciatore vicino.
- Luoghi delle missioni più sicuri. I luoghi di Megin stanno lontani da lava, acqua profonda e terreno ripido, e le prove a tempo e i contratti a gara cadono alla portata del cronometro.
- Niente segni doppi. Una bestia segnata che scappa lontano viene seguita invece di ricomparire ogni 30 secondi. Solo quando è davvero sparita una bestia nuova aspetta al segno, e ti viene detto che la traccia si è raffreddata.
- Una bacheca dei contratti più rapida. La bacheca mostra nuovo lavoro ogni 10 minuti invece di 20. Un server ancora a 20 o a 60 passa a 10 una sola volta.
- L'anziano parla della tua ultima impresa una volta sola, Hamskipti dice perché ti rifiuta, la pagina del grado conta come il server, e un'impostazione di riposo più corta a Himinbjörg ora accorcia un riposo già in corso.
- Megin 0.4.0 ha bisogno di MidgardPlus 1.54.0, sul server e per ogni giocatore.
Il launcher, 1.5.95
- Tutte le impostazioni di 1.54.0 sono nel launcher, descritte in tutte le lingue: le tre impostazioni di
Forgiving hits, le quattordici impostazioni di Proximity voice, Build camera wheel turns pieces, Turn left key e Turn right key, New items fill the bag from, Vault gear crafting, le cinque impostazioni di Tame skills, le tre impostazioni di Bow strength, Trophy displays, MidgardPlus stations e MidgardPlus stations need, Portal setup e le dieci impostazioni di qualità della vita, da Status icons follow the minimap a Lock chest key, Sajakain name key, Pregen budget ms per frame, Tame window key e Long tame skill text.
- Tutta Midgard lascia girare la bussola con te, come nel gioco. Attiva
Compass keeps north in the middle se vuoi il nord fisso.
Scarica il launcher su midgardplus.odinthered.dev, il sito è in italiano.
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Launcher 1.5.91
05 ott 2026, 01:10 UTC
Stamina regen multiplier goes down to 0, like the mod
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.53.1
attuale
05 ott 2026, 01:10 UTC
Un giro veloce di correzioni da quello che ci avete segnalato, soprattutto sui villaggi e su qualche cosa del giocatore. Grazie a Lyferian e a un giocatore su Discord per averle mandate.
È una versione di patch: niente di nuovo viaggia sulla rete, quindi un server e i suoi giocatori possono aggiornare quando fa comodo.
Villaggi e incursioni
- I pezzi del villaggio poggiano a terra. Quello che cresceva in un villaggio, le mura e gli addobbi venivano piazzati circa un metro più in alto, quindi crollavano un attimo dopo che trovavi il villaggio o dopo che veniva ricostruito dopo un'incursione. Ora poggiano sul terreno vero e restano in piedi. Segnalato da Lyferian.
- I predoni arrivano sempre fino a te. Un'incursione contro la tua base o un villaggio poteva restare vuota quando il gioco non trovava posto vicino a te per i nemici, e contava lo stesso. Ora i predoni vengono portati da 20 a 40 m da te, e ti viene detto perché non hanno trovato la strada da soli. Se la comparsa dei mostri è disattivata nel pannello F9, l'incursione lo dice e non dà ricompensa, e un'incursione che comunque non porta nessuno viene annullata senza ricompensa. Segnalato da Lyferian.
- La Guardia del Focolare attacca solo quando c'è qualcuno da affrontare. Un'incursione dal vivo della Guardia del Focolare contro un villaggio ora parte solo quando lì c'è un giocatore che ha giurato fedeltà a una fazione in guerra con lei. Segnalato da Lyferian.
- Gli abitanti ti dicono perché si allontanano. Quando la Guardia del Focolare ti considera un nemico, gli abitanti ora lo dicono chiaro invece di andarsene e basta. Segnalato da Lyferian.
- Il cancello del villaggio sta nel muro. Il cancello del muro occupa un solo posto, così i pali ai due lati tornano in piedi invece di lasciare buchi. Segnalato da Lyferian.
- Bracieri e muri sospesi scendono. Gli addobbi e i muri che le versioni precedenti avevano lasciato a mezz'aria, bracieri compresi, tornano a terra quando un giocatore si avvicina. Segnalato da Lyferian.
Costruzione
- I fuochi si agganciano al pavimento del focolare rialzato. Con
Raised hearth floor attivo, un falò, un braciere di ferro, un grande falò o un focolare si agganciano al centro del letto di pietra. Richiesto da Hatchnet.
Correzioni
- Tasto dell'albero dei potenziamenti. Ora parte da Left Alt e U, quindi attivando
Upgrade tree hai un modo per entrare senza il menu radiale. Se il tuo tasto era ancora vuoto da prima, passa lì una sola volta, e puoi svuotarlo di nuovo nel launcher se non vuoi nessun tasto. L'albero si apre anche dal pulsante Albero dei potenziamenti nella pagina Guida del pannello F8. Segnalato da un giocatore su Discord.
- Addomesticare nel pannello F9 funziona in multigiocatore. Addomestica ogni creatura addomesticabile entro 20 m, non solo quelle che il tuo gioco controllava, e ti dice quante ne ha addomesticate o che lì vicino non c'è niente da addomesticare. Segnalato da Lyferian.
- Mappa portatile. Aprire una Mappa portatile chiude prima l'inventario, così i due non restano più uno sopra l'altro bloccati. Esc, il tasto della mappa, il tasto dell'inventario o il tasto della barra rapida della mappa stessa la mettono via. Segnalato da Lyferian.
- Tendere l'arco accovacciato. Con
Stay crouched while drawing a bow attivo, l'animazione del tendere l'arco torna a vedersi e resti furtivo per tutto il tiro. Segnalato da Lyferian.
- Mappa solo ai tavoli per la cartografia. In un mondo con la mappa disattivata, premere il tasto della mappa a un tavolo per la cartografia apre la mappa grande, invece di chiedere la minimappa che il mondo nasconde (
Map only at cartography tables). Segnalato da Lyferian.
- Tyrfing e Vegtamr. Il Riscatto di Dvalinn di Tyrfing e la Fine della strada di Vegtamr non danno più errore quando il nemico che stavano colpendo muore o sparisce lungo la strada.
- Un log più tranquillo.
Ride any tame big enough ora scrive le misure delle creature solo nel log di debug.
Il launcher, 1.5.91
Stamina regen multiplier scende fino a 0 anche nel launcher, come nel mod, anche quando importi le impostazioni da Valheim Plus. Segnalato da Lyferian.
Scarica il launcher su midgardplus.odinthered.dev, il sito è in italiano.
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Launcher 1.5.90
04 ott 2026, 19:30 UTC
Italiano, twelve clear styles led by Valheim Plus and a five question style finder
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.53.0
attuale
04 ott 2026, 19:20 UTC
Scusate per l'aggiornamento in più. Volevo tenere il prossimo gruppo di novità per mercoledì come al solito, ma i bug che sono venuti fuori, tra cui quelli delle traduzioni, mi hanno costretto a pubblicare questa patch oggi. Visto che doveva uscire, ne abbiamo approfittato per aggiungere altro: le correzioni degli zaini e qualche altra cosa che trovi qui sotto.
Il mio equipaggiamento, l'italiano e correzioni da quello che ci avete segnalato. Grazie per averlo mandato.
È una versione minore perché la nuova lancia e la nuova armatura sono nuove per la rete, quindi il server e chiunque si unisce hanno bisogno della 1.53.0 nello stesso momento. Tutto ciò che è nuovo parte disattivato, quindi la tua partita resta vanilla finché non lo attivi.
L'equipaggiamento di Odin the Red
La mia lancia leggendaria e il mio set di armatura, in rosso, bianco e oro.
- Gungnir di Odin the Red è una lunga lancia di frassino bianco con una lama in foglia d'oro e due corvi d'oro sull'innesto. Lanciata, torna in volo nella tua mano. Con la barra piena il lancio non manca mai il bersaglio: caccia il nemico scelto dai corvi, colpisce con un fulmine e torna indietro. Un affondo scaglia la Scintilla del Padre, ogni quarto affondo libera un fulmine, ogni terzo lancio che morde fa risuonare la luce di Draupnir, un'uccisione fa cadere una pioggia di lance d'oro, e tenere premuto l'attacco mentre torna libera il Raggio del Bifröst. Tieni premuto il tasto Gungnir name key (il 9 di default) e scrive ODIN THE RED in luce d'oro sopra di te, visibile a tutti; del tutto risvegliata, benedice anche i tuoi amici con il Testimone del Padre di Tutti e stordisce i nemici vicini. Porta più luce di qualsiasi altra leggendaria: fulmini d'oro corrono lungo la lama, rune girano intorno alla punta, gli occhi dei corvi ardono e ogni affondo lascia una scia d'oro, e tutto cresce mentre si risveglia. Risvegliata a metà, aggiunge tre combo: tre affondi rapidi fanno cadere dal cielo il Tuono del Padre di Tutti davanti a te, correre e attaccare ti lancia avanti con la Carica di Sleipnir, e un lancio a metà salto si divide nella Tempesta di Huginn, tre lance cacciatrici. Risponde anche a tre tasti suoi man mano che si risveglia: LeftAlt+9 apre l'Occhio di Odino e mostra in oro ogni nemico entro 60 m, LeftAlt+- chiama dal Valhalla due einherjar dorati a combattere al tuo fianco e, del tutto risvegliato, LeftAlt+0 pianta la lancia per il Colpo del Ragnarök, tre ondate di fulmini d'oro e rossi.
- Alföðr di Odin the Red è un set di piastre bianche e oro con un manto rosso: un elmo con una cresta alata d'oro e un unico occhio rosso, una corazza, gli schinieri e il manto. Huginn e Muninn volano fuori dall'elmo e segnano i tuoi nemici in oro attraverso i muri, la Guardia di Svalinn sulla corazza assorbe i colpi, la Via di Gangleri ti rende più veloce e leggero sui piedi, e una parata perfetta con il manto esplode nella Luce di Baldr. Due pezzi aggiungono il fulmine ai tuoi colpi, e tutti e quattro riempiono Hliðskjálf: ogni tante uccisioni il Padre di Tutti guarda giù, la luce esplode intorno a te, cura i tuoi amici e mostra ogni nemico vicino. I corvi volano solo quando li mandi: premi 0 (Alfodr ravens key) per mandarli fuori o richiamarli.
- Come ogni leggendaria degli Jarl, partono addormentate, si svegliano nel sangue di un boss e crescono a ogni uccisione, e ogni pezzo dell'armatura dorme in una terra tutta sua. Attiva
Supporter legendaries in loot per trovarle. Guardale su midgardplus.odinthered.dev/creators
Animali
- Livelli della corda da domatore. Attiva
Taming rope tiers e un animale legato si addomestica più in fretta finché non è addomesticato: x0.75 con la corda da domatore, x0.5 con la nuova corda da domatore robusta della forgia, x0.25 con la corda da domatore runica, che lo tiene anche calmo, e Gleipnir della forgia nera lo addomestica all'istante. Boss, combattenti di fazione e il resto della gente continuano a rifiutare ogni corda.
- Gli animali addomesticati vivono anche mentre sei via. Attiva
Tames live on while you are away e un animale che stavi addomesticando continua finché dura il suo ultimo pasto, e una coppia sfamata in un recinto può iniziare una gravidanza, mai oltre il limite del recinto. I piccoli crescevano già e i parti arrivavano già mentre eri via; ora anche il resto della stalla tiene il passo.
Zaini
- Zaini d'avventura dei biomi. Attiva
Biome adventure packs e il tuo zaino cresce in sette livelli, ogni potenziamento fatto con i materiali di un bioma e con il suo incanto: resistenza più rapida, legno e minerale in più, mai bagnato, salti più alti, più stabilità, caduta lenta e mai freddo. Lo zaino sta sulla tua schiena in vista di tutti, e lo slot facoltativo Backpack slot lascia libera la cintura. Uno zaino indossato aggiunge anche un po' di peso trasportabile, 5 per livello di default (Backpack carry per level).
Italiano
- MidgardPlus parla italiano. Scegli l'italiano nelle impostazioni del gioco e ogni riga di MidgardPlus e di Megin lo segue: il pannello F9, ogni impostazione, le leggendarie, i boss, i villaggi e le guide. Anche il launcher è in italiano.
Correzioni
- Gli assedi attivati a partita in corso partono da soli. Nei mondi con incursioni basate sui giocatori, gli assedi attivati dal pannello F9 o inviati da un admin partivano solo a mano finché non uscivi e rientravi. Ora il gioco lo sa subito e li estrae come qualsiasi incursione.
