MidgardPlus

MidgardPlus

Um mod para a todos governar.

Uma reformulação completa do Valheim: armas lendárias de jarl que despertam e crescem, chefes próprios, vilas vivas e cercos, companheiros, criação e construção, em mais de 1.100 configurações. Todas começam no vanilla, então você liga só o que quer, e num servidor quem decide é o anfitrião.

Gostou do que viu? Deixe um like, passe no Discord para dar um oi e acompanhe o resto do que eu faço em odinthered.dev.

Contando.

Escolha um reino na árvore

1.083Configurações
34Armas de jarl
0Mudanças por padrão
4Idiomas

Em poucas palavras

O que é

O que é o MidgardPlus

O MidgardPlus é uma reformulação completa do Valheim. Ele começou como um pacote de qualidade de vida e cresceu até virar um mundo próprio. Tem mais de 1.100 configurações, e todas começam no vanilla. Você instala e o seu jogo continua igual. Depois liga as partes que quiser.

  • Qualidade de vida que você controla: plantio, armazenamento, espaços, cronômetros e uma interface que você arruma do seu jeito.
  • 35 armas lendárias de jarl que despertam com sangue de chefe e crescem a cada vida que tiram.
  • Sete chefes próprios com lutas cinematográficas, e os chefes do jogo para enfrentar de novo.
  • Vilas que crescem e se cercam de muralhas, facções às quais você pode jurar lealdade e cercos às vilas e à sua base.
  • Companheiros com ofícios e quartéis de onde você dá as ordens.
  • Uma mesa de encantamento, uma mesa do pintor e filas nas estações.
  • Ferramentas de construção, uma bússola e um mapa que acompanham você, e um servidor que controla tudo pelo painel F9.

O que é o Megin

O Megin é o primeiro complemento do MidgardPlus, um download à parte que acrescenta uma camada de RPG. Em Ýdalir, o salão dos caçadores de Ullr, você passa pelas provas, jura sobre o anel do juramento e desperta o poder interior que existe em você. Depois você mesmo dá forma a ele: poderes que monta peça por peça e prende com juramentos, uma afinidade que o poço de Mímir revela, posturas, maestria e cinco caminhos. Aceite os contratos da loja, ouça os contos dos anciãos e suba os 200 andares de Himinbjörg. Ele precisa do MidgardPlus e, como tudo aqui, começa desligado.

Mais sobre o Megin

Experimente no navegador

Duas janelas do jogo funcionam aqui mesmo, com os mesmos números que o mod usa.

Mesa de encantamento Construtor de poderes Megin

A ideia

Toda configuração começa no vanilla

Você instala e nada muda. Não vem nenhuma opinião embutida sobre como Valheim deve ser jogado, nem uma tabela de saque rebalanceada para você desfazer.

Abra o launcher, o painel F9 ou o midgardplus.cfg, mude as duas ou três coisas que estavam te incomodando e deixe o resto como está. As mudanças valem com o jogo rodando, então dá para testar um número e mudar de novo sem reiniciar.

Cada coisa que ele adiciona tem sua própria chave, e todas começam desligadas. Ligue Companions, Mounts, Saga Book ou Tiered portals em 0 - Features e só essa parte entra no seu jogo. Configurações que chegam com uma atualização também começam desligadas, então uma atualização nunca muda o seu mundo sem você saber.

Tudo o que existe no MidgardPlus

Os Nove Reinos

O MidgardPlus cresceu até virar um mundo próprio, então suas funções estão organizadas do jeito que os poemas antigos organizavam o mundo: nove reinos numa só árvore. Escolha um reino em Yggdrasil e caminhe por ele. Nada muda no seu jogo até você ligar, e onde outro mod já faz um trabalho, este sai do caminho.

317funções
1,083configurações, cada uma explicada em quatro idiomas
31armas lendárias
4chefes de repetição
1complemento: Megin

O arsenal lendário

Trinta e cinco armas Jarl

Cada lendária tem modelo próprio, cinco poderes ou mais, uma barra de carga e cresce a cada vida que tira. Todas estão neste salão, e cada uma gira em três dimensões: é o mesmo modelo que o jogo coloca nas suas mãos. As mais novas mostram a atualização em que chegam.

3D

Escolha uma arma

Armas de jarl

Cada arma de jarl com a sua própria luz

Armas lendárias com o nome de quem apoia o MidgardPlus. Cada imagem é o modelo que o próprio jogo coloca nas suas mãos, iluminado na cor daquela arma.

Úlfrinn’s Fang

Úlfrinn’s Fang

Uma presa de lobo da tempestade, levada pelo velho chefe que corria com os lobos. O trovão segue cada golpe.

SweatyT’s Talon

SweatyT’s Talon

Dois corvos pegaram a tempestade no bico e não a soltaram, e Odin curvou entre eles a madeira escura até virar um arco. Ele não pede flechas.

NightGod’s Crescent

NightGod’s Crescent

Odin recortou uma lua da noite e forjou uma lâmina através dela. Ela muda de forma na mão, e o que corta, corta duas vezes.

Tera’s Hornbearer

Tera’s Hornbearer

Tera, a Doadora de Hidromel, mantém o chifre cheio mês após mês, para que o salão nunca fique seco. Esta lança leva esse chifre no pescoço e uma folha de âmbar e ouro na ponta, e como um bom convidado sempre volta para casa. Arremesse, e ela encontra a sua mão de novo.

Brasa e Geada de Sajakain

Brasa e Geada de Sajakain

Sajakain apoiou o MidgardPlus quando ele era só uma fogueira e um salão vazio. Brasa foi forjado naquela primeira lareira e Geada temperado no inverno que veio depois.

Asa da Tempestade de SweatyT

Asa da Tempestade de SweatyT

Uma águia abriu as asas sobre a tempestade, e Odin a prendeu numa tábua de carvalho cinzento cercada de ferro e runas. Ela é a outra metade da Garra: o arco ataca, o escudo responde.

Hugin e Munin de Odin the Red

Hugin e Munin de Odin the Red

Dois corvos pousam nos ombros de Odin. O Pensamento voa primeiro e a Memória guarda o caminho de volta, e Odin the Red prendeu os dois em aço negro para que a mão que os segura vá aonde o pensamento vai.

Moetempestades de Odin the Red

Moetempestades de Odin the Red

Os velhos ferreiros davam ao martelo o nome do seu ofício, e este mói a tempestade. Odin the Red o forjou em ferro de tempestade numa noite em que o céu não se calava e o temperou na chuva. Ele volta para a mão que o mereceu e jaz morto em qualquer outra.

Grilhão e Asa de Odin the Red

Grilhão e Asa de Odin the Red

Odin ficou pendurado nove noites na árvore varrida pelo vento e desceu sabendo as runas e o valor de uma corda. Ele forjou esse saber em duas lâminas: o Grilhão, que acorrenta o que corta, e a Asa, que tira os acorrentados do chão. O que esses dois seguram já pertence a Odin.

Teixo Invernal de Zero

Teixo Invernal de Zero

Ullr mantém seu salão em Ýdalir, os Vales do Teixo, onde a neve nunca vai embora e a caçada nunca termina. O teixo mais antigo de lá congelou por inteiro no Fimbulwinter, e Zero cortou este arco do seu coração de gelo, com um crânio carbonizado das Terras de Cinzas arreganhando os dentes em cada ponta, com brasas vermelhas nos olhos, e a aurora boreal ainda correndo pelas suas rachaduras. Ele não pede flechas: cada puxada solta uma flecha de luz de inverno, e nunca perde a presa.

Manoplas de Galdr de Odin

Manoplas de Galdr de Odin

Antes do mundo havia Ginnungagap, o abismo aberto, onde a geada de Niflheim encontrou as faíscas de Muspelheim e o veneno do Élivágar pingou nele até que Ymir despertou. Odin gravou o primeiro galdr nestas manoplas com o que restou daquele encontro, eitr cravado em aço e ouro, para que um punho pudesse falar um feitiço. Elas respondem a cada soco com um projétil de magia, derramam os velhos rios das palmas abertas e, quando sangue suficiente foi derramado, reúnem o próprio abismo numa esfera e o arremessam.

Glapsvidr e Svipall de Odin the Red

Glapsvidr e Svipall de Odin the Red

Odin guarda duzentos nomes e nunca usa o mesmo duas vezes. Glapsvidr é o rápido no engano e Svipall é aquele que muda, e Odin the Red gravou os dois nomes em aço curvo para quem nunca fica parado. Uma lâmina tirou o frio do bafo de Moder, a outra a luz que caminha no céu de inverno. Nenhuma das duas espera o golpe.