- Tutte le armi degli Jarl si riparano alla forgia. Sköfnung di Odin the Red e altre ventuno leggendarie accettavano la riparazione solo a una forgia nera o a un tavolo galdr, quindi una forgia di qualsiasi livello le rifiutava. Ora ogni leggendaria si ripara alla forgia, e anche alla sua stazione.
- Gli scrigni delle ricompense restano al loro posto. Lo scrigno che ti lascia un assedio, una sfida del corno di guerra o uno scontro tra fazioni si rompeva pochi minuti dopo e spargeva il suo loot a terra appena un giocatore si avvicinava su un server dedicato. Ora resta in piedi finché non lo svuoti.
- Le incursioni mantengono il loro avviso. Con un
Siege length breve e un Siege warning seconds lungo, un'incursione poteva finire prima del suo avviso, così arrivavano il messaggio e il cerchio rosso e poi non seguiva nessuno. Ora si accorcia solo la parte del combattimento.
- Timer degli stati in oro. Con
Compact status effects attivo, Riposato, Bagnato e gli altri mostravano codici colore grezzi accanto al loro timer. I timer tornano a vedersi in oro.
- Semina, costruzione e zappa ad area ti dicono il vero motivo per cui si fermano. Con il piazzamento gratuito attivo, entrava la prima coltura e il resto si fermava con "hai finito quello che serve". Ora si piazza tutta l'area. Quando un'area si ferma, ti dice perché: manca quello che serve, sei troppo lontano dalla stazione di lavoro, oppure il gioco ha rifiutato il punto.
Il launcher, 1.5.90
- Dodici stili con un clic. Valheim Plus, Tocco leggero, Tranquillo e rilassato, Da solo e piccolo gruppo, Esploratore, Guerriero, Fattore, Costruttore, Mondo vivo, Difficile, Host del server o PC modesto. Valheim Plus attiva tutto quello che aggiunge MidgardPlus con la difficoltà vanilla, e un cercatore di stile con cinque domande ne sceglie uno per te.
- Italiano. Il launcher parla italiano, con ogni impostazione descritta.
Scarica il launcher su midgardplus.odinthered.dev, il sito è in italiano.
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Launcher 1.5.89
04 ott 2026, 07:40 UTC
Twelve clear styles led by Valheim Plus, a five question style finder, every 1.52.0 setting in four languages, and dev builds bring Megin along
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.52.0
04 ott 2026, 07:10 UTC
L'aggiornamento più grande che abbia mai fatto per MidgardPlus. Tre nuovi boss, Úlfarr, Bókr e Þögn, così ora i nostri boss sono sette. Ogni leggendaria si risveglia e cresce: dorme finché il sangue di un boss non la sveglia, poi sale lungo 750 uccisioni, sbloccando i suoi cinque poteri uno alla volta mentre il suo aspetto cresce con lei. Si aggiungono cinque nuove armi degli Jarl, e l'Úlfheðnar di Trajan è il primo set di armatura degli Jarl. Il mondo ora è vivo: i villaggi crescono da borghi a roccaforti, cinque fazioni si contendono la terra, gli assedi rispondono alla tua ricchezza e alla tua fama, e una finestra della diplomazia ti fa trattare con ogni fazione. Il loot è nuovo da zero, con circa 70 segni, 24 rune, 14 parole runiche e 14 set dei boss. Ottobre porta Vetrnætr, le Notti d'Inverno. Ho aggiunto la caserma per i tuoi compagni, un tavolo degli incantamenti in cui puoi vedere quello che fai, pittura per armature e costruzioni, basti per gli animali, ancore per le navi e molto altro, e ho corretto quello che ci avete segnalato. Grazie per avermi mandato tutto.
È una versione minore perché i nuovi boss, armi, villaggi, loot e pezzi sono nuovi per la rete, quindi il server e chiunque si unisce hanno bisogno della 1.52.0 nello stesso momento. Tutto ciò che è nuovo parte disattivato, quindi la tua partita resta vanilla finché non lo attivi. L'unica eccezione è l'impostazione delle leggendarie spiegata più sotto.
Tre nuovi boss
Úlfarr, Bókr e Þögn sorgono ognuno da un altare tutto suo. Leggi di tutti e sette nella sezione Bestiario di midgardplus.odinthered.dev.
Úlfarr il Mai Sfamato
- Un nuovo boss per dopo Moder. Úlfarr il Mai Sfamato è il terzo lupo del Rosso. Due mangiano dalla sua mano; a questo fu detto di aspettare accanto a due fuochi su una montagna e nessuno gli diede mai più da mangiare. Un lupo scarno su due zampe, alto circa quattro metri e mezzo, carico di una pelliccia scura e pendente e di una lunga criniera, con ghiaccio luminoso lungo la schiena, le spalle e gli artigli, e una catena spezzata alla gola. Attiva
Ulfarr boss per incontrarlo. Disattivato, come all'inizio.
- Come chiamarlo. Quando Moder è caduto, cucina una Porzione Negata in un calderone con un trofeo di Fenring, 10 di carne di lupo, 10 ghiandole congelanti, 10 di argento e 5 zanne di lupo, e posala sulla Pietra del Pasto: una pietra piatta tra due fuochi che non si spengono, dentro un cerchio di pietre erette in Montagna. Hugin ti parla di lui quando Moder cade e segna la pietra più vicina sulla tua mappa. Una porzione è un combattimento.
- Il combattimento. 14.000 di salute e 110 per artigliata con un giocatore, veloce, debole al fuoco e quasi indifferente al gelo. Ogni parte del combattimento ha il suo interruttore, tutti disattivati come all'inizio.
Ulfarr stages gli dà tre fasi: il Cacciatore, il Branco al 65 per cento e I Fuochi si Spengono al 30. Ulfarr pounce lo fa balzare su chi sta più lontano, con un cerchio a terra prima che atterri, quindi restare indietro con un arco è il posto più pericoloso. Ulfarr pack fa uscire dalla neve lupi affamati e Ulv. Ulfarr frost breath e Ulfarr frost burst gli danno gli incantesimi dei cultisti fenring, tutti di gelo. Ulfarr cold aura è il suo ultimo trucco: entro 20 m il suo freddo passa attraverso la pelliccia di lupo e l'idromele contro il gelo allo stesso modo, e solo stare accanto a un fuoco lo ferma, quindi un fuocarello costruito in mezzo al combattimento vale la legna. Ulfarr snowstorm fa chiudere il tempo intorno a voi.
- Cosa lascia. 50 di argento, 40 pelli di lupo, 40 zanne di lupo, 30 ghiandole congelanti, un trofeo di Fenring e un trofeo di Ulv, e per ogni giocatore presente il suo trofeo e La pelliccia del Mai Sfamato, un mantello di lupo fatto col suo pelo. Con
Loot rarity attivo lascia anche un pezzo Epico di equipaggiamento delle Pianure, e uno Leggendario 55 volte su cento.
- Il resto. Funziona con
Boss scaling, Cinematic boss fights (la sua entrata, l'arena, i cartelli delle fasi e una grande mossa chiamata il Lungo Inverno), Passive boss powers e il Libro della saga, che ha l'impresa Colui che Sfamò il Lupo e una taglia su di lui, e le pietre della saga della Montagna portano un nuovo verso, Il terzo lupo. Gli admin lo chiamano con midgardplus ulfarr, lo mandano via con midgardplus ulfarr clear e usano il pulsante Evoca Ulfarr del pannello F9.
Bókr il Divoracconti
- Un nuovo boss dopo Yagluth. Nelle Pianure il Rosso teneva un registro, e un capo fuling trovò il nome della sua tribù su ogni pagina. Non poteva pagare, così se lo mangiò. Bókr ha un corpo tutto suo, un capotribù gonfio con grandi corna e una corona chiodata, pagine inchiodate alla pelle, marchi di conto luminosi, il registro incatenato alla schiena e un maglio dei conti in fiamme. Quando Yagluth è caduto, rilega un Registro strappato a un tavolo da artigiano con un trofeo di berserker fuling, dieci di metallo nero, venti fili di lino, venti aghi e dieci di pece, e posalo sulla Pietra della Resa dei Conti, una pietra segnata circondata da pali fuling nelle Pianure. Hugin segna la più vicina sulla tua mappa. Ha 20.000 di salute, il doppio di Yagluth, colpisce per 150, è debole al gelo e la perforazione quasi non lo tocca.
- Tre fasi, ogni potere con il suo interruttore. Con
Bokr stages attivo, la tribù risponde al 60 per cento: fuling, arcieri e uno sciamano che lo tiene sotto uno scudo finché non uccidi lo sciamano, e lui mangia una pagina per curarsi per ogni fuling che lasci in piedi. Al 30 per cento usa il fuoco di Yagluth, una nova intorno a lui quando gli stai vicino e meteore dal cielo. Boss scaling chiama più fuling e più meteore per un gruppo più grande, e anche le impostazioni di Cinematic boss fights lo coprono.
- Cosa lascia. Metallo nero, aghi, pece, filo di lino, totem fuling, un trofeo di berserker, e per ogni giocatore il suo trofeo e una pagina del registro, che puoi leggere. Con
Loot rarity attivo lascia un pezzo Epico di equipaggiamento delle Lande Nebbiose, e uno Leggendario 70 volte su cento. C'è un nuovo verso della saga sulle pietre delle Pianure, Le pagine mangiate, l'impresa Esattore e una taglia nel Libro della saga, e un pulsante Evoca Bokr nel pannello F9 per gli admin (midgardplus bokr e midgardplus bokr clear). Bokr boss è disattivato, come all'inizio.
Þögn il Senza Risposta
- Un nuovo boss dopo la Regina. Il mago dvergr che intagliò un quarto corno per dire di no al Rosso, con le sue vesti, una maschera scolpita e un diadema, la barba intrecciata, spallacci di cristallo e un mantello, e un cristallo degli incantesimi su un grande bastone. Quando la Regina è morta, intaglia un Quarto Corno a una forgia nera con un trofeo di dvergr, un frammento di Sealbreaker, tre nuclei neri, venti di tessuto molle e venti di eitr raffinato, e suonalo al Tumulo Silenzioso, un cerchio di marmo nero inclinato nelle Lande Nebbiose che Hugin segna sulla tua mappa. Un corno è un combattimento.
- Il combattimento. 24.000 di salute e 150 per colpo. Colpisce di punta con il bastone e lancia palle di fuoco e dardi di ghiaccio, il veleno lo morde e il gelo quasi per niente. Con
Thogn stages attivo passa per tre fasi: al 65 per cento le torri gli rispondono, i dvergr si schierano con lui, un guaritore lo cura e lui alza una protezione che devia gran parte di ogni colpo; al 30 per cento lo lasciano, arrivano invece i cercatori, lui aggiunge la pioggia di fuoco e l'anello di ghiaccio, e nessuno vicino a lui può usare un potere dei Rinnegati.
- Cosa lascia. Eitr raffinato, nuclei neri, carapace, tessuto molle e un trofeo di dvergr, e per ogni giocatore il suo trofeo e il Corno Senza Risposta, che si porta dove va la Forcula, ti ridà l'eitr un quarto più in fretta e dimezza il tuo rumore. Con
Loot rarity attivo lascia un pezzo Epico di equipaggiamento delle Lande desolate, e uno Leggendario 70 volte su cento. Ha l'impresa L'Ultima Parola e una taglia nel Libro della saga, funziona con Boss scaling, Per player boss progression e Cinematic boss fights, e gli admin lo chiamano con midgardplus thogn o con il pulsante del pannello F9. Thogn boss e ognuna delle sue fasi e dei suoi poteri partono disattivati.
La gente dei villaggi ti dice dove aspettano tutti e tre quando la loro strada è aperta. Ora ogni nostro boss sorge solo dal suo altare o con un comando di un admin, e uno che compare in qualsiasi altro modo se ne va in silenzio.
Leggendarie che si risvegliano e crescono
Guarda ogni arma degli Jarl su midgardplus.odinthered.dev/#weapons e le terre da cui vengono su midgardplus.odinthered.dev/realms.
- Una leggendaria parte dormiente. Una nuova colpisce a un quarto della sua forza piena, i suoi poteri sono grigi nel tooltip e non conta uccisioni. Per svegliarla, combatti un boss con lei: colpisci tu stesso il boss con la leggendaria in mano (o lo scudo leggendario al braccio), portalo sotto metà salute e sii presente quando muore, entro due minuti dal tuo ultimo colpo. Quando il boss cade, all'arma basta essere nel tuo inventario. Si sveglia con un lampo di luce del suo colore.
- Poi cresce a ogni uccisione, fino a 750. Una creatura vale un'uccisione, una creatura a una stella due, una a due stelle tre, e un boss sessanta. Lungo la strada il danno sale da un quarto alla forza piena.
- I cinque poteri si svegliano a fasi. Il proiettile si sveglia con l'arma, il secondario a un quarto della crescita, la combo a metà, il grande attacco ad area a tre quarti e l'attacco speciale caricato quando è completa. Ogni fase è annunciata da un lampo. Barre, passivi, cambi di forma e tiri senza frecce funzionano dall'inizio.
- L'aspetto cresce con lei. Il bagliore è una brace fioca mentre dorme, più vivo quando si sveglia e pieno quando è completa, e i suoi effetti crescono da piccoli a grandezza piena. Tutti intorno a te lo vedono.
- Ogni leggendaria ha tutti e cinque i poteri. Le ho riviste tutte e 35 e ho riempito ogni buco: il Fuoco della Sala sul lancio a corno pieno del Portacorno, le sorti di Hlautvid che si svegliano una alla volta, gli Anelli del Ceppo di Naudfjotrar, Norna-hjól che si ferma solo sulle facce sveglie, e il Rogo del Lupo di Hróðvitnir.
- Quello che hai già fatto crescere resta cresciuto. Una leggendaria di prima della 1.52.0 che ha uccisioni conta come completa e tiene ogni potere, e la sua crescita passa alla nuova salita di 750 uccisioni.
Legendaries start dormant è un'impostazione del server in World ed è attiva. Disattivala e ogni potere funziona dal primo colpo, con la crescita che parte da un quarto.
- Le leggendarie vivono nei posti duri. Una leggendaria cade solo da creature e scrigni del suo livello o superiore, quindi le prime terre non danno mai un'arma da fine gioco. Ogni mondo estrae una zona larga circa 1400 m per ogni leggendaria e per ogni pezzo di un set di armatura leggendario, la stessa zona a cui puntano le voci di Hugin, e lì dentro la si trova quattro volte più spesso. Ovunque altro tiene un decimo della sua probabilità, che si regola con
Legendary drops outside their place. Scrivi midgardplus legend where e il nome di un'arma per vedere esattamente cosa la fa cadere, con quante stelle, e la sua probabilità dentro e fuori dalla sua zona.
- Per gli admin:
midgardplus legend grow max (o una percentuale) imposta la crescita della leggendaria che hai in mano, midgardplus legend awaken la sveglia, e midgardplus legend test all dà una copia di prova del tutto cresciuta di ogni leggendaria, con pulsanti per entrambi nel pannello F9. Le copie di prova sono segnate, non si possono vendere, non guadagnano niente e svaniscono quando le lasci cadere.
Hróðvitnir di Trajan
L'arco da lupo nero e rosso di Trajan84, con TRAJAN84 inciso nella scrittura runica di Valheim su una piastra di ferro sui flettenti.
- Frecce di Sangue. Non ha bisogno di frecce: ogni tensione scocca un dardo nero con una scia rossa.
- Raffica Cremisi. Ogni quinta tensione è un raggio cremisi.
- Ululato del Branco. L'attacco secondario apre a ventaglio sette dardi di lupo.
- Preda Marchiata. I tuoi colpi marchiano un nemico per sei secondi, e il fuoco dell'arco lo colpisce una volta e mezza più forte.
- Rogo del Lupo. Un nemico che uccide esplode in fiamme intorno a sé.
- Fenrir Nero. Riempi la barra e tieni premuto il tasto della forma leggendaria. Un enorme lupo nero con occhi rossi ardenti si alza accanto a te e sputa fuoco su tutto ciò che ha davanti, dando la caccia alla tua preda marchiata. Il soffio parte corto e diventa più lungo e più largo con l'arco.
- Nome nel Fuoco. Accucciati e tieni premuto il tasto della forma leggendaria per scrivere TRAJAN84 nel fuoco.
Hrodvitnir draws blood (disattivato, come all'inizio): l'arco usa le frecce quando ne hai, e senza ogni tiro costa 1 di salute, mai l'ultimo.
Valgaldr di Ivanos
Il bastone di spino nero di LordIvanos, coronato da un teschio di demone cornuto e da un cristallo d'anima rosso.
- Anime Furiose. Ogni incantesimo strappa anime rosso sangue che cacciano il nemico più vicino ed esplodono nel sangue, una all'inizio e tre quando il bastone è cresciuto.
- Catene dell'Anima. Il secondario lega i nemici tra loro, e un colpo a uno passa anche agli altri.
- Prelievo d'Anima. I nemici incatenati ti cedono la loro vita dissanguandosi.
- Risveglia il Morgen. Accucciati e tieni premuto il tasto della forma leggendaria. Paga il 40 per cento della tua salute e tutto il tuo eitr, e un Morgen nero con gli occhi rossi combatte al tuo fianco, più a lungo e più forte man mano che il bastone cresce.
- Rituale di Sangue. Riempi la barra e tieni premuto il tasto della forma leggendaria. Paga un po' di salute, una nova di sangue esplode intorno a te, e per dodici secondi un cerchio rosso brucia ai tuoi piedi mentre anime, catene e cure raddoppiano.
Skjoldr di Animus
Il brocchiere di Animus: piastre di ferro verde e fasce rivettate, l'Elmo del Terrore che brilla sulla faccia, un bordo di vecchio ferro nero e verde da cui spuntano schegge di ghiaccio, e al centro un lupo che ringhia, con occhi che si svegliano mentre lo scudo cresce. Vicino alla crescita piena il bordo si accende di verde gelo e pulsa.
- Schegge di Brina. Una parata perfetta scaglia schegge di ghiaccio spettrale contro chi ti attacca.
- Balzo del Lupo. Attacca mentre pari per scattare in avanti.
- Scia di Brina. Quattro parate rapide mandano il gelo davanti a te.
- Nova dello Spirito. Le parate riempiono la barra dello spirito. Quando è piena, la tua prossima parata sprigiona gelo intorno a te, lascia un campo di brina e alza la Difesa dei Morti su di te e sul tuo gruppo.
- La Caccia Selvaggia. Le parate riempiono anche una seconda barra. Tieni premuto il tasto della forma leggendaria e i lupi fantasma della caccia corrono al tuo fianco.
Squarciavene di Boko
La balestra vampirica di Boko: nera, con flettenti ad ala di pipistrello, un teschio di pipistrello con le zanne sulla bocca, vene luminose e una gemma di sangue al centro.
- Dardi di Vena. Ogni dardo apre una vena che fa sanguinare il bersaglio.
- Sete di Sangue. Una piccola parte, con un limite, del danno che fai ti cura.
- Sanguisughe della Notte. Il secondario libera sanguisughe che cacciano i nemici che sanguinano.
- Rottura della Vena. Ogni quarto dardo in un nemico che sanguina versa tutta la ferita in una volta.
- Fioritura di Sangue. Un nemico che muore sanguinando esplode e apre le vene di tutto ciò che ha vicino.
- Il Banchetto Rosso. Riempi la barra e tieni premuto il tasto della forma leggendaria, e un vortice di sangue beve da tutto ciò che ci sta dentro.
Trovavia di Moumix
Metallo vivo grigio cresciuto sotto le radici dell'albero del mondo, con una scheggia di fulmine rosso incastonata nell'asta. In mano è una lancia; chiediglielo e si allunga in un'arma inastata.
- Due forme. Il tasto della forma leggendaria trasforma la lancia in arma inastata e viceversa.
- Tutto o Niente. Accucciati e colpisci per avere più fulmine, al prezzo di subire più danni mentre colpisci.
- Tuono di Sangue. Un colpo tutto o niente andato a segno esplode in fulmini rossi sui nemici intorno e li fa sanguinare.
- Fendente Vitale. Ogni tanti colpi, uno ti cura di una parte del suo danno e apre un'emorragia.
- Corrente Viva. Il fulmine ti scorre nel sangue: ti muovi un po' più veloce e il fulmine ti fa meno male.
- Tempesta di Sangue. Riempi il cristallo e tieni premuto il tasto della forma leggendaria. Un fulmine rosso colpisce i nemici intorno a te, li fa sanguinare e beve.
Tutte e cinque vengono dal mondo, non dalla forgia. Con Supporter legendaries in loot attivo, Hróðvitnir cade da fenring, cultisti, arcieri carbonizzati e scrigni delle grotte di Montagna, Valgaldr dai Morgen, maghi carbonizzati e scrigni della fortezza carbonizzata, Skjoldr da fantasmi, draugr d'élite e scrigni delle cripte sommerse, e lo Squarciavene da spettri, draugr d'élite e scrigni delle cripte sommerse. Il Trovavia dorme in una zona tutta sua come le altre, e Legendary rumours le indica tutte.
Úlfheðnar di Trajan, il primo set di armatura degli Jarl
Fatto per Trajan84, per correre accanto al suo arco in nero e rosso. Guardalo in 3D su midgardplus.odinthered.dev/#ulfhednar.
- Quattro pezzi, quattro terre. Elmo, corazza, gambali e mantello si trovano ognuno in una terra diversa, ogni pezzo in una zona tutta sua a cui puntano le voci di Hugin.
- Cresce con le uccisioni. Ogni pezzo si sveglia piccolo e si fa più affilato a ogni caccia, come le leggendarie.
- Vista del Lupo (elmo). I nemici colpiti dalle tue frecce brillano di rosso attraverso i muri per qualche secondo.
- Pelle del Branco (corazza). Meno danni per ogni bestia addomesticata o compagno di branco vicino a te.
- Passo del Cacciatore (gambali). Mentre tendi un arco ti muovi più veloce e più silenzioso.
- Manto Rosso (mantello). Vicino alla morte, il panno rosso si strappa in spiriti di lupo che scagliano indietro i tuoi nemici.
- Pelle di Lupo. Ogni pezzo resiste a un elemento, un po' all'inizio e del tutto quando è cresciuto.
- Poteri del set. Indossa più pezzi del set per le Braci del Branco, che aggiungono fuoco ai colpi del tuo arco, e con Hróðvitnir in mano la Furia Úlfheðinn, che fa ululare e trafiggere i tuoi tiri dopo una serie di uccisioni.
Un nuovo sistema di loot
Tutto questo richiede Loot rarity attivo, e ogni parte ha il suo interruttore, tutti disattivati come all'inizio. Guardalo prima di giocare nell'anteprima del tavolo degli incantamenti: midgardplus.odinthered.dev/tools/enchant.
- Circa 70 nuovi segni.
Loot rarity more marks apre tutto l'insieme: furto di vita, colpi che vanno sempre a segno, più salute, resistenza ed eitr, colpi e tensioni più rapidi, spine, una probabilità di ignorare un colpo, un'ultima resistenza che ti tiene in vita, di più da miniera e taglio della legna, e molti altri, ognuno adatto al pezzo su cui cade.
- 24 rune e 14 parole runiche. Con
Rune sockets attivo, i pezzi Rari hanno un incastro, gli Epici due e i Leggendari tre. Le ventiquattro rune della fila antica cadono dalle creature delle loro terre e da ogni boss. Ogni runa aggiunge un potere suo, diverso su un'arma e su un'armatura, e le rune giuste nell'ordine giusto pronunciano una di 14 parole runiche, un potere più grande di qualsiasi runa da sola.
- 14 set dei boss. Con
Loot sets attivo, ogni boss, quelli del gioco e i nostri, fa cadere pezzi del suo set. Indossane due, tre o quattro pezzi e ogni passo risveglia un potere del set.
- Fagotti sigillati. Con
Haldor gambles attivo, Haldor e Hildir vendono un fagotto sigillato: paghi monete e apri un pezzo di equipaggiamento delle terre che hai raggiunto, a un grado estratto quando lo apri, con una piccola probabilità di Leggendario.
- Segni che si risvegliano. Con
Marks awaken attivo, i pezzi Epici e Leggendari possono portare un segno dormiente. Combatti con il pezzo e si sveglia, poi continua a crescere ogni cento uccisioni fino al suo limite.
- Nomi norreni estratti. Con
Loot rarity names attivo, un pezzo con segni riceve un nome tutto suo dalla lingua antica, come il Filo Torvo della Cenere, e tutti i giocatori vedono lo stesso nome.
- Smontare al tavolo. Con
Enchanting breaks down gear attivo, un pezzo con segni che non vuoi più si smonta in pietre runiche, e le rune incastonate ti tornano indietro.
- Aspetto runico.
Loot rarity glow ora mostra il grado sull'equipaggiamento stesso invece di una velatura di colore: rune luminose lungo la lama, i flettenti di un arco o il bordo di uno scudo, d'argento per Magico e Raro, con oro in mezzo per Epico e oro vivo che pulsa per Leggendario. Un segno con un elemento mostra le rune del suo elemento, e il metallo sembra più lucido a ogni grado.