Gelgja de Odin

Gelgja de Odin

Fenrir jaz na ilha de Lyngvi, preso pela corda Gleipnir, que vai até a peia Gelgja, cravada através da rocha Gjoll e lastrada pelo rochedo Thviti. Odin talhou este bastão do mesmo aparelho, e nele a peia corre frouxa. Uma espada mantém as mandíbulas do lobo abertas e delas escorre sem fim o rio Ván, de modo que cada lançamento atira a sua baba. Segure o bastão e a amarra afrouxa por um tempo, e o lobo sai. Tyr pagou uma mão pela primeira amarra. Você paga sangue por cada afrouxamento, e ela não volta até que o lobo volte.

Þrymlúðr de Odin the Red

Þrymlúðr de Odin the Red

Sob as Terras da Névoa os Dvergr mantêm um salão de lanternas, e ali aprenderam a trancar um cristal de lanterna num tubo de ferro negro com latão na boca. Um cristal, um tiro, e o tiro é trovão. Odin the Red tirou o Þrymlúðr daquele salão. Leva para armar o tempo que um homem leva para pensar duas vezes, e esse armar é todo o seu ofício.

Tyrfing de Odin the Red

Tyrfing de Odin the Red

Dvalinn e Durin foram presos contra a própria rocha até entregarem esta lâmina, e puseram nela mais do que pretendiam. Ela brilha como uma lareira coberta, nunca erra e nunca enferruja, e não volta para a bainha com fome. Odin the Red a carrega mesmo assim, e paga o que ela pede.

Lævateinn de Odin the Red

Lævateinn de Odin the Red

Loptr desceu ao portão da morte e talhou isto com runas, e Sinmara o guarda numa arca sob nove fechaduras, pois é a única coisa que derruba o que mais nada toca. É um galho, não uma espada. Seu espírito quase não morde em Midgard, então abre o couro primeiro e deixa todos os outros passarem. Sinmara vai notar a falta.

Vegtamr de Odin the Red

Vegtamr de Odin the Red

Vegtamr ek heiti. Domador de Caminhos é o nome que Odin deu no portão de Hel, quando desceu para acordar a vidente morta e não quis que usassem o seu. É o cajado de quem andou por todas as estradas dos nove mundos e continuou andando. É mais fraco junto à sua própria lareira e mais forte onde ninguém esteve. Odin the Red o carrega longe de casa.

Sköfnung de Odin the Red

Sköfnung de Odin the Red

Doze homens entraram no túmulo com Hrólfr Kraki e os doze ainda estão no aço. Skeggi de Midfirth abriu o túmulo para tirá-la, e as regras vieram junto: o sol não pode tocar o punho, e o que ela corta não fecha sem a pedra que pende do pomo. À luz do dia é só a espada mais afiada do norte. Longe do sol, os doze despertam. Odin the Red a guarda no escuro.

Hnikarr de Odin the Red

Hnikarr de Odin the Red

O navio de Sigurd lutava sob os penhascos em plena tempestade quando um homem nas rochas o saudou e pediu para subir a bordo. Disse chamar-se Hnikarr, aquele que derruba, e assim que passou a amurada o vento parou e o mar ficou liso. Isto é o que ele trouxe consigo: nenhum enfeite, uma bobina de cobre e um virote por vez, armado devagar. É o tiro que encerra a discussão. Odin the Red põe o pé no estribo e espera por ele.

Riðill de Odin the Red

Riðill de Odin the Red

Regin não matou ninguém com isto. Sigurd fez a matança, e Regin se ajoelhou depois junto ao dragão, abriu o peito dele com esta faca, tirou o coração e limpou a lâmina na grama. Foi feita para o trabalho depois da luta: quer a luta já em andamento e o que está à frente já ferido. O sangue nela nunca seca de todo. Odin the Red a carrega para esse trabalho.

Nægling de Odin the Red

Nægling de Odin the Red

A mão de Beowulf era forte demais para qualquer lâmina. Ele desceu Nægling sobre a cabeça do dragão e ela estourou no seu punho, e o poema faz questão de dizer que a espada não falhou com ele. Foi ele quem a quebrou. Odin the Red cravou o que sobrou através de um bloco de ferro e o pregou ali. Peça demais a ela e ela ainda se quebra, e a cada vez volta a se juntar mais dura.

Mistilteinn de Odin the Red

Mistilteinn de Odin the Red

Tudo nos nove mundos jurou a Frigg que nunca faria mal a Baldr, tudo menos um broto verde de visco que ela achou jovem demais para pedir. Loki o cortou, o cego Hodr o atirou, e o filho de Odin morreu. Muito depois, Hromund Gripsson arrancou uma espada do mesmo nome do túmulo do draugr Thrain, e ela nunca perdeu o fio. As duas cresceram num só cajado, a madeira viva fechada sobre a velha lâmina. Odin diz que é a única coisa honesta que possui. Nada do que ele toca mantém o juramento.

Draugadróttinn de Odin the Red

Draugadróttinn de Odin the Red

Odin saía à noite para os túmulos e se sentava sob os enforcados até que falassem, e por isso o chamaram de Draugadróttinn, senhor dos draugr. Este cajado são três fêmures amarrados um após o outro com arame negro, com um crânio de cavalo em cima como se ergue um níðstang, olhando para a terra que amaldiçoa. Ele não cria nada. Tudo o que lhe responde é algo que você já matou, erguendo-se onde caiu. Odin the Red o leva para o meio da luta e deixa que a luta o alimente.

Dáinsleif de Odin the Red

Dáinsleif de Odin the Red

O anão Dáinn a forjou e deixou seu nome nela; as runas junto ao olho ainda o dizem. O rei Högni a sacou no Hjaðningavíg, e Snorri escreveu sua lei: uma vez sacada ela precisa ser a morte de um homem, nunca erra o golpe e a ferida que abre jamais sara. Os mortos daquela batalha se levantam toda noite. Odin the Red guarda a conta.

Angurvaðall de Odin the Red

Angurvaðall de Odin the Red

Thorstein Vikingsson a carregou e depois o filho dele, Fridthjof, e a saga diz que as runas nela ficavam apagadas na paz e ardiam quando a guerra se aproximava. Odin the Red a encontrou fria. É um barômetro para matar: as runas despertam uma a uma enquanto o sangue corre, o fogo do aço vem com elas e o fio fica branco antes do fim. Responda com ela e a luz se derrama pelo campo, e você recomeça do escuro.

Biflindi de Odin the Red

Biflindi de Odin the Red

Odin guarda duzentos nomes, e um deles é pela tábua no braço e não pela lança na mão. Biflindi, o pintado: ocre, óxido e branco de osso, corvos e lobos correndo ao redor de um olho que nunca se fecha. Atrás das tábuas ardem costelas de metal de chama, e cada golpe que ele recebe volta como fogo. Crave-o no chão e ele é uma muralha. Erga-o e ele é um teto. Fique atrás dele e você verá por quê.

Þrúðhendr de Odin the Red

Þrúðhendr de Odin the Red

Þrúðr é a filha de Thor, e þrúðr é a força dele, e estas são as mãos em que ela foi derramada. No salão de Útgarða-Loki, Þjálfi, o corredor de Thor, disputou três corridas com Hugi e perdeu todas, porque Hugi era o pensamento, e nada ultrapassa o pensamento. Thor nunca esqueceu. Mandou atar estas para o próximo que tentasse: aço de tempestade sobre as faixas, o martelo nas costas do braço, cobre enrolado nos nós dos dedos para que o raio tenha para onde ir. Cinja a força e você chega antes do seu próprio trovão. Odin the Red as usa para chegar primeiro.

Hlautvið de Odin the Red

Hlautvið de Odin the Red

No canto de Hymir os deuses sacudiram os galhos e leram as sortes antes do banquete, e a Vidente diz que quando o mundo tiver ardido Hœnir voltará a escolher a madeira das sortes. Odin the Red não esperou o fim do mundo. Cortou três sortes, Steinn a pedra, Egg o gume e Glóð a brasa, e as cravou em ferro sobre os nós dos dedos. Cada golpe que ele desfere é uma sorte lançada, e ele escolhe qual cai.

Nauðfjötrar de Odin the Red

Nauðfjötrar de Odin the Red

A valquíria Sigrdrífa ensinou Sigurd a gravar runas no dorso da mão e a marcar Nauð na unha. Nauð é a runa da necessidade: a dor da escrava, a sorte estreita, o grilhão de que ninguém escapa. Odin the Red levou o conselho dela mais longe do que ela pretendia. Forjou um bracelete de prata, pôs um anel em cada dedo, marcou Nauð em cada unha e acorrentou os cinco juntos, para que a própria necessidade pudesse ser lançada. Uma corrente prende. Outra cura como Eir cura. Outra balança como o prumo de uma völva e encontra a costura em qualquer couro. Outra cega todo gume erguido contra ele, o encanto de que Odin se gaba no Hávamál. A última pertence a Forseti, que se senta em Glitnir sob o teto de prata e resolve toda disputa, e ela pesa o inimigo antes de julgá-lo.

Norna-hjól de Odin the Red

Norna-hjól de Odin the Red

Sob a raiz da árvore do mundo, junto ao poço de Urðr, três mulheres fiam. Urðr fia o que foi, Verðandi o que é, Skuld o que será, e nenhum deus jamais conseguiu convencê-las a largar um único fio. Odin the Red talhou a roda delas do próprio freixo e a montou numa haste. Gire-a e ela vira o que as nornas decidirem: uma foice, uma lança, um arco, de vez em quando uma concha de sopa. Você não escolhe. Você só usa.

Valgaldr de Ivanos

Valgaldr de Ivanos

Valgaldr é o canto dos mortos que Odin entoou nos portões de Hel para despertar a vidente morta. LordIvanos o encontrou entalhado num cajado negro de espinhos, coroado por um crânio com chifres e uma pedra de fogo de almas vermelho. Cada conjuração arranca uma alma furiosa e a manda caçar. Acorrente seus inimigos e beba deles, derrame o seu próprio sangue para cantar mais alto, e quando o preço é pago, um Morgen das cinzas se ergue e caminha ao seu lado.

Skjoldr de Animus

Skjoldr de Animus

O Elmo do Terror era entalhado para aterrorizar os vivos e para protegê-los. Animus o mandou queimar em placas de ferro verde, preso com faixas e rebites de metal, e o cingiu com um aro de ferro negro esverdeado pelos anos, e os mortos responderam: as runas brilham com o seu fogo pálido. Bloqueie e os espíritos se juntam no ferro. Apare e eles revidam com estilhaços de gelo fantasma. Encha a barra e os lobos fantasmas da caçada correm ao seu lado.

Hróðvitnir de Trajan

Hróðvitnir de Trajan

As velhas canções dão a Fenrir muitos nomes, e Hróðvitnir, o lobo famoso, é o que os Æsir nunca disseram à toa. Quando ele rompeu as correntes Leyding e Drómi, lascas de freixo negro caíram onde o sangue dele escorria na neve. Trajan as recolheu, curvou-as num arco e o encordoou com tendão tingido de vermelho. Ele não pede flechas: cada puxada solta uma flecha negra com um rastro vermelho atrás. Deixe-o caçar e a matilha se reúne, até que o próprio lobo negro se ergue do escuro e cospe fogo na sua presa.

Rasga-Veias de Boko

Rasga-Veias de Boko

Æðrifr, o rasga-veias, foi encordoado num túmulo sob o pântano por um ferreiro que não podia morrer, e cada virote que ele disparou voltou para ele como sangue. Boko o tirou da água negra: uma besta de madeira negra como a noite com asas de couro de morcego, um crânio com presas na boca e uma gema de sangue no coração que arde mais forte a cada ferida que abre. Cada virote abre uma veia, e a besta bebe um pouco do que escorre. Alimente-a e os que sangram explodem, as sanguessugas da noite caçam para ela, e quando a gema está cheia, começa o Banquete Vermelho.

Desbravador de Moumix

Desbravador de Moumix

O Desbravador nunca foi forjado. Ele cresceu no escuro sob as raízes da árvore do mundo, metal cinzento que bebeu sangue até aprender a se mover, com um fragmento de relâmpago vermelho capturado cravado na haste para lhe mostrar o caminho. Moumix o trouxe para a luz. Na mão é uma lança; peça e ele se estende até virar um atgeir. Vá com tudo e ele golpeia como a tempestade, a cada poucos golpes bebe de volta parte do sangue que derrama, e quando já bebeu o bastante, a Tempestade de Sangue se abate.

Ligue as armas de jarl no lançador, no painel F9 ou no midgardplus.cfg. Elas aparecem onde o jogo esconde os melhores achados, e um administrador pode chamar uma com midgardplus legend.

Arraste para girar. Use a roda ou pince para ver de perto.

Armadura de JarlChega na 1.52.0

Úlfheðnar de Trajan

O primeiro conjunto de armadura de Jarl. Quatro peças de ferro negro e pele de lobo sob uma capa vermelho vivo, feito para Trajan84 correr com o seu arco Hróðvitnir.

Feito pelo programa de criadores

Úlfheðnar de Trajan

Úlfheðnar de Trajan

Feito paraTrajan84

Quatro peças, quatro poderes

  • ElmoVisão do Lobo: quem suas flechas acertam brilha em vermelho atrás das paredes.
  • CouraçaPele da Matilha: menos dano por cada fera mansa ou companheiro perto de você.
  • GrevasPasso do Caçador: mais rápido e mais quieto enquanto você puxa um arco.
  • CapaManto Vermelho: à beira da morte, lobos espíritos se soltam e jogam os inimigos para trás.

Poderes do conjunto

  • Brasas da Matilha2 peças: acertos de arco somam fogo, até um quinto do dano depois de crescer.
  • Fúria Úlfheðinn4 peças: mate para encher a fúria, e as próximas flechas uivam e atravessam.

Cada peça desperta pequena e cresce a cada abate, como as armas Jarl: visão mais longa, pele mais dura, mais fogo e uma fúria mais rápida.

Feito para ir comHróðvitnir de Trajan
Úlfheðnar de Trajan, Frente
Frente
Úlfheðnar de Trajan, Três quartos
Três quartos
Úlfheðnar de Trajan, Costas
Costas
Úlfheðnar de Trajan, Elmo de lobo
Elmo de lobo
Úlfheðnar de Trajan, Lobo do ombro
Lobo do ombro
Úlfheðnar de Trajan, Capa vermelha
Capa vermelha

Direto da forja

O que Odin the Red está forjando agora

Armas de jarl ainda na bigorna. Elas chegam em uma próxima atualização e ainda podem mudar antes de chegar ao seu mundo.

Quatro chefes de repetição

Coisas mais velhas sob o mundo

Quatro chefes do próprio MidgardPlus, cada um feito a partir de uma criatura que o jogo já conhece, para que cace, bata e morra do jeito que o jogo espera. Cada um é erguido com uma oferenda que você mesmo faz, num lugar que Hugin marca para você, e cada um começa desligado até o servidor ligar.

Bestiário

Os chefes que o MidgardPlus adiciona

Sete chefes próprios do mod, cada um esperando atrás de um chefe que o jogo já tem. Cada imagem é o modelo que entra no seu mundo, e cada um gira em 3D.

Mosskin

Mosskin

Depois de Eikthyr · Prados · 5.000 de vida

O chão se abre e o musgo se levanta. Mosskin está desperto, e não está contente.

Como invocar
Coloque um Coração de Musgo na pedra do meio de um Círculo de Musgo, nove pedras cobertas de musgo nos Prados, cinco círculos por mundo. O coração é feito numa bancada de nível 4 com 5 sementes anciãs, 10 minérios de Surtling, 60 olhos de anão cinzento, 80 de resina e 50 de madeira de qualidade.
Fraco contra
Fogo
Quase não sente
Dano perfurante
Poderes
Fúria com metade da vida e de novo com 30%: ele bate mais forte e mais rápido, e as árvores nas costas dele crescem. Terremoto: uma pancada no chão que alcança 8 m em volta dele. Armadilhas de raízes: elas brotam sob o jogador mais próximo e prendem todos em 3 m.
Espólio
60 de cobre, 30 de estanho, 24 minérios de Surtling, 9 rubis e um troféu de troll. Com Loot rarity ligado as pilhas ficam um terço menores e cai sempre uma peça Épica de equipamento da Floresta Negra, com 25% de chance de uma Lendária.
Vordr dos Juncos

Vordr dos Juncos

Depois do Ancião · Pântano · 8.000 de vida

Os juncos se levantam em fila, e a fila tem um rosto.