Vetrnætr, le Notti d'Inverno
Attiva Vetrnætr per un evento stagionale di ottobre, dal 1 al 31 ottobre secondo la data del server. Guardalo su midgardplus.odinthered.dev/#vetr.
- Candele dell'anima. I non morti e qualsiasi cosa uccisa di notte possono lasciare candele dell'anima, di più con le stelle. I boss lasciano da 3 a 6 candele e un ricordo che chi li uccide non ha ancora trovato.
- Dieci ricordi. Una lanterna a teschio, un altare delle Dísir, un candelabro del corvo, un calderone della strega, una pietra di Hel, un guardiano che gira la testa, un trono d'ossa e drappi funebri da costruire con il martello, e una maschera e un barattolo di fuoco fatuo da indossare.
- Un banco da Haldor e Hildir. Finché dura, entrambi vendono ricordi in cambio di candele.
- Un registro della collezione e un trofeo. La guida di F9 tiene il tuo registro, con un trofeo per averli trovati tutti.
- Tutto quello che trovi resta, funziona e si può costruire anche dopo ottobre.
Un mondo vivo
Tutto questo richiede Village attivo, e ogni parte ha il suo interruttore, tutti disattivati come all'inizio.
- Crescita dei villaggi. Un villaggio sale di un livello ogni pochi giorni (
Village growth days, 3), più in fretta con i tuoi commerci e le tue commissioni, fino al livello 5: uno spiedo e un tavolo, una bancarella del mercato, un laboratorio, una quarta casa, poi alveari e stendardi al cancello, con un abitante in più ogni volta. Il mercante fa il 2 per cento di sconto per livello. Una razzia persa costa un livello.
- Da borghi a roccaforti. Borghi vicino a casa, villaggi più lontano, città con una grande sala, una fucina e torri di guardia nelle terre più dure, e roccaforti di pietra con torri, un cancello e un mastio nelle più dure di tutte. Predoni, difensori, loot e monete crescono con il rango, e i villaggi vicino all'acqua hanno un molo.
- La gente dei villaggi parla. Premi Usa su un abitante per parlare. Anziani, fabbri, contadini, guardie, bambini e viaggiatori ti salutano in base al livello del villaggio, a chi lo tiene e a come stai con loro. Chiedi del posto e della sua saga, notizie di dungeon, altari e altri villaggi, lavoro, o uno di sette racconti antichi. Ogni villaggio ha una pietra della memoria con la sua saga. Con
Village rumours mark the map attivo, le notizie mettono un cerchio di ricerca sulla tua mappa vicino a ciò di cui ti hanno parlato.
- Commissioni. Una al giorno da ogni villaggio: porta quello che serve, ripulisci un accampamento, sfoltisci le bestie o tieni la prossima razzia, pagata in monete, reputazione e crescita.
- Un mercato migliore. Il mercante del villaggio ha schede per materiali, cibo e idromele, armi ed equipaggiamento, le merci del villaggio secondo terra e livello, e una scheda Vendi al villaggio, con ogni sconto spiegato.
- Giuramenti di fazione. Premi Usa sullo stendardo di un villaggio per giurare a chi lo tiene. Se giuri alla Guardia del Focolare, i suoi villaggi ti vendono a un 10 per cento in meno e comprano da te a un 10 per cento in più; se giuri alla Schiera di Cenere, i non morti ti lasciano stare e la Guardia del Focolare ti si rivolta contro.
- Più fazioni. La Fratellanza dei Lupi, la Flotta dei Re del Mare e la Stirpe dei Troll prendono villaggi tutti loro, ognuna con il suo giuramento, i suoi saluti, le sue storie e il suo aspetto. Con
Wolf clans turn at night attivo, gli abitanti della Fratellanza dei Lupi diventano fenring col buio.
- Aspetto e mura delle fazioni. Ogni fazione veste i suoi villaggi a modo suo, stendardi, bracieri, totem, pelli o falò, e ogni villaggio ha un pezzo centrale tutto suo. Con
Village walls attivo, i villaggi cresciuti e ogni sede di fazione stanno dietro un muro con un cancello che si chiude quando parte un assedio.
- Assalti agli insediamenti e razzie nei villaggi. I giocatori che hanno giurato possono suonare il corno di guerra a uno stendardo nemico e prendere il villaggio attraverso tre ondate di difensori, l'ultima guidata da un campione, per uno scrigno di ricompensa e il villaggio stesso. La Schiera di Cenere fa razzie nei villaggi della Guardia del Focolare, e tenere la linea paga.
- La guerra per il territorio. Con
Factions raid each other attivo, ogni fazione preme ogni giorno sul villaggio nemico più debole vicino alla sua terra. Se ci sei puoi combattere da una parte o dall'altra; se resti lontano, il server decide all'alba in base alla forza. Un tributo allo stendardo, 50 monete, rafforza la difesa di un villaggio per tre giorni.
- Capitali. Arinheim, Nastrond, Ulfheim, Brimvik e Utgard sono le sedi delle fazioni, segnate su ogni mappa fin dall'inizio, cinte da mura e difficili da prendere. Quando una cade, tutto il server lo sente.
- Per gli admin: il comando di console
villages elenca, fa crescere, cambia di mano, attacca e risolve i villaggi.
Assedi più intelligenti
- La minaccia viene da quello che possiedi. Con
Sieges grow with your wealth attivo, il server dà a ogni base un punteggio su 100 in base alla sua ricchezza, alla sua grandezza, ai boss sconfitti e ai trofei sui suoi supporti, alla tua fama e alle fazioni che ti odiano, e a quanti giocatori ci costruiscono. Le basi tranquilla, notata, ambita, braccata e famigerata attirano più predoni, più stelle e predoni delle fazioni a cui piaci di meno.
- Le fazioni diventano invidiose. Con
Factions envy wealth attivo, una fazione la cui soglia d'invidia viene superata dal tuo tesoro abbassa la tua reputazione una volta al giorno. Prima che tu diventi ostile ti avvisa e aspetta un giorno.
- Il tributo le calma. Mettiti in uno dei suoi villaggi e scrivi
midgardplus siege tribute per pagare 100 monete per 5 di reputazione, due volte al giorno, oppure porta e conserva di meno.
Faction diplomacy (Insert)
- Una finestra per ogni fazione. Attiva
Faction diplomacy e premi Insert, aprila dalla pagina Factions del pannello F9, o chiedi a un anziano del villaggio di parlarti dei trattati. Ogni fazione mostra il suo stendardo, la sede, la terra, le guerre e gli amici, come ti vede e perché.
- Gli accordi commerciali ti danno prezzi migliori dai suoi mercanti.
- I patti tengono lontano da te le sue pattuglie, le sue bande di guerra e le razzie alla tua base.
- Le alleanze portano i suoi combattenti quando una razzia colpisce la tua base e ti fanno riposare nella sua sede, e puoi chiedere aiuto ai tuoi alleati con una banda di guerra tutta loro.
- Tributo, richieste e guerra. Paga un tributo per alzare la tua reputazione, pretendi un tributo quando ti temono, dichiara guerra o rompi un trattato.
- Ogni fazione risponde in base a un punteggio di disponibilità che vedi prima di chiedere. I trattati appartengono a ogni personaggio, il server li conserva accanto al mondo e finiscono in un giorno stabilito. Uccidere qualcuno di una fazione con cui hai un trattato lo rompe.
Nuovi luoghi nei vecchi mondi
New places in old worlds aggiorna un vecchio mondo con villaggi di ogni rango e gli altari di Mosskin, Gravejarl, Vordr, il Rosso, Úlfarr, Bókr e Þögn, terra esplorata compresa. Nella terra esplorata costruisce solo su terreno piano e asciutto nella terra giusta, lontano dalle tue costruzioni, pietre guardiane, tombe, animali addomesticati e terreno scavato, e solo quando non c'è nessuno vicino. Prima fai un backup del tuo mondo. Gli admin lo controllano e lo avviano con midgardplus places, o dal pannello F9.
- I villaggi stanno fuori dal mare. I nuovi villaggi sorgono su terreno asciutto sopra l'acqua, e un villaggio che un vecchio mondo ha lasciato annegare resta come rovina.
Creazione e costruzione
- La finestra del tavolo degli incantamenti. Usa il tavolo e metti un pezzo del tuo inventario nel suo slot. Alza un grado, ritira, tieni i segni che vuoi mentre gli altri vengono estratti di nuovo, incidi esattamente il segno che vuoi, rafforzane uno, togline uno, spezza una maledizione, incastona rune o smonta un pezzo, e guarda Ora e Dopo fianco a fianco prima di pagare. Il pezzo fluttua sopra il tavolo nel colore della sua rarità. Richiede
Enchanting e Loot rarity.
- Il tavolo del pittore e la pittura dell'armatura. Attiva
Armour painting e costruisci il Tavolo del pittore con il martello: legna, lamponi, mirtilli, carbone e resina. Dipingi un elmo, un pettorale, i gambali, un mantello o uno scudo in un colore principale e uno d'accento, a tinta unita, a due toni o solo le rifiniture, e guarda il tuo personaggio indossarlo prima di premere Applica. Salva fino a sei schemi, usa Dipingi tutto l'indossato in un colpo solo, e togli la pittura gratis. La pittura vive sull'oggetto, resta sul tuo corpo quando cadi e tutti la vedono. Armour paint cost imposta il prezzo, gratis come all'inizio.
- Pittura delle costruzioni. Con
Building painting attivo e il martello in mano, tieni premuto il tasto della pittura e fai clic destro su un pezzo che hai costruito per colorarlo, o su ogni pezzo uguale entro 4 m. Lo vedi sulla costruzione prima di pagare, le pietre guardiane sono rispettate, e tutti i giocatori lo vedono, anche quelli che entrano dopo.
- La caserma. Un nuovo tavolo nella scheda dei mobili del martello elenca ogni compagno che hai fuori, vicino o lontano, con ruolo, livello, salute e posizione, e quelli che sono caduti. Chiamane uno da te, fallo restare, fagli fare la guardia alla caserma o lasciare il suo lavoro, rinominalo, cambiagli ruolo o congedalo. Con
Companions need a barracks attivo, ogni caserma ospita Companions per barracks (2).
- Equipaggiamenti. Personalizza ed equipaggia apre sette slot. Come gliel'hai dato fa indossare a un compagno esattamente quello che gli metti, e Niente armi gli lascia le mani vuote.
- I compagni possono essere disarmati. Guarda il tuo compagno e premi il tasto per disarmare (V): una volta per togliergli le armi, due per tutto quello che gli hai dato, una terza per fargli riprendere l'equipaggiamento.
Cavalcature e animali
- Lupi e cinghiali sellati. Tornano a muoversi, correre, girare e saltare a qualsiasi grandezza, le zampe di una cavalcatura grande tengono il passo col terreno, e in sella a un lupo o a un cinghiale attacchi attraverso di lui, con il suo morso o le sue zanne dove guardi.
- Basti. Crea un basto a un banco di lavoro e dallo a un lupo, cinghiale, lox o asksvin addomesticato. Porta un paio di casse che puoi aprire, di più su un lox, e quello che c'è dentro cade in una cassa galleggiante se l'animale muore.
- Guida gli animali addomesticati. Imposta
Lead tames radius e premi Left Alt e H: ogni animale addomesticato intorno a te ti segue; premi di nuovo e restano tutti fermi.
- Addomestica qualsiasi creatura. Attiva
Tame any creature e ogni bestia abbastanza grande da cavalcare, e tutto ciò che vola, si può nutrire e addomesticare: lox, cercatori, draghi minori, uccelli, draghi e le creature aggiunte da altre mod. I troll e l'altra gente che cammina restano selvatici, e così i boss, i combattenti delle fazioni e gli abitanti.
- Cavalca qualsiasi animale abbastanza grande. Con
Ride any tame big enough, qualsiasi animale addomesticato grande almeno come un cinghiale prende una sella da cinghiale e ti porta, comprese le creature delle mod.
- Combatti dalla sella. Con
Fight from the saddle usi la tua arma o tendi l'arco mentre cavalchi, su lupi, cinghiali, lox, asksvin e qualsiasi altra cosa selli.
- Gli animali mangiano dalla mangiatoia. Le creature aggiunte da altre mod ora mangiano il loro cibo dagli scrigni vicini, come il cervo addomesticabile che ci ha mandato uno di voi.
Qualità della vita
- Schermata del titolo a tema. Con
Themed title screen, una schermata del titolo dell'Alto nord con un'aurora sulla neve e tre armi degli Jarl dietro il tuo menu principale.
- Area di costruzione in una direzione. L'area cresce dal pezzo che miri, verso la tua destra e lontano da te, e il tasto del lato dell'area (Backslash) la gira verso la tua sinistra.
- Prima persona sulle navi. La telecamera scivola fino ai tuoi occhi sul ponte e torna indietro quando scendi.
- Guide in F9. Una guida del giocatore e una guida dell'admin nella scheda Guide del pannello di MidgardPlus, in inglese, russo, spagnolo e portoghese brasiliano. La guida del giocatore è anche sul sito: midgardplus.odinthered.dev/guide.
- Ancore per le navi. Premi Left Alt e Y a bordo. La vela scende e la nave tiene la sua posizione contro vento, onde e serpenti marini finché non la alzi, e tutti la vedono.
- Esci dall'acqua con un salto. Guarda un molo, una sporgenza, una roccia o la fiancata di una barca mentre nuoti e premi Salta per tirarti su. La tua abilità di nuoto ti fa arrivare più in alto.
- Code delle stazioni. Guarda una fonderia, un forno a carbone, un altoforno, una stazione di cottura o un fermentatore e premi Left Alt e O per dirgli cosa prendere dai tuoi scrigni, quanto e in che ordine, con ripetizione. Richiede
Stations fuel themselves.
- Calamita per oggetti. Gli oggetti caduti entro il raggio vengono verso di te, solo quello che ci sta nel tuo inventario e nel tuo peso trasportabile, con un tasto per accenderla e spegnerla e l'opzione di prendere solo quello che già porti.
- Zaino. Uno zaino nello slot della cintura dà al tuo inventario una riga in più, fino a tre man mano che lo potenzi.
- La bussola tiene il nord al centro. Un quadrante col vero nord, con tutto il cerchio sulla barra e una tacca dove guardi.
- Segnali dei compagni di squadra. Il tuo gruppo sulla bussola con i suoi colori a qualsiasi distanza, in rosso quando sono a terra o feriti gravemente.
- Troll e boss distruggono la zona. I loro colpi prendono i pezzi costruiti e gli alberi intorno a dove atterrano, mai dentro l'area di una pietra guardiana attiva.
Collateral damage share decide quanto forte.
- Le sedie non sono un riparo. Il colpo di una creatura ti butta giù dalla sedia, e alzarti non ti lascia mai dentro o dietro un muro.
- Pavimento rialzato per il focolare. Una base di pietra di mezzo metro per un fuoco, così un fuocarello o un focolare può stare su un pavimento di legno.
- Interruttore dei nomi dei segnalini. Un pulsante Aa sulla mappa grande nasconde o mostra i nomi sotto i tuoi segnalini.
- Quick stack chiede prima. Chiede al proprietario di ogni scrigno come Deposita oggetti del gioco, riempie gli scrigni che portano il nome di quello che contengono, ti dice cosa si è spostato, e
Quick-stack takes the hotbar mette via quello che non hai in mano.
Megin, l'add-on GDR
Megin 0.3.0 esce con questo aggiornamento, su Thunderstore come MidgardPlus_Lodge. Scegli un cammino, prendi le missioni e i contratti della loggia in ogni terra, ascolta i racconti degli anziani, supera il cancello della prova e scala Himinbjörg, la torre di duecento piani. Pianifica i tuoi poteri con il costruttore di poteri: midgardplus.odinthered.dev/tools/megin.
Il programma creatori
Gli streamer e chi fa video giocando a MidgardPlus possono candidarsi al programma creatori. L'equipaggiamento completo di Trajan84 è la vetrina, l'arco e l'armatura, entrambi in 3D. Leggi di cosa si tratta e candidati su midgardplus.odinthered.dev/creators.
Correzioni
- Il forno di pietra (#80) torna a cucinare con
Production timers attivo.
- I mercanti dei villaggi e molto altro sui server dedicati (#81). Il commercio dei villaggi, gli altari dei boss, i combattenti delle fazioni, i boss extra e le pietre della saga del Rosso funzionano lontano dal centro del mondo su un server dedicato, dove non c'è niente di caricato (ServerFar).
- I comandi admin sui server dedicati arrivano al server e lì funzionano.
- I tooltip del loot elencano ogni segno da segni extra, rune e risveglio, non solo i primi otto tipi.
- Naegling e Norna-hjól non scrivono più errori di Unity nel log al loro primo attacco speciale.
- Righe dell'inventario. MidgardPlus non ridimensiona mai l'inventario mentre un'altra mod di inventario lo gestisce, un inventario allargato dalla 1.46 alla 1.48 si sistema una volta sola, spostando gli oggetti fuori dalle righe in più, e l'inventario si aggiorna subito dopo.
- Legend grow arrotonda per eccesso, quindi
midgardplus legend grow 50% apre davvero la fase della combo a metà.
- Chi ospita da solo conta come admin nel proprio mondo, quindi siege raid, dawn e rescan funzionano quando ospiti la tua partita.
- Strumenti per il terreno quadrati (#35, #55). Con
square ground tools attivo, il coltivatore ara e la zappa livella, pavimenta e traccia sentieri in un quadrato che corrisponde al suo segnale.
- Creare dagli scrigni vicini (#46) copre le ricette che accettano uno qualsiasi tra più ingredienti, come il pesce crudo da qualsiasi pesce.
- Navi e carretti dalla modalità piano (#79) vengono costruiti davvero invece di sprofondare nel mondo come fantasmi. Grazie a Duskrynn per la segnalazione.
- Il semenzaio (#77) e ogni pezzo che un server attiva compaiono nel martello senza riavviare.
- Tasti (#57). I tasti di MidgardPlus non aspettano più una finestra che è già sparita.
- La durata del giorno (#4) si applica sui client appena arrivano le impostazioni del server.
- Salta l'intro (#13) salta il filmato d'apertura.
- Tutto galleggia (#21) fa galleggiare solo oggetti veri, quindi la fisica del client non si blocca più.
- L'altoforno accetta ogni minerale (#45) regge in ogni sessione, attivo e disattivo.
- I messaggi di area disattivata (#54) indicano le vere impostazioni
Build area, Terrain area e Planting row.
- Le armi di Vordr e di Mosskin entrano nella lista degli oggetti del gioco, quindi sfoderarne una non dà più errori.
- Il coltivatore ripulisce tutto ciò che un giocatore ha piantato come pezzo, e tutto ciò che continua a ricrescere dentro l'area della tua pietra guardiana.
- Riparare una nave o un carretto carichi non viene mai rifiutato da
Hammer takes apart ships and carts.
- La pioggia di fulmini non lascia niente in rete dopo un colpo.
Extra bosses non fa più sorgere Mosskin all'altare di Eikthyr. Mosskin sorge solo al suo Anello di muschio.
- L'anteprima del personaggio sta accanto al tuo inventario e non copre mai lo scrigno, la creazione o le altre schede.
- Il pannello dell'equipaggiamento si apre al suo posto quando uno scrigno si apre o si chiude.
Bilanciamento
- I materiali che lasciano i boss scendono a circa un inventario pieno per uccisione. Trofei, armi e premi non cambiano.
Più leggero e più fluido
- I grandi combattimenti pesano circa un terzo in meno.
- Gli effetti di rune e set pesano più della metà in meno.
- Gli effetti delle leggendarie pesano circa il 40 per cento in meno.
- Meno da portare. I modelli delle leggendarie sono alleggeriti, i bundle si caricano direttamente dalla mod senza una seconda copia in memoria, e i bundle dei boss vengono liberati appena i loro boss sono costruiti.
- Il pannello delle impostazioni non blocca più il gioco. Una modifica si salva una volta e applica solo quello che tocca, e cambiare scheda tiene le righe che ha già.
- Meno lavoro a ogni frame per leggendarie, villaggi, compagni, aure, testi al passaggio del mouse e HUD, e il server scrive la mappa condivisa e la classifica in background.
Il sito
Il launcher, 1.5.88
- Stili con un clic. Vanilla Plus, Quality of life, Adventurer, Builder, Hardcore o Server host. Guarda ogni modifica prima che venga applicata e annulla tutto con un pulsante.
Scarica il launcher su midgardplus.odinthered.dev, il sito è in italiano.
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Launcher 1.5.88
03 ott 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 ott 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 set 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 set 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 set 2026, 10:00 UTC
1.51.1 what's new, server start script on Play, Send my log, collapsed setting cards with reset and undo
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.51.1
30 set 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 set 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 set 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 set 2026, 02:50 UTC
The legendaries now play the way your server wants them to: as made, grown alongside your world, gentler, mightier or at your own number. Restock reaches your slots, and house chests keep your gear where it belongs.
Legendary balance
- Legendary balance is a new server setting that sets how hard the legendaries hit, powers, finishers and block included. As made, as it starts, keeps them exactly as they were built.
- Progression ties them to your world: 35 percent before any boss falls, rising with every boss beaten until the Fader, when they stand at full strength. A legendary found early helps you along without taking the early game away from you.
- Gentle holds them at 60 percent, close to the game's own best weapons, and Mighty lifts them to 150 percent for anyone who wants to be the storm.
- Custom uses Legendary strength, anywhere from 25 to 300 percent.
- Legendary finisher needs growth keeps the full bar finisher asleep until the weapon has grown to full strength from its kills. The bar shows how many kills it has taken so far, and every other power works from the first swing. Off, as it starts.
Restock and house chests
- Restock fills your slots. Arrows in the ammo slot, meads in the quick slots and food in the food slots are topped up from nearby chests along with the rest of your bag.
- House chests keep gear with its kind. A chest signed Iron gathers iron bars and iron scrap, and your Iron Pickaxe goes to the chest signed Tools or signed with its own name. Weapons, tools and armour follow their group word or their exact name.
This is a patch version: nothing new travels over the network, and the new settings are server settings that sync to everyone who joins.
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1.50.0
30 set 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 set 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 set 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 set 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 set 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 set 2026, 22:10 UTC
The launcher speaks Spanish and Brazilian Portuguese as well as English and Russian, with a picker in the header. It chooses your language from your saved answer, then the game, then Windows, and you can change it any time.
- It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
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1.47.0
28 set 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 set 2026, 04:30 UTC
Arriva la scheda Update channel: resta su Stable, oppure passa a Dev con la chiave del Discord e il launcher ti propone ogni build di sviluppo appena esce. Back to Stable ti rimette la tua versione stabile con un clic. Le impostazioni ricevono il testo in russo per il nuovo tasto della forma leggendaria.
- Si aggiorna da solo: se hai la 1.2.4 o una più recente, ti propone questa. Altrimenti scaricalo una volta dal sito.
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1.46.0
attuale
28 set 2026, 04:30 UTC
Il Rosso chiama giù il fulmine del Padre di Tutti, le armi incantate brillano come dovrebbero e tutti lo vedono, lo slot del ninnolo è aperto, le tasche di Haldor tornano a funzionare e c'è un modo per giocare le nuove build prima del giorno di patch.
È una versione minore perché il fulmine del Rosso, la nuova arma dei sostenitori, l'elenco degli altari e il bagliore che vedono gli altri giocatori sono tutti nuovi per la rete, quindi un server e chiunque si unisce hanno bisogno della 1.46.0 nello stesso momento.
Giorni di patch e canale di sviluppo
- Ora le versioni escono nei giorni di patch, il mercoledì sera e la domenica sera. Thunderstore, Hexium e il launcher si aggiornano in quei giorni, e solo una correzione urgente di un crash esce prima.
- Tra un giorno di patch e l'altro c'è un canale di sviluppo. Nel launcher, Help and tools ha una nuova scheda, Update channel: lasciala su Stable, oppure passa a Dev con una chiave del Discord e il launcher ti propone la build di sviluppo più recente appena esce. I tuoi file stabili vengono messi da parte, e Back to Stable li rimette a posto con un clic. Il launcher ti avvisa prima di installare una build di sviluppo che non potrà entrare nei server stabili, e una build di sviluppo si presenta col suo nome nel menu principale e nel log.
Il Rosso
- Il fulmine del Padre di Tutti. Attiva Red One lightning e, a media distanza, lui alza la lancia e manda un'ondata di fulmini rossi in un ampio ventaglio davanti a sé, la carica di Eikthyr nei suoi colori, con il tuono dietro. Si può schivare ma non parare. Da vicino resta alla lancia. Disattivato all'inizio.
- Il raggio della sua lancia colpisce come fulmine, come ha sempre detto il suo nome. Prima arrivava come semplice perforazione.