Como invocar
Coloque uma Brasa Afogada no braseiro de uma Lareira Afogada, uma lareira afundada à beira da água no Pântano, cinco por mundo. A brasa é feita numa forja com um troféu de abominação, 20 de gosma, 10 bolsas de sangue, 10 raízes anciãs e 5 minérios de Surtling.
Fraco contra
Fogo, até o fogo no peito dele se acender. Depois, gelo.
Quase não sente
Nada no começo. Na última fase o fogo só causa metade do dano.
Poderes
Fases com 60% e 30% de vida. A água sobe: sanguessugas e blobs chegam de três em três, todos por perto ficam molhados e as pancadas dele deixam poças de veneno. Uma muralha de raízes se fecha em volta da luta. Na última fase o fogo debaixo da água se acende e cada golpe dele queima.
Espólio
A Lanterna da Lareira, o Troféu de Vordr e um troféu de abominação, com 75 de ferro, 60 de gosma, 9 correntes e 30 raízes anciãs. Com Loot rarity ligado as pilhas ficam um terço menores e cai sempre uma peça Épica de equipamento do Pântano, com 35% de chance de uma Lendária.
O Gravejarl

O Gravejarl

Depois da Massa Óssea · Pântano · 10.000 de vida

Correntes se arrastam para fora da lama. O Gravejarl veio cumprir seu juramento.

Como invocar
Coloque um Anel de Juramento do Jarl numa Pedra do Juramento, uma pedra rúnica inclinada dentro de um círculo quebrado de pedras no Pântano, cinco por mundo. O anel é forjado numa forja de nível 2 com um troféu de draugr de elite, 10 de ferro, uma corrente, 10 ossos ressecados e 40 fragmentos ósseos.
Fraco contra
Espírito
Quase não sente
Veneno
Poderes
Um arsenal próprio: uma espada enferrujada, um arco com uma aljava que se enche sozinha e um machado de túmulo que ele puxa com metade da vida. Fúria com 60% e 25%: ele cresce, e bate mais forte e mais rápido. O bando de guerra: draugr saem do chão em volta dele, de três em três.
Espólio
45 de ferro, 60 de sucata de ferro, 6 correntes, 15 ossos ressecados e um troféu de draugr de elite. Com Loot rarity ligado as pilhas ficam um terço menores e cai sempre uma peça Épica de equipamento da Montanha, com 45% de chance de uma Lendária.
Ulfarr, o Não Alimentado

Ulfarr, o Não Alimentado

Depois de Moder · Montanha · 14.000 de vida

Um uivo desce dos picos, e não é de lobo.

Como invocar
Coloque uma Porção Negada na Pedra do Alimento, uma laje chata entre duas fogueiras que nunca se apagam, dentro de um círculo de nove pedras em pé na Montanha, cinco por mundo. A porção é cozida num caldeirão com um troféu de Fenring, 10 de carne de lobo, 10 glândulas congelantes, 10 de prata e 5 presas de lobo.
Fraco contra
Fogo
Quase não sente
Gelo
Poderes
As garras dele batem 110. Salto: um círculo pálido marca onde ele vai cair sobre o jogador mais distante, até 32 m, a cada 14 segundos. Fases com 65% e 30% de vida, e a cada uma ele bate mais forte. Na segunda vem a matilha, dois lobos famintos e um Ulv faminto a cada uivo, e ele sopra gelo. Na última as fogueiras se apagam: uma explosão de gelo em três ondas, um frio em 20 m que não deixa a vida voltar até você ficar no calor de uma fogueira, e uma nevasca.
Espólio
A Pele do Não Alimentado e o Troféu de Ulfarr para cada jogador, com 75 de prata, 60 peles de lobo, 60 presas de lobo, 45 glândulas congelantes, um troféu de Fenring e um troféu de Ulv. Com Loot rarity ligado as pilhas ficam um terço menores e cai sempre uma peça Épica de equipamento das Planícies, com 55% de chance de uma Lendária.
Bokr, o Devorador de Contas

Bokr, o Devorador de Contas

Depois de Yagluth · Planícies · 20.000 de vida

Algo pesado vem vindo pela colina, mastigando.

Como invocar
Coloque um Livro de Contas Rasgado na Pedra do Acerto de Contas, uma pedra marcada entre estacas, estandartes e totens fulings nas Planícies, cinco por mundo. O livro é costurado numa mesa de artesão com um troféu de fuling berserker, 10 de metal negro, 20 fios de linho, 20 agulhas e 10 de piche.
Fraco contra
Gelo
Quase não sente
Dano perfurante
Poderes
Uma maça de contas que bate 150, e uma fúria de três golpes seguidos. Fases com 60% e 30% de vida, e a cada uma ele bate mais forte. Na segunda a tribo dele responde: um xamã fuling, um arqueiro e dois com lâminas, quatro por chamado. O escudo do xamã nele absorve 1.500 de dano enquanto o xamã viver, e ele come páginas para se curar por cada fuling perto dele. Na última a dívida de Yagluth vence: um anel de fogo de 7 m em volta dele e meteoros, quatro por chamado.
Espólio
O Troféu de Bokr e uma Página do livro de contas para cada jogador, com 90 de metal negro, 60 agulhas, 60 de piche, 60 fios de linho, 6 totens fulings e um troféu de fuling berserker. Com Loot rarity ligado as pilhas ficam um terço menores e cai sempre uma peça Épica de equipamento das Terras Nebulosas, com 70% de chance de uma Lendária.
Thogn, o que Não Responde

Thogn, o que Não Responde

Depois da Rainha · Terras Nebulosas · 24.000 de vida

A névoa fica parada. Em algum lugar uma trompa não está sendo tocada.

Como invocar
Toque uma Quarta Trompa no Moledro Silencioso, um suporte de mármore negro para a trompa entre postes inclinados e lanternas dvergr nas Terras Nebulosas, cinco por mundo. A trompa é talhada numa forja negra com um troféu de dvergr, um fragmento de quebra-selos, 3 núcleos sombrios, 20 de tecido mole e 20 de eitr refinado.
Fraco contra
Veneno
Quase não sente
Gelo
Poderes
Um cajado, bolas de fogo e um projétil de gelo que bate 150. Fases com 65% e 30% de vida, e a cada uma ele bate mais forte. Na segunda as torres respondem: chegam um curandeiro dvergr e mais dois dvergr, ele se cura enquanto o curandeiro viver, e a cada 45 segundos uma proteção tira 70% de cada golpe por 8 segundos. Na última vem o silêncio: ninguém a 30 m consegue ativar um Poder dos Guardiões, os Buscadores chegam de três em três, e uma chuva de nove bolas de fogo e um anel de gelo se juntam aos feitiços dele.
Espólio
A Trompa sem Resposta e o Troféu de Thogn para cada jogador. Usada, a trompa faz seu eitr voltar um quarto mais rápido e seus passos serem ouvidos pela metade da distância. Com elas vêm 90 de eitr refinado, 9 núcleos sombrios, 60 carapaças, 60 de tecido mole e um troféu de dvergr. Com Loot rarity ligado as pilhas ficam um terço menores e cai sempre uma peça Épica de equipamento das Terras Cinzentas, com 70% de chance de uma Lendária.
O Vermelho

O Vermelho

Depois de Fader · Floresta Negra e Montanha · 30.000 de vida

O céu fica cinzento fora de época. O Vermelho veio buscar seu Olho.

Como invocar
Coloque o Olho do Andarilho na pedra da saga de um Descanso do Vermelho, um santuário na Floresta Negra ou na Montanha que precisa de Saga stones ligado. O Olho é feito numa forja preta de nível 2 com o troféu de Fader, o troféu da Rainha, o Manto do Vermelho do baú do santuário e 10 de lumetal.
Fraco contra
Gelo
Quase não sente
Relâmpago
Poderes
A Lança do Andarilho, em estocada, arremessada e como um feixe de relâmpago, e o Relâmpago do Pai de Todos, que não dá para bloquear, só desviar. Fases com 65% e 30% de vida: primeiro os lobos Geri e Freki vêm para junto dele, depois ele chama o céu e uma lança cai em cada círculo marcado.
Espólio
Gungnir e O Chapéu do Andarilho para cada jogador, com 60 de lumetal, 60 de metal negro, 90 de eitr refinado e um troféu da Rainha. Com Loot rarity ligado as pilhas ficam um terço menores e caem sempre uma peça Épica e uma Lendária de equipamento das Terras Cinzentas.

Os chefes do próprio jogo também podem mudar, cada parte com a sua própria chave. Boss scaling ajusta um chefe ao grupo que está na frente dele: mais difícil de derrubar a cada jogador a mais, um pouco mais de dano e mais do que ele invocar, e pode crescer a cada chefe que o seu mundo já venceu. Extra bosses deixa você devolver o troféu de um chefe ao altar onde o invocou, e algo mais antigo responde: O Guardião dos Juncos, Hrimnir, o Guardião do Gelo ou Skarde, o Estandarte de Sangue. Passive boss powers mantém o Poder dos Guardiões que você escolheu sempre ligado, a um quarto da força, e o troféu de um chefe num suporte de item em casa entrega o poder dele sem a caminhada de volta até as pedras.

Cada chefe tem a sua própria chave em 0 - Features e começa desligado, assim como cada fase e cada poder, então é o anfitrião quem decide o quanto a luta é dura. Os números nos cartões são os padrões, para um jogador.

Arraste para girar. Use a roda ou pince para ver de perto.

O primeiro complemento

Megin

Em algum lugar entre as campinas e a floresta negra fica Ýdalir, o salão dos vales de teixo dos caçadores de Ullr. Prove seu valor ao guardião do anel, jure sobre o grande anel do juramento, e os caçadores acordam o megin em você: o poder interior que os poemas antigos dão a deuses e heróis. Depois você constrói poderes próprios, peça por peça, e os prende com juramentos que os tornam mais fortes.

Megin nasceu do meu amor por Hunter x Hunter: a ideia de que o poder vem de dentro, de que você mesmo dá forma a ele, e de que um juramento feito sobre ele o torna mais forte. Eu dei a essa ideia um lar nórdico.

Odin the Red

      Pegue o Megin pelo launcherÉ um download à parte. Abra o launcher, vá em Complementos de Midgard e aperte Instalar. Tudo nele começa desligado até você ligar A Loja, e o servidor e cada jogador precisam da mesma versão.

      O que adiciona

      Uma saga inteira, uma chave de cada vez

      Cada parte abaixo tem sua própria chave e começa desligada. Ligue o que quiser no launcher, no arquivo de configuração ou no painel F9, e deixe o resto.

      Companheiros com trabalho

      Fabrique uma trompa e chame um guerreiro, um coletor, um construtor ou um jardineiro. Leve um até uma placa da horta e ele assume aquela horta: colhe e planta de novo, nos canteiros também. Leve um até uma cozinha e ele cozinha. Um quadro da casa mostra quem faz o quê, e a colheita vai para o barril certo ou para o baú com placa.

      Trinta e cinco armas de jarl

      Armas lendárias com o nome de quem apoia o MidgardPlus, esperando para serem achadas no seu mundo. Cada uma tem modelo e poderes próprios, desperta pequena e fica mais forte a cada vida que tira. As mais novas são Hróðvitnir de Trajan, Valgaldr de Ivanos, Skjoldr de Animus, Rasga-Veias de Boko e Desbravador de Moumix.

      Chefes de revanche

      Mosskin, Vordr dos Juncos, o Gravejarl e o Vermelho, e mais quatro que respondem nos altares do próprio jogo. Eles lutam como os chefes finais do jogo: uma entrada com cartela de título, a música de chefe, um anel em volta da arena, um grande golpe a cada fase e uma morte que vale a pena ver.

      Ataques, cercos e o santuário da trompa de guerra

      Os cercos melhorados assumem cada ataque: um livro de cercos que você pode reescrever, cercos de facção e de estação, uma trompa de guerra antes do ataque e recompensas quando a sua base aguenta. Toque o santuário da trompa de guerra e uma horda vem em ondas, com um senhor da guerra no fim.

      O Livro da saga, feitos e recompensas

      Aperte J para ver a sua saga: criaturas abatidas terra por terra, achados, terras percorridas, os chefes e suas histórias, e 68 feitos com recompensas e títulos para usar. Pegue recompensas num quadro de recompensas ou com o mercador da aldeia: 45 caçadas a criaturas com nome e estrelas em oito terras.

      Cultivo

      Veja onde você planta: uma silhueta em cada lugar onde um clique vai plantar, vermelha onde a planta não cresce, com a contagem e o tempo de crescimento. Grades de plantio que se alinham com o campo ao lado, colheita em massa, replantar depois de colher e o canteiro, onde as plantas crescem sem terra arada.

      Armazenamento

      Guardar tudo, Repor, Organizar e um botão Lixo que pode reciclar. Empilhar rápido enche também o baú aberto, segue as placas dos baús e agrupa por tipo. Barris de comida, sementes e carne com uma tampa que mostra o que guardam, baús da casa que os companheiros enchem e produção com os baús ao redor.

      Equipamento e espaços rápidos

      Um painel ao lado da bolsa para elmo, peitoral, pernas, capa, utilitário, amuleto, comida e munição. Até seis espaços rápidos com teclas próprias e uma barra na tela, um segundo espaço de utilitário, espaços de diversos para moedas, chaves, troféus e peixes, e espaços que abrem chefe a chefe.

      Arco e flecha

      Uma barra de aljava com uma tecla para cada tipo de flecha, uma barra de puxada junto da arma e uma coleta de flechas que reconhece os tipos. Velocidade e custo da puxada, recarga e coice da besta, flechas críticas, puxar agachado e uma trajetória de mira, tudo firmado pela habilidade Caça.

      Amolar e Ferraria

      Quatro pedras de amolar: rústica, fina, de dragão e rúnica. Alguns segundos na pedra e a lâmina segura um fio amolado por vários golpes, com um brilho que todo mundo vê. A Ferraria sobe ao fabricar, melhorar, consertar e amolar: fio mais afiado, mais durabilidade e consertos mais baratos.

      Habilidades novas

      Pecuária, Construção, Tenacidade, Resistência, Vitalidade, Exploração e Herbalista, com uma mesa de ervas e tônicos de dente-de-leão e cardo, ao lado de Mineração, Coleta, Navegação e mais. Bônus para Culinária, Cortando madeira, Esquivar e Furtivo do próprio jogo, poderes passivos de chefe e profissões.

      Montarias

      Monte seus lobos e javalis domesticados numa sela que você fabrica e melhora. Cada montaria, o lox e o asksvin também, sobe de nível conforme você monta, soma ao seu peso de carga, vem quando você assobia e puxa um carrinho. Uma corda de doma segura um animal selvagem enquanto você doma.

      Portais

      Portais de bronze, ferro e prata deixam passar mais conforme você avança. Passe com carrinhos e toda a carga, escolha quais domesticados te seguem, deixe os inimigos correrem atrás, pague um pedágio pelo minério e viaje mais rápido por nível. Estações de portais e uma pedra de viagem que você leva junto chegam a qualquer portal do mundo.

      Barcos e carrinhos de ofício

      Melhorias do drácar no mastro: mastro articulado, lanterna, cores e padrões de vela, uma tenda, escudos nas laterais, um porão maior e um braseiro de surtling. O impulso de surtling queima o que os surtlings deixam para empurrar qualquer barco, até contra o vento. Os carrinhos levam uma bancada, uma forja, um caldeirão, um talhador de pedras, uma mesa de artesão ou uma forja preta.

      Ferramentas do mundo

      Um mapa compartilhado pelo servidor, proteções de guilda, coletores de betume, penas e gosma, placas de pressão e elevadores, mais quarenta peças do próprio jogo, túmulos trancados e um campo de treino. Os mercadores vendem mais, as masmorras crescem e as criaturas passam de duas estrelas.

      Ferramentas de admin

      Aperte F9 e veja cada configuração com sua explicação. Os admins também ganham uma busca de comandos com sugestões, devcommands que funcionam num servidor, um gerador para qualquer prefab, predefinições para salvar e carregar e um registro do que os admins fizeram. Arraste para o tamanho que quiser.

      Qualidade de vida

      Estações que se abastecem sozinhas dos baús ao redor, temporizadores de produção, um navegador de itens e receitas, um gizmo de rotação, nomes para os baús, previsão do tempo, um chat melhor, uma lanterna de cintura, pilhas maiores e uma bolsa maior, um HUD que você mesmo arruma e centenas de chaves pequenas além disso.

      Quatro idiomas

      Inglês, russo, espanhol e português. Coloque o Valheim no seu idioma e o mod acompanha: mensagens, textos ao passar o mouse, o guia, o painel de admin e a descrição de cada configuração. O launcher e este site também escolhem o seu idioma.

      Um mod para a todos governar

      Os mods que ele pode substituir

      O MidgardPlus faz o trabalho dos mods abaixo. Mas você não precisa escolher: deixe qualquer um deles instalado e a parte certa do MidgardPlus sai da frente sozinha, avisa uma vez no log e guarda a sua configuração, então dois mods nunca brigam pelo mesmo trabalho.