Le armi brillano, e tutti lo vedono
- Loot rarity glow si vede su ogni arma, arco e scudo. Prima ne mancava circa la metà, gli atgeir di ferro e di bronzo, le mazze pesanti di ferro, le armi d'oro e di fuoco gelido e altre ancora, perché illuminava il materiale stesso dell'arma e molti materiali del gioco quella luce non la mostrano mai. Ora è un guscio disegnato sopra tutta l'arma, quindi si vede su tutte, e le armi con i loro segni, come le rune rosse sull'atgeir di sangue di tuono, li conservano.
- Gli elementi stanno dove l'arma lavora: sulla lama di una spada, sulla testa di un'ascia o di una mazza, sulla punta di un atgeir o di una lancia, lungo i flettenti di un arco, in proporzione all'arma. Il veleno gocciola e brilla invece di mostrare una goccia o due.
- Gli altri giocatori vedono il tuo bagliore e il tuo elemento, e tu vedi i loro, se hai Loot rarity glow attivo.
- Segnalato da TylerS76.
Tre armi degli Jarl
Gli Jarl che sostengono MidgardPlus su Ko-fi hanno ciascuno un'arma che porta il loro nome. Non sono solo loro. Chiunque può trovarne una, chiunque può portarla, e il nome dello Jarl viaggia con lei ovunque vada.
- Zanna di Úlfrinn, per Gamli Hersirinn Úlfrinn. Un'ascia da battaglia della tempesta con una testa di lupo sul fianco, le fauci aperte sul manico, un'unica lama a mezzaluna con il filo d'oro pallido e nove rune accese da dentro. Ogni colpo scaglia un fulmine dalla lama fino a 22 m, e l'attacco secondario crea un anello di fulmini intorno a te. Portarla ti rende più veloce e devia i fulmini.
- Artiglio di SweatyT, per SweatyT. Un arco della tempesta di legno scuro intagliato a mano, con una testa di corvo a ogni estremità e un'ala aperta lungo ogni flettente. Non chiede nessuna freccia e scocca fulmini suoi. Ogni quinta tensione scocca un raggio invece di un dardo. Riempi la sua barra colpendo qualcosa, poi tieni la corda tesa al massimo e dal cielo cade una pioggia di frecce dove stai guardando.
- Mezzaluna di NightGod, per NightGod. Una spada che non tiene una sola forma. Premi l'attacco secondario e si apre da una lama rapida a una mano in una grande lama a due mani, e poi si richiude. Ogni colpo lancia una mezzaluna di notte dal filo, rapida e stretta nella forma minore, lenta e larga nella maggiore, e dove cade a distanza si apre. Riempi la sua barra e tieni premuto il tasto e la notte si raccoglie sulla lama; rilascia e taglia lontano davanti a te, più larga quanto più a lungo hai tenuto premuto.
- Crescono con ciò che uccidono. Ogni arma degli Jarl parte da poco più di metà della sua forza e arriva al resto nel corso di duecento uccisioni. Il danno, la portata e la dimensione di tutto ciò che scaglia crescono insieme, e il tooltip ti dice a che punto è. Il conteggio vive sull'arma stessa, quindi conserva ciò che si è guadagnata attraverso la morte, i rientri in gioco e se cambia di mano.
- Dove si trovano. Negli scrigni della Montagna e in quelli delle caverne ghiacciate, circa 2 su cento; sui Fenring, circa 1 su cento; e sui cultisti, circa 2 su cento. Nessuno scrigno e nessuna creatura ne dà mai più di una. Prima un server deve attivare Supporter legendaries in loot, che all'inizio è disattivato. Non si possono creare né potenziare, si riparano alla forgia, e nessun tavolo degli incantamenti può cambiare ciò che sono. Gli admin possono darne una con
midgardplus legend, o generarne una per nome.
L'equipaggiamento e il tuo inventario
- Lo slot del ninnolo è aperto. I ninnoli hanno la loro casella nel pannello dell'equipaggiamento invece di dividere quella dell'utilità, attiva di default, e viene attivata una volta per chi usa già gli slot dell'equipaggiamento, anche con il blocco delle impostazioni attivo. Un ninnolo che indossi ci si sposta da solo. Richiesto da Mando.
- Il tuo aspetto sta dentro la finestra dell'equipaggiamento, come un ritratto accanto agli slot, quando Character preview è attivo. Gira quando lo trascini, come prima.
- Le Tasche più larghe e le Tasche più profonde di Haldor tornano a funzionare. Extra inventory rows si riprendeva la loro riga. Ora aggiungono la loro riga in più, gli acquisti persi tornano da soli e Haldor ti avvisa prima che paghi se una tasca non aggiungerebbe nulla.
- Bag rows past 9, disattivato all'inizio, lascia crescere un inventario fino a tre righe oltre le 9 del gioco, così le tasche ci stanno ancora insieme a tutte le altre righe. L'inventario e uno scrigno aperto si rimpiccioliscono per restare sullo schermo, e riabbassarlo non fa mai cadere ciò che c'è nelle righe in più.
- Le tasche le ha segnalate TylerS76, e il limite dell'inventario è stata una sua idea.
Mosskin è grande la metà
- Ora Mosskin è 1.4 di default, circa la metà della sua vecchia mole. Le impostazioni che avevano ancora il vecchio 2.5 passano a 1.4 una volta sola, e qualsiasi altra dimensione che hai scelto resta com'è.
Altari
- midgardplus altars elenca ogni Anello di muschio, Pietra del Giuramento e Focolare Annegato con la sua distanza e se è già stato costruito, e midgardplus altars pin li segna sulla tua mappa. Per gli admin e per l'host.
- Ora il server scrive dove sono gli altari quando il mondo si carica, e ogni volta che Hugin manda qualcuno al più vicino.
Partite più fluide
- Meno scatti. Le impostazioni che seguono il server non vengono più ricalcolate a ogni accesso quando non è cambiato nulla, il pannello admin tiene le sue righe di impostazioni invece di ricostruirle a ogni tasto premuto, e il controllo dell'acqua che scorre è limitato a mezzo millisecondo per fotogramma.
Grazie anche a TylerS76 per aver chiesto le scorciatoie del mouse arrivate nella 1.44.0, e a Cenom e Lucas Smaniotto per le loro segnalazioni e idee.
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Launcher 1.5.79
27 set 2026, 15:50 UTC
Forsaken powers from item stands ha la sua scheda e le descrizioni in russo, insieme a tutte le impostazioni della 1.45.0.
- Si aggiorna da solo: se hai la 1.2.4 o una più recente, ti propone questa. Altrimenti scaricalo una volta dal sito.
-
1.45.0
attuale
27 set 2026, 15:50 UTC
Partite più fluide, acqua che si versa da una conca all'altra e resta ferma in multigiocatore, cassetti che il Quick stack torna a riempire, e poteri dei Rinnegati dai trofei sulle tue pareti.
È una versione minore perché la correzione dell'acqua in multigiocatore funziona solo quando ce l'hanno tutti i giocatori: un giocatore ancora sulla 1.44.0 continuerebbe a svuotare acqua che non vede, quindi un server e chiunque si unisce hanno bisogno della 1.45.0 nello stesso momento.
Partite più fluide
- Meno scatti mentre giochi. Diverse cose che MidgardPlus faceva sul thread principale ora avvengono a piccoli pezzi o non avvengono più:
- il controllo delle modifiche al tuo file delle impostazioni gira in background;
- il giro sulle sorgenti d'acqua che scorre ogni 10 secondi è distribuito su più fotogrammi;
- calcolare le pozze richiede al massimo 2 ms per fotogramma sulla tua macchina;
- l'aggancio che controlla i nostri tasti si attiva solo quando ne usi uno;
- il controllo di cosa punta un progetto di costruzione gira solo mentre un progetto è caricato;
- il tiro con l'arco si prepara quando entri in gioco invece che al primo tiro;
- e tanto piccolo rimescolamento di memoria è sparito.
- L'acqua non si mangia più la memoria mentre viaggi. Ogni tratto d'acqua caricato lasciava dietro di sé una copia della sua superficie, e ogni pozza ne creava una sua. Ora tutte le pozze condividono una superficie, le loro mesh vengono riutilizzate e le copie vengono ripulite quando l'acqua si scarica. Anche i colori del bagliore e della furia del Gravejarl, del Rosso e di Vordr vengono ripuliti con loro.
- Un consiglio se il gioco scatta ancora: attiva Detailed log. Ora funziona anche sulla tua macchina, non solo su un server, e scrive una riga con il nome di qualsiasi nostra cosa abbia impiegato troppo. Mandami quel LogOutput.log su Discord e potrò vedere esattamente cos'era.
- Segnalato da TylerS76 e Mando.
Acqua
- Il traboccamento riempie ogni conca lungo la discesa. Una pozza che traboccava prima scorreva dritta oltre una seconda conca più in basso fino al terreno più basso che vedeva. Ora il flusso si ferma alla prima conca, la riempie fino all'orlo e prosegue da lì, giù attraverso fino a 8 pozze, finché la sorgente non resta senz'acqua. L'ultima tiene ciò che avanza, e un flusso che esce da una pozza viene sempre disegnato, anche su terreno in leggera pendenza.
- Un flusso entra in altra acqua ed esce dall'altra parte, invece di stendersi sopra una pozza come un canale che la attraversa.
- In multigiocatore l'acqua non sparisce più per poi riempirsi di nuovo. Con l'acqua impostata su Whoever placed it, un giocatore poteva scambiare una sorgente che non aveva mai caricato per una rimossa e svuotarne la pozza per tutti, e un giocatore che si era allontanato continuava a riempirla. Ora solo il server, o il proprietario che ha la sorgente caricata, la svuota o la riempie, e quando cambia il proprietario tutti sono d'accordo su cosa c'è.
- Segnalato da Lyferian.
Cassetti per oggetti
- Il Quick stack riempie un cassetto svuotato. Un cassetto che ricorda il suo oggetto ma è vuoto, o che contiene solo cose singole come le uova di drago, veniva saltato dal Quick stack e dagli scrigni che raccolgono da terra. Ora riprende il suo oggetto, quanto ne ha spazio.
- Segnalato da Cenom.
Poteri dei Rinnegati a casa
- Appendi un trofeo di boss a un porta oggetti che hai costruito e prendi lì il suo potere. Premi Usa sul trofeo e ottieni il potere dei Rinnegati di quel boss, alla maniera del gioco, con il messaggio e il cooldown delle pietre stesse, così puoi cambiare potere a casa invece di tornare a piedi all'inizio. Tenere premuto Usa stacca ancora il trofeo. Contano solo i boss che il tuo mondo ha battuto, o quelli che hai battuto tu con Per player boss progression attivo. Le pietre sacrificali non cambiano.
- Forsaken power stands need a workbench lo limita alle tue basi: il porta oggetti deve stare dentro il raggio di costruzione di un banco di lavoro.
- Sono entrambi disattivati all'inizio, e sono entrambi impostazioni del server.
- Suggerito da NightGod.
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Launcher 1.5.78
27 set 2026, 09:40 UTC
Si possono assegnare i tasti del mouse: i tasti laterali e il tasto centrale, con Shift, Ctrl o Alt. World recovery e tutte le impostazioni della 1.44.0 hanno le loro schede e le descrizioni in russo.
- Si aggiorna da solo: se hai la 1.2.4 o una più recente, ti propone questa. Altrimenti scaricalo una volta dal sito.
-
1.44.0
attuale
27 set 2026, 09:40 UTC
I dungeon e gli accampamenti ripuliti possono tornare, i server smettono di lavorare a raffiche, e l'acqua riempie una vasca a qualsiasi angolo fin dentro gli angoli.
È una versione minore perché World recovery manda nuovi messaggi tra un admin e il server e segna dei luoghi nel mondo, quindi un server e chiunque si unisce hanno bisogno della 1.44.0 nello stesso momento.
World recovery
- I dungeon e gli accampamenti che hai ripulito tornano come nuovi. Attiva World recovery e una cripta sommersa, una miniera infestata, una torre, un porto o uno scavo dvergr nelle Lande Nebbiose, o un villaggio fuling che nessuno visita da un po', viene tolto e rimesso giù dal gioco stesso, nello stesso modo in cui crea nuove terre. Gli scrigni ricevono nuovo loot dalle loro tabelle, e il minerale, le porte, gli spawner e le stanze del dungeon sono nuovi.
- Un po' sono 7 giorni di gioco di default, e i giorni di gioco passano solo mentre qualcuno gioca, quindi una cripta da cui sei uscito ieri sera non viene ripristinata mentre il server è vuoto. World recovery places elenca ciò di cui si occupa, e puoi aggiungerci camere funerarie e grotte dei troll.
- È prudente. Un luogo viene lasciato stare, e il log dice perché, se qualcuno è vicino, se qualcosa costruito da un giocatore sta entro 50 m o in qualsiasi punto del suo dungeon, se lì c'è una tomba, un animale addomesticato o un compagno, se lì c'è qualcosa che un giocatore portava, o se uno scrigno lì contiene cose messe da un giocatore. Gli altari dei boss, i mercanti, l'inizio, i luoghi di Hildir, le pietre runiche e i luoghi di MidgardPlus non vengono mai ripristinati.
- Gli admin possono guardare prima che succeda qualcosa. Nella console F5, midgardplus recovery list mostra cosa verrebbe ripristinato e perché tutto il resto viene lasciato stare, senza cambiare nulla. midgardplus recovery now ripristina ciò che supera ogni controllo entro la distanza che indichi, e midgardplus recovery history mostra gli ultimi ripristini.
- Disattivato all'inizio, ed è un'impostazione del server. Comincia con midgardplus recovery list per vedere cosa farebbe.
- Suggerito da Cenom.
Server
- La ricerca degli altari non si ripete più e non può più tenere occupato il server. Trovare un posto per gli altari di Mosskin, del Gravejarl e di Vordr usava la ricerca completa del gioco, e ripartiva a ogni modifica delle impostazioni. In un mondo senza più terre inesplorate adatte a un altare, non ne trovava mai uno, quindi ricominciava ogni volta, e potevano girarne diverse insieme. È proprio il tipo di cosa che satura a raffiche il processore di un server dedicato ogni pochi minuti. Ora cerca solo quando il mondo si carica o quando si attiva uno di quei boss, le ricerche fanno a turno, e ogni passo restituisce al server il suo tempo dopo un centesimo di secondo.
- I cassetti per oggetti e gli effetti dei boss non fanno lavoro di visualizzazione su un server dedicato. Etichette, icone ed effetti contano solo su uno schermo, e un server non ne ha.
- Segnalato da Mando.
- Ora Detailed log nomina qualsiasi cosa lenta su un server. Con Detailed log attivo nelle impostazioni del server stesso, qualsiasi nostra cosa che impiega più di 50 ms, e qualsiasi fotogramma più lungo di un quarto di secondo, viene scritto nel log con il suo nome e il suo tempo. Se il tuo server va a scatti, attivalo, gioca finché succede e mandami quel LogOutput.log.
Acqua
- Una vasca a qualsiasi angolo si riempie in ogni angolo. La maggior parte delle vasche non è costruita in squadra con la griglia del mondo, e una pozza dentro una di esse si fermava prima degli angoli e mostrava il pavimento a gradini lungo una parete obliqua, con qualche piccola zona disegnata due volte. Ora il bordo di una pozza sta dove si trova davvero la parete, a qualsiasi angolo, fin dentro gli angoli.
- Una sorgente d'acqua sotto la sua stessa pozza non mostra più il suo quadrato attraverso la superficie.
- Su terreno piatto e aperto l'acqua si allarga in una pozzanghera rotonda fino a 3 m dalla sorgente, adagiandosi sul terreno al bordo, invece di formare un quadrato tre per tre.
- HearthBelow viene nominato nel log quando è installato, accanto a Undertow.
- Segnalato da Lyferian.
Tasti
- Nel launcher si possono assegnare i tasti del mouse. Clicca su una casella di un tasto e premi un tasto del mouse: i tasti laterali (Mouse 4, laterale indietro, e Mouse 5, laterale avanti) e il tasto centrale si assegnano tutti, con Shift, Ctrl o Alt premuti se vuoi. Il clic sinistro e quello destro si assegnano solo quando clicchi sulla casella stessa, e il launcher ti avvisa che in gioco servono anche ad attaccare, parare e cliccare.
- Una scorciatoia del mouse funziona mentre ti muovi. Prima falliva ogni volta che un altro tasto come W era premuto, quindi un tasto laterale assegnato al Quick stack o allo zoom dell'arco non faceva nulla mentre camminavi. Ora ogni tasto di MidgardPlus controlla solo il suo tasto e i suoi Shift, Ctrl e Alt.
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1.43.0
27 set 2026, 08:50 UTC
Vordr dei Giunchi ora è un boss completo, quello che viene dopo l'Antico. Il Gravejarl ha il suo vero corpo, e il cassetto per oggetti finalmente accetta le uova di drago.
È una versione minore perché Vordr porta cose nuove nel mondo e il cassetto salva le uova in un modo nuovo, quindi un server e chiunque si unisce hanno bisogno della 1.43.0 nello stesso momento.
Vordr dei Giunchi
Quando la sala del Rosso sprofondò, un uomo fuggì e uno rimase a custodire il fuoco. I giunchi gli crebbero attraverso. È ancora al suo posto.
Il Guardiano dei Giunchi
Il Gravejarl ha il suo vero corpo
Le uova di drago vanno nel cassetto per oggetti
I cassetti si costruiscono a parete
Il Quick stack ti aspetta
- Un nuovo boss rigiocabile per la Palude, dopo l'Antico. Un gigante della palude di legno fradicio e radici, con i giunchi che gli attraversano la schiena, alghe che gli pendono addosso, il ferro della sala sulle spalle, un elmo sopra occhi di brace e il fuoco della sala che gli arde ancora nel petto dietro una corazza spezzata. È costruito sull'abominio, quindi caccia, colpisce e muore come il gioco si aspetta, e si alza dalla palude come fa l'abominio.
- Come chiamarlo. Quando il tuo mondo ha battuto l'Antico, crea alla forgia una Brace annegata con un trofeo dell'abominio, venti fanghiglia, dieci sacche di sangue, dieci radici antiche e cinque cuori di surtling. Poi trova il Focolare Annegato, un focolare sommerso circondato da pietre spezzate al bordo dell'acqua nella Palude, e posa la brace nel suo braciere. Ce ne sono cinque in ogni mondo, ben lontani dagli altari del gioco e dalle Pietre del Giuramento. Hugin segna il più vicino sulla tua mappa quando cade l'Antico, e i mondi in cui giochi già ricevono i loro in terre che nessuno ha ancora esplorato.
- Prima deve cadere l'Antico, e questo viene controllato dalla tua parte e sul server.
- Tre fasi. Il Guardiano, poi Le acque salgono, poi Il fuoco sotto l'acqua. Mentre l'acqua sale può richiamare sanguisughe dall'acqua e melme dal fango, inzuppare tutti quelli che ha vicino e lasciare il veleno della palude dove cadono i suoi colpi a terra. Quando il fuoco si accende, ogni colpo che mette a segno brucia, e la sua debolezza si capovolge: il fuoco smette di fargli male e il gelo comincia. Te lo dice lui quando succede.
- Il muro di giunchi. Un anello delle radici stesse dell'Antico spunta intorno allo scontro così non puoi girargli intorno di corsa, e poi sprofonda di nuovo nel terreno da solo.
- Cosa lascia: ferro, fanghiglia, catene, radici antiche, un trofeo dell'abominio, il suo trofeo e la Lanterna del Focolare, una lanterna accesa dal fuoco della sala che arde più calda di quanto dovrebbe una lanterna.
- Le sue fasi e ogni suo potere sono disattivati finché non li attivi, dodici nuove impostazioni per lui. Con queste disattivate combatte allo stesso modo dalla salute piena fino alla fine. Vordr boss stesso è disattivato all'inizio, come ogni boss. Le pietre della saga hanno un nuovo verso su di lui, e tutti lo sentono quando si alza e quando cade.
- Lo scontro di Extra bosses all'altare dell'Antico ora si chiama il Guardiano dei Giunchi, così non si confonde mai con Vordr dei Giunchi. Di quello scontro non è cambiato nulla tranne il nome.
- Si piega alle giunture. Nella 1.42.0 era stato rimesso sul suo vecchio corpo perché smettesse di sciogliersi, ed era rigido. Il corpo sotto la sua cotta di maglia aveva perso i suoi pesi prima ancora di arrivare nel gioco. È stato ricostruito come si deve, e ora il corpo, l'armatura e la stoffa si muovono con le ossa come quelli di Mosskin.
- È vestito come è stato disegnato: la lucentezza sulle piastre, le corna colorate per tutta la lunghezza con un pennacchio nero, e il fodero al fianco.
- Ora un cassetto accetta un uovo di drago, e altre cose singole e semplici che non si impilano mai, come gli scrigni di Hildir, le chiavi e i pezzi di Dyrnwyn. Le tiene come un conteggio, dieci per stack, quindi un cassetto contiene cento uova. Accovacciati e usa per tirarne fuori uno. Rompere o rimuovere il cassetto le fa cadere tutte.
- Qualsiasi oggetto creato, qualsiasi equipaggiamento e la mappa portata con sé vengono ancora rifiutati, perché il cassetto perderebbe il nome di chi l'ha fatto o ciò che c'è scritto sopra, e il messaggio lo dice.
- Bug n. 50, segnalato da Cenom.
- Un cassetto regge il cassetto che ha sopra. I cassetti erano fatti a partire dallo scrigno di legno, che non regge nulla, quindi uno messo sopra un altro non aveva sostegno e cadeva. Ora fanno da sostegno come le pareti di legno.
- Si allineano esattamente. Nuovi punti di aggancio al centro del lato superiore, di quello inferiore e di entrambi i fianchi allineano in squadra una pila o una fila, e i punti agli angoli stanno a livello con le cornici, così un cassetto accostato a un altro lascia il frontale libero da leggere.
- Richiesto da Cenom.
- Quick-stack only with a bag or chest open, disattivato all'inizio. Attivalo e il tasto del Quick stack non fa nulla se non hai aperto l'inventario o uno scrigno, così una pressione per sbaglio in giro per il mondo non svuota mai le tue tasche nello scrigno più vicino. È una tua scelta, e segue il server quando il server imposta le opzioni dei giocatori.
- I tasti del Quick stack e del riordino restano zitti mentre scrivi: in una casella di testo, nella ricerca della creazione e nel pannello admin, oltre che nella chat, nella console, su un cartello e sulla mappa come prima.
- Richiesto da Cenom.
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1.42.0
27 set 2026, 07:10 UTC
Mosskin e il Gravejarl hanno i loro altari sparsi per il mondo, la lancia celeste del Rosso si vede arrivare, e l'acqua nelle pozze forma un'unica superficie.
È una versione minore perché gli altari sono luoghi nuovi nel mondo e i boss mandano nuovi messaggi tra i giocatori, quindi un server e chiunque si unisce hanno bisogno della 1.42.0 nello stesso momento.
I loro altari
La lancia celeste del Rosso
Il Gravejarl non si scioglie più
Gli slot dell'equipaggiamento si fanno spazio da soli
Acqua
- Con Mosskin boss o Gravejarl boss attivi, ora trovi i loro altari nel mondo. Mosskin si alza all'Anello di muschio, nove pietre coperte di muschio intorno a una vecchia pietra runica nelle Praterie. Il Gravejarl si alza alla Pietra del Giuramento, una pietra runica inclinata verso la Palude dentro un anello spezzato di pietre mezze sepolte. Ce ne sono cinque di ciascuno, ben lontani dagli altari del gioco. Posa il Cuore di muschio o l'Anello del giuramento dello Jarl sulla pietra centrale, con Usa o dalla barra rapida.
- Hugin segna il più vicino sulla tua mappa quando è caduto Eikthyr o la Catasta d'Ossa, e i testi degli oggetti, Hugin e le pietre della saga dicono tutti dove andare.
- Anche i mondi in cui giochi già li ricevono. La prima volta che il server parte con il boss attivo, i suoi altari vengono piazzati in terre che nessuno ha ancora esplorato, quindi non compare nulla in mezzo alla tua base.
- Prima deve comunque cadere il boss vanilla, e questo viene controllato dalla tua parte e sul server prima che uno dei due boss si alzi.
- Gli altari di Eikthyr e della Catasta d'Ossa tornano a essere quelli del gioco. MidgardPlus non li tocca più per Mosskin o per il Gravejarl. Solo Extra bosses risponde ancora a un altare vanilla, come ha sempre fatto.
- Puoi vederla arrivare e toglierti di mezzo. Quando chiama il cielo, un anello rosso segna il terreno sotto chiunque gli stia vicino, brillando e crepitando per un secondo e mezzo. Poi la sua lancia cade dalla nube sul segno con fulmini rossi e tuoni, e colpisce solo chi sta ancora a pochi metri da lì. Ogni volta ne cadono una o due in più intorno a lui. Esci dall'anello e ti manca.