      Companheiros

      Offline Companions

      Cultivo

      PlantEasilyMassFarmingTreesReborn

      Armazenamento e baús

      Quick Stack Store Sort Trash RestockOdinsFoodBarrelsSmarterContainersAutomaticFuelAutoFuelLazyVikings

      Espaços e bolsa

      Equipment and Quick SlotsAzuExtendedPlayerInventoryExtraSlotsInventorySlots

      Arco e flecha

      BetterArcheryBowPlugin

      Habilidades e Ferraria

      BlacksmithingCookingFarmingLumberjackingRanchingBuildingTenacityEvasionVitalityExplorationMiningForagingSailingPackHorseSmartSkillsProfessionsEnduranceHerbalistHuntingSNEAKerFermentingPassivePowersCartographySkillPathfinderSkilledCarryWeightReliableBlock

      Os mods de habilidades do Smoothbrain e do blacks7ar, e outros parecidos.

      Barcos e carrinhos

      LongshipUpgradesSurtling BoatsCraftyCarts

      Portais

      TeleportEverythingQuickTeleportFastTeleportPortalStations

      Livro da saga e ataques

      AlmanacCustom RaidsValheim Fortress

      Mundo

      TradersExtendedMax Dungeon RoomsStarLevelSystemWorld Advancement ProgressionDrop ThatDropMoreLootRecipeCustomizerLongerDaysServerSideMapProtectiveWardsTombstoneLockVenture Location ResetVenture Multiplayer TweaksVenture Floating ItemsTimedItemDestructionUsefulPathsSpearfishingOdinTrainingPlaceBetterNetworkingSmoothSave

      Construção

      GizmoSearsCatalogFenceSnapPressurePlateSimpleElevatorsMore Vanilla Build PrefabsAdvancedTerrainModifiersFreeBuilderStructurallyImpossibleVenture Area RepairInfinityToolsNoRainDamageTarCollectorFeatherCollectorGuckCollector

      Conforto do dia a dia

      VNEIMyLittleUIMinimalStatusEffectsHipLanternBetter WispsBetterLanternsInstantEquipIntermissionChatterBetterLaddersNoSmokeStayLitItemStacksBiggerItemStackMagniZenUIZenMapZenPlayerZenCombatZenHoverItemZenItemStandsZenWorldSettings

      Ferramentas de admin

      Server devcommands

      Grandes pacotes de ajustes

      ValheimPlusOdinsQOLAllTheBases

      Step aside for other mods vem ligado. Never step aside for mantém um trabalho com o MidgardPlus mesmo com o outro mod instalado.

      O que você pode mudar

      O registro

      Algumas de cada grupo, na ordem em que aparecem no arquivo de configuração, de 1.083 no total. Os valores são os padrões: vanilla em toda configuração, e desligado em cada chave de recurso. Os nomes das configurações estão em inglês, como no arquivo. O launcher e o painel F9 mostram todas com a explicação.

      0 Features

      Companionsfalse
      Companion jobsfalse
      Mountsfalse
      Saga Bookfalse
      Reinforced chestfalse
      Extra recipesfalse
      Tiered portalsfalse
      Step aside for other modstrue

      1 Quality of Life

      Stack size multiplier1
      Item weight multiplier1
      Auto pickup range1
      Portals carry everythingfalse
      Skill loss on death1
      Tames follow through portalsfalse
      Portal destination pickerfalse

      2 Player

      Carry weight bonus0
      Stamina regen multiplier1
      Stamina cost multiplier1
      Run speed multiplier1
      Skill XP multiplier1

      3 Building

      Free buildingfalse
      Ignore stabilityfalse
      Build range multiplier1

      4 Combat

      Enemy health multiplier1
      Enemy damage multiplier1
      Player damage multiplier1
      Creature star chance1
      Creature loot multiplier1

      5 Production

      Smelter speed multiplier1
      Fermenter speed multiplier1
      Fireplace fuel duration1
      Infinite fireplace fuelfalse
      Resource yield multiplier1
      Pickup yield multiplier1

      6 World

      Day length in seconds0 → 1800

      7 Companions

      Companions per player1
      Companion health1
      Companion star level1
      Scale to weapon skilltrue
      Minimum strength0.35
      Companion gearStarter
      Recall distance40
      Gatherer reach20
      Gatherer chest range16
      Gatherer combat strength0.5
      Builder work range20

      8 Containers

      Craft from nearby chestsfalse
      Chest search range20

      9 Crafting and inventory

      Craft several amount5
      Repair everything at oncefalse
      Quick-stack range10
      Quick-stack keynone
      Sort keynone

      Armas, armaduras e ferramentas nunca ficam empilháveis, seja qual for o multiplicador. Durabilidade e qualidade ficam salvas em cada item, então empilhar estragaria as duas.

      Conteúdo novo

      Quatro trombetas, quatro companheiros

      Cada trombeta chama um dvergr que já vem domado e já é seu, com um nome que todo mundo no servidor vê. Eles ficam na facção do jogador, então lutam contra o que te atacar e nunca se voltam contra você. Aperte E para mandar um na frente ou para ele esperar, do mesmo jeito que você comanda um lobo.

      Guerreiro, coletor, construtor, jardineiro

      O guerreiro luta ao seu lado, com o que você der para ele vestir.

      O coletor prefere carregar a lutar. Ele vai até o que está largado por aí, pega e guarda nos baús próximos pelo caminho.

      O construtor cuida da sua base. Conserta peças danificadas, mantém fogueiras e tochas acesas e mantém fundições, fornos, moinhos e rodas de fiar abastecidos com a própria bolsa e os baús em volta. Ele nunca coloca madeira de construção num forno de carvão e deixa a cevada e o linho de semente para a próxima colheita.

      O jardineiro cuida das suas plantações. Dê sementes para ele, coloque-o em terra arada e ele semeia fileiras na mesma grade e espaçamento que você usaria, passando por todo tipo de semente que tiver na bolsa. Ele segue as mesmas regras que você: terra arada, o bioma certo, proteções de outras pessoas e zonas onde não se pode construir. Ele reconhece uma plantação pela planta que a gera, então plantações de outros mods também contam. Sendo sincero: ele planta, mas ainda não colhe, e as notas de versão dizem isso.

      Cada um veste suas próprias cores, para você diferenciar de relance: guerreiros no vermelho dos dvergr, coletores de verde, construtores de azul, jardineiros de marrom.

      Um companheiro encapuzado segurando uma lanterna numa floresta de pinheiros coberta de névoa, à noite
      TrombetaChamaCustoManto
      Trombeta de companheiroGuerreiro10 madeira de qualidade, 2 bronze, 4 pele de cervo, 10 olho de anão cinzentoo vermelho dos dvergr
      Trombeta do coletorColetor10 madeira de qualidade, 8 fragmentos de couro, 4 pele de cervo, 10 olho de anão cinzentoverde
      Trombeta do construtorConstrutor10 madeira de qualidade, 20 pedra, 10 resina, 10 olho de anão cinzentoazul
      Trombeta do jardineiroJardineiro10 madeira de qualidade, 5 dente-de-leão, 8 fragmentos de couro, 10 olho de anão cinzentomarrom

      As quatro são feitas numa bancada de nível 2.

      Eles pegam trabalho. Leve um companheiro até uma placa da horta e ele assume aquela horta: colhe, planta de novo e cuida dos canteiros. Leve um até uma cozinha e ele cozinha. Um quadro da casa mostra quem faz o quê, do que cada um precisa e o que aconteceu, e a colheita vai para o barril certo ou para o baú com placa. Com o Offline Companions instalado, esta parte sai da frente.

      Equipe-os você mesmo

      Todo companheiro carrega uma bolsa de 5×3. Coloque uma arma, um escudo ou uma armadura e em poucos segundos ele veste. O que você dá continua sendo seu: fica salvo com ele, então ainda está nele depois que você sai do jogo, e se ele cair, cai junto com a bolsa. O equipamento com que ele chega é dele.

      Deixar um para trás tem um preço

      Agache e toque qualquer trombeta duas vezes para dispensar todos os seus companheiros, estejam onde estiverem. Os que estão perto largam a bolsa onde estão. Os distantes ficam onde você os deixou até alguém chegar perto, e aí largam tudo o que tinham. Para recuperar seu equipamento, vá buscar.

      Eles encontram o caminho de volta

      Quem ficar mais de quarenta metros para trás é puxado de volta para o seu lado, então você não vai perdê-los na primeira vez que passar por um portal. Deixe comida na bolsa e eles comem quando estiverem feridos.

      Eles sobem de nível

      Cada companheiro ganha seu próprio XP e sobe até o nível 10 (o limite é uma configuração). Guerreiros aprendem com o dano que causam e com o que matam, com inimigos com estrelas valendo mais e chefes valendo o triplo. Coletores aprendem com cada coisa que pegam, construtores com consertos, planos concluídos e com abastecer fogueiras e fundições, e todos ganham um pouco com cada refeição. Olhe para um companheiro para ver o nível e o XP dele.

      NívelXP para o próximoXP totalVidaGolpes do guerreiroVelocidade de trabalhoEquipamento que mostram
      1750+0%+0%+0%nenhum ainda
      221075+6%+5%+4%nenhum ainda
      3390285+12%+10%+8%Couro, lança de sílex, escudo de madeira
      4600675+18%+15%+12%Bronze, depois de Eikthyr
      58401,275+24%+20%+16%Ferro, depois do Ancião
      61,1002,115+30%+25%+20%Ferro, depois do Ancião
      71,3903,215+36%+30%+24%Prata e lobo, depois da Massa Óssea
      81,6954,605+42%+35%+28%Metal negro e acolchoado, depois de Moder
      92,0256,300+48%+40%+32%Carapaça, depois de Yagluth
      10máx.8,325+54%+45%+36%Lumetal, depois da Rainha

      Cada nível também cura 0,12% da vida máxima deles a cada 4 segundos (cerca de 1,1% no nível 10) e faz os coletores cortarem e minerarem 3% mais rápido, com 2% de chance de um item extra. O equipamento só aparece depois que seu mundo derrotou aquele chefe; até lá eles vestem o melhor que seu mundo já conquistou. É só visual, não pode ser saqueado, e o que você mesmo der a eles sempre tem prioridade. Configurações: Companion levels, Companion XP multiplier, Companion max level e Companion gear by level, em 7 - Companions.

      Portais que crescem com você

      Três portais novos, cada um feito com o metal que ele deixa passar. Primeiro cobre e estanho, depois ferro, depois tudo.

      Cada um usa a receita do portal normal mais dez barras do seu metal. O que você pode carregar depende do portal em que você entra, e eles se ligam por nome a qualquer portal, inclusive os do próprio jogo. Cada um brilha na cor do seu metal e diz o que deixa passar quando você olha para ele. Tiered portals em 0 - Features os tira do menu de construção.

      Ligue Portal destination picker e Shift+E em qualquer portal lista todos os portais do mundo, com o bioma onde cada um está e a distância. Escolha um e você vai direto para lá, sem precisar de nomes iguais. O que você carrega continua sendo verificado pelo portal em que você está, e os animais domados que te seguem vão junto.

      Agora os portais fazem mais: carrinhos passam com a carga, você escolhe quais domesticados te seguem, inimigos podem correr atrás, dá para pagar um pedágio pelo minério e as viagens ficam mais rápidas por nível. Estações de portais e uma pedra de viagem que você leva junto chegam a qualquer portal do mundo. Cada parte sai da frente do TeleportEverything, QuickTeleport, FastTeleport ou PortalStations.

      PortalCusto extraO que pode passar
      Portal de bronze10 bronzecobre, estanho e bronze, como minério, restos ou barras
      Portal de ferro10 ferrotudo isso, e ferro
      Portal de prata10 pratatudo, como o portal de pedra das Terras Cinzentas

      Produza com os baús ao seu redor

      Construa, produza e conserte com o que está nos baús próximos, em vez de levar tudo até a bancada primeiro.

      A lista de receitas conta o que está na sua bolsa e nos baús num raio de 20 metros. A partir da 1.5.1, cada quantidade mostra o que a receita pede, do jeito do jogo, em dourado quando os baús completam o que você não está carregando; passe o mouse para ver quanto está com você e quanto está nos baús. Ele só alcança baús que você construiu e tem permissão para abrir, nunca um túmulo ou a bolsa de um companheiro, e nada dentro de uma proteção em que você não tem permissão. Desligado por padrão, como todo o resto: ligue em Containers.

      Também adicionado

      Armazenamento e receitas

      O interior de uma casa comprida à noite, baús com cintas de ferro ao longo da parede perto de uma fogueira

      Baú reforçado

      Um baú com cintas de ferro e uma grade de 8×4. Construído com o martelo, em Mobília. Custa dez madeiras de qualidade e quatro de ferro.

      Uma forja viking à noite, uma bigorna ao lado de brasas acesas

      Materiais produzíveis

      Três coisas que antes você só podia encontrar. São adições. Todo drop e spawn normal continua como era.

      ItemRendeCustoEstação
      Corrente14 ferroForja · nível 2
      Pregos de ferro201 ferroForja
      Betume48 resina, 4 carvão, 2 bolsa de sangueBancada · nível 3

      O mundo do anfitrião, as regras do anfitrião

      Entre num servidor e ele te passa as configurações dele. Elas substituem as suas enquanto você está conectado, e as suas voltam quando você sai.

      Assim ninguém precisa comparar arquivos de configuração antes de uma sessão, e ninguém consegue se dar construção grátis escondido no mundo de outra pessoa. Se a sua versão for diferente da do anfitrião, o cliente usa o que recebeu e registra um aviso em vez de sair de sincronia.

      Tem um servidor dedicado? Instale BepInEx, Jotunn e MidgardPlus nele também. Ele cria o próprio midgardplus.cfg na primeira vez que inicia, e é esse arquivo que vale. Edite com gente jogando e a mudança chega a todos os conectados em um ou dois segundos.

      Colocando para rodar

      Instalar

      O jeito fácil

      Baixar o launcher (61 MB)

      Um aplicativo para Windows. Ele encontra sua pasta do Valheim, instala BepInEx, Jotunn e MidgardPlus, dá a todas as 1.083 configurações um controle de verdade em vez de um arquivo de texto e inicia o jogo. Ele sempre instala o MidgardPlus mais novo do Thunderstore, então nunca fica desatualizado, e a partir da versão 1.2.4 ele também se mantém atualizado sozinho.

      Já tem o launcher? Olhe a barra de título. Se não houver número de versão depois de “MidgardPlus Launcher”, o seu é anterior à 1.2.4 e não consegue se atualizar. Baixe mais uma vez com o botão acima e execute. Se você colocou o antigo no menu Iniciar, o novo o substitui lá também, então seu ícone de sempre abre a versão nova.

      Essa é a última vez que você precisa desta página para isso. Quando sair um launcher novo, um botão dourado Update launcher aparece no topo da janela. Um clique baixa, confere com o checksum publicado e reinicia. Valheim, seus mods e suas configurações não são tocados.

      Predefinições que você pode testar sem perder seus próprios ajustes Pesquise todas as 1.083 configurações Exporte suas regras e passe para o seu servidor Avisa quando há uma versão nova Se atualiza com um clique Atualiza os outros mods que você adicionou, todos de uma vez Faz backup da sua configuração antes de gravar Desinstalação limpa que mantém suas configurações Instale outros mods com um clique e veja o que se sobrepõe Edite as configurações de todos os outros mods com os mesmos controles Importe seu perfil do r2modman ou do Thunderstore Mod Manager Traga suas configurações do ValheimPlus Pacotes de servidor: instale o que um servidor usa e depois clique em Join Avisa quando dois dos seus mods entram em conflito

      Os controles são montados a partir da configuração que o próprio mod escreve, então ele lê seus tipos, limites e padrões reais, e não uma lista que alguém digitou à mão. O Windows vai chamá-lo de editor desconhecido porque ele não tem assinatura de código. Escolha Mais informações e depois Executar assim mesmo. Se preferir conferir o arquivo antes, todo download está listado em SHA256SUMS.txt.

      ou uma linha no PowerShell
      irm https://midgardplus.odinthered.dev/install.ps1 | iex

      Cole isso no PowerShell. Ele encontra sua pasta do Valheim sozinho, instala BepInEx, Jotunn e MidgardPlus e para por aí. Não precisa de direitos de administrador e só grava dentro da sua pasta do Valheim. Leia o script antes se preferir ver exatamente o que ele faz.

      Instala o BepInEx para você Instala o Jotunn para você No Thunderstore Launcher para Windows
      ou use um gerenciador de mods
      Instalar com o gerenciador de mods Ver no Thunderstore Pedir ajuda no Discord

      Funciona com r2modman, Thunderstore Mod Manager e Gale. O gerenciador baixa o BepInEx e o Jotunn para você e mantém o mod atualizado.

      ou instale à mão
      Baixar 1.52.0 (66373 KB, do Thunderstore)
      1. Instale o pacote BepInEx para Valheim e o Jotunn. O Jotunn é o que registra o companheiro, o baú e as receitas. Ele é um plugin separado e não vem incluído aqui.

      2. Coloque o MidgardPlus.dll na sua pasta de plugins.Valheim\BepInEx\plugins\MidgardPlus\

      3. Abra o jogo uma vez. O arquivo de configuração é criado na primeira execução, com tudo no vanilla.Valheim\BepInEx\config\midgardplus.cfg

      4. Vão jogar juntos? Todo mundo precisa do mod, inclusive o servidor dedicado. Só as configurações do anfitrião são lidas.