- Tutti vedono cosa fanno i boss. I loro effetti vengono mandati a ogni giocatore e disegnati su ogni macchina, quindi tutto il gruppo vede lo stesso scontro, e dopo non viene salvato nulla nel mondo.
- I suoi corvi gli volano intorno e le sue piume fluttuano, come avrebbero dovuto fare fin dall'inizio.
- Le sue gambe e il suo corpo sembravano un unico ammasso mutato dopo una modifica che ricalcolava la sua pelle da capo in base a dove sta ogni sua parte. È tornato al corpo che avete visto nei primi test. È ancora rigido a ginocchia e gomiti, e un corpo con un rig migliore per lui è in arrivo.
- Gli oggetti nelle righe che servono al pannello ora salgono da soli: prima sugli stack uguali, poi nelle caselle vuote, senza toccare la barra rapida. Ciò che indossi resta addosso a te, e non viene mai fatto cadere nulla. Sposta tutto o niente.
- Quando non c'è spazio, ti dice quante caselle liberare. Il gioco permette 9 righe di inventario in tutto e il pannello ne usa una. Libera le caselle che indica e gli slot si attivano da soli. Segnalato da Lucas Smaniotto.
- Una pozza è un'unica superficie. Due sorgenti che riempivano la stessa vasca disegnavano due strati d'acqua a pochi centimetri l'uno dall'altro, con quadrati che spuntavano dalle pareti e giunture in superficie. Ora tutta l'acqua che sta insieme viene disegnata come un unico strato che arriva sotto le sponde, si ferma sul lato interno di una parete e si adagia su un bordo aperto.
- I flussi scorrono lisci. Un flusso che curvava prima sembrava una fila di quadrati. Ora ogni tratto è un unico nastro che segue il terreno, con le cascate tenute per i salti ripidi.
- Una vasca sigillata tiene la sua acqua. Una parete impermeabilizzata su una linea della griglia veniva presa per terreno alto e la pozza ci si riversava sopra; ora tiene. Gli angoli di una vasca restavano asciutti, e ora si riempiono. E una pozza non si calcola più prima che si carichino le pareti intorno quando ci torni.
- Segnalato da Lyferian.
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Launcher 1.5.75
27 set 2026, 06:00 UTC
Schede delle funzioni per il Gravejarl, le scale a pioli, il nuoto, il tiro con l'arco, lo zoom dell'arco, gli scrigni dall'alto e l'anteprima del personaggio. La scheda di Mosskin mostra la vera ricetta del Cuore di muschio. Descrizioni in russo per le correzioni della 1.41.0.
- Si aggiorna da solo: se hai la 1.2.4 o una più recente, ti propone questa. Altrimenti scaricalo una volta dal sito.
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1.41.0
attuale
27 set 2026, 05:50 UTC
Correzioni per quello che ci avete segnalato dalla 1.40.0, e sei per i boss. Nessuna nuova impostazione, e non cambia nulla per chi lascia i boss disattivati.
È la 1.41.0 e non la 1.40.1 perché i lupi del Rosso e le armi proprie dei boss sono cose nuove nel mondo, quindi un server e chiunque si unisce hanno bisogno della 1.41.0 nello stesso momento.
Il pannello dell'equipaggiamento
Altari
I boss
Comandi con Keep achievements
Resistenza
Acqua
Già corretto, aggiorna per favore
Lyferian ha anche segnalato che le riparazioni chiedevano gli Idoli, che un attacco impostato per non costare resistenza non partiva con la barra vuota, e che le ricompense dell'abilità nuoto non facevano nulla.
- Il pannello è di nuovo di legno scuro, non giallo. Prendeva lo sfondo dall'immagine incorniciata più grande sotto il tuo inventario, e si è scoperto che era l'evidenziazione della selezione del gamepad: uno sprite bianco semplice colorato di giallo. Così il pannello veniva giallo acceso, o giallo e trasparente. Ora usa il legno dell'inventario stesso, e un marrone scuro semplice se non lo trova. Segnalato da MiaWolf.
- Un pannello che non si può disegnare lo dice. Poteva fallire senza una parola e lasciarti senza nessuno slot. Ora scrive un avviso nel log, te lo dice sullo schermo e mostra invece le righe degli slot in fondo al tuo inventario, così niente di ciò che contengono va perso o resta fuori portata. Se è caricata un'altra mod che cambia l'inventario, come BetterArchery o un'altra mod di slot, l'avviso e il messaggio la nominano. Segnalato da Lucas Smaniotto.
- Con Extra bosses disattivato, ogni altare resta al gioco. Con l'impostazione disattivata, un trofeo di boss nel tuo zaino poteva ancora mettersi in mezzo a un altare, quindi un'evocazione vanilla come i supporti delle uova di Moder non faceva nulla. Ora, con Extra bosses disattivato, gli altari si comportano esattamente come senza la mod. Bug n. 49, da .ymc.
- Mosskin, il Gravejarl e il Rosso non dipendono più da Extra bosses. Ognuno risponde solo alla sua impostazione, e con quella disattivata il tasto Usa passa dritto all'altare del gioco.
- La ricetta del Cuore di muschio è scritta giusta. I testi nominavano ancora una vecchia ricetta. Quella vera è un banco di lavoro di livello quattro, cinque semi antichi, dieci cuori di surtling, sessanta occhi di nano grigio, ottanta resina e cinquanta legna pregiata, ed è questo che dicono ora l'impostazione, Hugin e il launcher.
- L'impostazione del danno di Mosskin arriva ai suoi colpi. Il troll su cui è costruito tiene il pugno, i colpi col tronco, lo schianto a terra e il lancio in set casuali oltre che nelle sue mani, e venivano copiati solo quelli nelle mani, quindi Mosskin damage non cambiava nulla di ciò con cui ti colpiva davvero. Ora porta la sua copia di ognuno di essi, e i troll normali tengono i loro intatti.
- Vordr non cambia più ogni abominio. Stava regolando le armi dell'abominio stesso, che ogni abominio della palude condivide. Ora lavora sulle sue copie.
- Lo scaling dei boss mette i nuovi boss al rango di quello che seguono. Con Boss scaling grows with the world attivo, Mosskin, il Gravejarl, il Rosso e Vordr non avevano un posto loro nell'ordine dei boss e venivano potenziati appena si alzavano. Ora ognuno prende il posto del boss vanilla che segue: Eikthyr, la Catasta d'Ossa, Fader e l'Antico.
- Il santuario del Rosso viene controllato anche sul server, quindi si alza solo in un mondo che ha abbattuto Fader, chiunque posi l'Occhio.
- Geri e Freki non si possono farmare. Non lasciano nulla, tornano 30 secondi dopo che uno cade, e gli rispondono al massimo quattro volte per fase.
- Chiamare un boss dalla console è per il giocatore singolo, l'host o un admin. midgardplus mosskin, midgardplus gravejarl e midgardplus vordr ora rifiutano chiunque altro su un server, e lo dicono.
- Con devcommands attivo, i comandi trucco nella console o in chat partono subito invece di fermarsi a chiedere prima confirmcheats. Il gioco segna comunque il personaggio come uno che ha usato i trucchi, cosa che conta solo se più avanti disattivi Keep achievements. Segnalato da Lyferian.
- Il martello, la zappa e il coltivatore funzionano con la barra vuota quando Hammer, hoe and cultivator cost no stamina è attivo. Il gioco chiedeva comunque più di niente prima di piazzare, rimuovere o riparare, e lo stesso per costruire un'area intera, livellare un'area intera e piantare una fila. Uno strumento che non costa nulla ora funziona anche senza niente.
- La corsa funziona con la barra vuota quando Stamina cost multiplier è 0.
- Segnalato da Lyferian.
- Le pozze arrivano alle loro pareti. Una pozza veniva disegnata come un quadrato per metro sulla griglia del mondo, quindi il suo bordo toccava una parete o una sponda solo quando quella parete cadeva proprio su una linea della griglia. In qualsiasi altro punto l'acqua si fermava prima e lasciava vedere una striscia di pavimento, o attraversava la parete e spuntava dall'altra parte. Ora ogni angolo di una pozza cerca lungo la linea dell'acqua la parete o il terreno che sale accanto e ci si sposta sopra, così la superficie arriva alla parete e si infila sotto la sponda.
- Una vasca impermeabilizzata tiene l'acqua fino all'orlo. Con Waterproofed pieces hold water attivo, una vasca sigillata metteva il livello dell'acqua 32 m sopra la sorgente, perché un pezzo impermeabilizzato veniva trattato come una parete che non finisce mai. Ora si riempie fino alla cima del pezzo e si ferma lì, e nessuna pozza sta sopra il proprio orlo.
- Segnalato da Lyferian.
- Gli Idoli e la resistenza degli attacchi sono stati corretti nella 1.37.0, e le ricompense dell'abilità nuoto nella 1.39.0. Se vedi ancora uno di questi problemi, controlla la versione in cima al tuo LogOutput.log o nel launcher: qualsiasi versione più vecchia ha ancora quei bug, quindi aggiorna per favore. La descrizione di Repair cost ora dice chiaro e tondo che gli Idoli e gli altri oggetti della Forgia del Potenziale non vengono mai addebitati.
- Il problema del nuoto era una patch che non aveva più preso effetto dopo un aggiornamento del gioco. I controlli che girano prima di ogni versione ora falliscono se una patch non prende effetto, quindi quel tipo di guasto non può più passare inosservato.
- Le voci più vecchie sono in inglese. Sono il registro completo di ogni versione, così come è uscita.
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1.40.0
27 set 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 set 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 set 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 set 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 set 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 set 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
attuale
25 set 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 set 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 set 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 set 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 set 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 set 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
attuale
24 set 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 set 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 set 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 set 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
attuale
24 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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
attuale
23 set 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 set 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 set 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 set 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
attuale
22 set 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 set 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
attuale
21 set 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 set 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
attuale
21 set 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 set 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
attuale
21 set 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 set 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 set 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 set 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
attuale
21 set 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 set 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
attuale
20 set 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 set 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 set 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 set 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
attuale
20 set 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 set 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
attuale
20 set 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 set 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 set 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
attuale
17 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 2026, 08:00 UTC
- New: MidgardPlus speaks Russian. Set the game to Russian and the Guide, the F9 panel, companions, messages, portals and every MidgardPlus piece and item name follow. Anything not translated yet stays in English.
- Fixed: flowing water no longer floats. It rests on the ground, on solid pieces or on other water, falls straight down over edges as a waterfall, fills holes one layer at a time, and drops into place when you dig under it or remove what held it. Old water that was hanging settles a few seconds after the world loads.
- New: Water spread distance can be 0, which means no limit. Water keeps running across flat ground until something stops it, still inside Water cells per source and Water cells in the world.
- New: Smooth health regen, your own setting, on by default. Health from food trickles back a little every moment instead of jumping up every 10 seconds, with exactly the same total. Thanks TylerS76.
- New: Use items in water, on by default. Eat food and drink meads and potions while you swim. Weapons in water, off by default, keeps weapons, shields, bows and torches in your hands while swimming. Thanks TylerS76.
- New: Sign snap points, on by default. Signs, item stands, banners, sconces and other wall pieces snap flush to walls, beams and poles: aim the back at the surface and it turns to face out, sits flat and lines up with the corners, edge middles and centre, up and down as well as sideways, however the wall is turned. Hold the free placement key to place it anywhere. Thanks Zero and TylerS76, with OCDheim as the idea.
- New: companions level up. Each one earns its own XP: warriors from fighting, gatherers from picking things up, builders from repairs, plans and fuelling, and a little from every meal. Levels bring more health, a bit of healing over time, harder hits for warriors and faster work for gatherers and builders. As they level they also put on better looking gear, never past the last boss your world has beaten, and never gear you can loot. Anything you give them yourself always wins. Look at a companion to see its level and XP. Companion levels, Companion XP multiplier, Companion max level and Companion gear by level are in 7 - Companions.
- Fixed: text in MidgardPlus windows stays sharp when Panel scale makes them bigger, like on 4K screens. The letters are drawn at their real size on screen instead of being stretched, and everything else scales the same as before. Thanks Жека.
- New: Favourite items, your own setting. Hold Left Alt and click an item in your bag to mark it with a gold frame. Favourites stay put when you quick stack, use Place stacks or stack into shared chests, and the trash and recycle keys leave them alone. The mark stays on the item when you move it, split it or log out. Thanks lettownn.
- New: Copy markers from map tables (server) and Take markers other players left on map tables (your own). Turn either off and reading a map table gives you the explored land but none of the other players' markers, and writing to it still keeps their markers on the table. Both on is the game's own way. Thanks lettownn.
- 1.9.34 plays with every 1.9.
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Launcher 1.5.28
14 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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 set 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.