      Para remover, apague a pasta MidgardPlus. Nada que vem com o jogo é modificado, então não há mais nada para desfazer.

      Quando saem as atualizações

      Calendário de lançamentos

      O MidgardPlus é atualizado em duas noites fixas por semana, para que os servidores reiniciem num horário previsto em vez de várias vezes por dia.

      Os dias de atualização são quarta à noite e domingo à noite. Versões novas chegam ao Thunderstore, ao Hexium e ao launcher nessas duas noites e em nenhuma outra. A única exceção é a correção de algo que derruba o jogo: essa sai no dia em que fica pronta.

      Quer a build mais nova antes? As builds de desenvolvimento saem sempre que algo fica pronto. Beta testers e apoiadores as recebem pelo canal de atualização Dev no launcher (Help and tools, Update channel), com a chave fixada no Discord do MidgardPlus.

      Apoiadores recebem cada build de desenvolvimento no momento em que ela é feita. Torne-se Mead Drinker ou Jarl no Ko-fi. Todo benefício é cosmético, acesso antecipado ou voz no que vai ser feito; ninguém paga por poder, e o mod continua gratuito para todos.

      Veja

      Mídia

      Vídeos curtos sobre o que o MidgardPlus adiciona ao seu mundo. Não precisa de som, mas com som fica melhor.

      Vilarejos ameaçadosA Hearthguard resiste firme contra a Ashen Host. 50 segundos.
      A HearthguardQuem eles são e por que estão lá fora. 35 segundos.

      Feito por Odin the Red. Streamers e criadores de vídeo podem usar à vontade; tem mais no kit para streamers.

      Como chegou até aqui

      Devlog

      Cada versão até agora, e o que cada uma de fato corrigiu. Dois dias delas, a partir de 01:19 UTC de 10 de setembro, porque as pessoas instalaram e me contaram o que estava quebrado mais rápido do que eu esperava. Três versões no meio foram feitas e jogadas em casa e nunca foram enviadas; tudo o que havia nelas saiu dentro da 1.7.0.

      1. Launcher 1.5.89 04 out 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.
      2. 1.52.0 04 out 2026, 07:10 UTC

        A maior atualização que já fiz para o MidgardPlus. Três chefes novos, Úlfarr, Bókr e Þögn, então agora temos sete nossos. Toda arma lendária desperta e cresce: ela dorme até o sangue de um chefe acordá-la, depois sobe ao longo de 750 abates, liberando seus cinco poderes um por um enquanto a aparência cresce junto. Cinco novas armas Jarl chegam com elas, e o Úlfheðnar de Trajan é o primeiro conjunto de armadura Jarl. O mundo agora está vivo: vilas crescem de aldeias a fortalezas, cinco lados disputam a terra, os cercos respondem à sua riqueza e à sua fama, e uma janela de diplomacia permite negociar com cada facção. O saque é novo desde a base, com cerca de 70 marcas, 24 runas, 14 palavras rúnicas e 14 conjuntos de chefe. Outubro traz Vetrnætr, as Noites de Inverno. Adicionei quartéis para seus companheiros, uma mesa de encantamento onde você vê tudo, pintura de armadura e de construção, mochilas para pets, âncoras de navio e muito mais, e corrigi o que vocês relataram. Obrigado por mandarem tudo isso.

        Esta é uma versão menor porque os novos chefes, armas, vilas, saques e peças são novos na rede, então o servidor e todo mundo que entra nele precisam da 1.52.0 juntos. Tudo o que é novo começa desligado, então seu jogo continua vanilla até você ligar. A única exceção é a configuração das lendárias descrita abaixo.

        Três chefes novos

        Úlfarr, Bókr e Þögn surgem cada um de um altar próprio. Leia sobre os sete na seção Bestiário de midgardplus.odinthered.dev.

        Úlfarr, o Não Alimentado

        • Um chefe novo para depois de Moder. Úlfarr, o Não Alimentado, é o terceiro lobo do Vermelho. Dois comem da mão dele; este recebeu a ordem de esperar entre duas fogueiras numa montanha e nunca mais foi alimentado. Um lobo magro sobre duas patas, com cerca de quatro metros e meio de altura, coberto de pelo escuro e pesado e uma longa juba, gelo brilhando ao longo da espinha, dos ombros e das garras, e uma corrente partida no pescoço. Ligue Ulfarr boss para enfrentá-lo. Começa desligado.
        • Como invocá-lo. Depois de derrotar Moder, cozinhe uma Porção Negada num caldeirão com um troféu de Fenring, 10 carnes de lobo, 10 glândulas congelantes, 10 de prata e 5 presas de lobo, e coloque-a na Pedra do Alimento: uma pedra plana entre duas fogueiras que nunca se apagam, dentro de um círculo de pedras erguidas na Montanha. Hugin fala dele quando Moder cai e marca a pedra mais próxima no seu mapa. Uma porção é uma luta.
        • A luta. 14.000 de vida e 110 por garrada para um jogador, rápido, fraco contra fogo e quase imune ao gelo. Cada parte da luta tem seu próprio interruptor, todos desligados no início. Ulfarr stages dá a ele três fases: o Caçador, a Matilha aos 65 por cento e As Fogueiras se Apagam aos 30. Ulfarr pounce faz ele saltar sobre quem estiver mais longe, com um círculo no chão antes de aterrissar, então ficar para trás com um arco é o lugar mais perigoso. Ulfarr pack traz lobos famintos e Ulvs da neve. Ulfarr frost breath e Ulfarr frost burst dão a ele os feitiços dos cultistas Fenring, todos de gelo. Ulfarr cold aura é seu último truque: a 20 m dele o frio atravessa a capa de pele de lobo e o hidromel de resistência ao gelo do mesmo jeito, e só ficar perto de um fogo detém isso, então uma fogueira construída no meio da luta vale a madeira. Ulfarr snowstorm fecha o tempo.
        • O que ele deixa. 50 de prata, 40 peles de lobo, 40 presas de lobo, 30 glândulas congelantes, um troféu de Fenring e um troféu de Ulv, e para cada jogador presente o troféu dele e a Pele do Não Alimentado, uma capa de lobo feita do pelo dele. Com Loot rarity ligado ele também deixa uma peça Épica de equipamento das Planícies, e uma Lendária 55 vezes em cada cem.
        • O resto. Ele funciona com Boss scaling, Cinematic boss fights (com sua própria introdução, arena, cartões de fase e um golpe especial chamado o Longo Inverno), Passive boss powers e o Livro da saga, que tem o feito Quem Alimentou o Lobo e uma recompensa por ele, e as pedras da saga da Montanha trazem um verso novo, O terceiro lobo. Admins o invocam com midgardplus ulfarr, o mandam embora com midgardplus ulfarr clear e usam o botão Invocar Ulfarr no painel F9.

        Bókr, o Devorador de Contas

        • Um chefe novo depois de Yagluth. Nas Planícies o Vermelho mantinha um livro de contas, e um chefe Fuling encontrou o nome da sua tribo em cada página. Ele não podia pagar, então comeu o livro. Bókr tem seu próprio corpo, um chefe inchado com chifres enormes e uma coroa de espinhos, páginas pregadas no couro, marcas de contagem brilhantes, o livro acorrentado às costas e uma marreta de contagem em chamas. Depois que Yagluth cair, encaderne um Livro de Contas Rasgado numa mesa de artesão com um troféu de Fuling berserker, dez de metal negro, vinte fios de linho, vinte agulhas e dez de piche, e coloque-o na Pedra do Acerto de Contas, uma pedra marcada cercada de estacas Fuling nas Planícies. Hugin marca a mais próxima no seu mapa. Ele tem 20.000 de vida, o dobro de Yagluth, acerta 150, é fraco contra gelo e ignora perfuração.
        • Três fases, cada poder com seu interruptor. Com Bokr stages ligado, a tribo responde aos 60 por cento: Fulings, arqueiros e um xamã que mantém um escudo sobre ele até você matar o xamã, e ele come uma página para se curar por cada Fuling que você deixa de pé. Aos 30 por cento ele gasta o fogo de Yagluth, uma explosão ao redor dele quando você chega perto e meteoros do céu. Boss scaling chama mais Fulings e mais meteoros para grupos maiores, e as configurações de Cinematic boss fights valem para ele também.
        • O que ele deixa. Metal negro, agulhas, piche, fio de linho, totens Fuling, um troféu de berserker, e para cada jogador o troféu dele e uma página do livro, que você pode ler. Com Loot rarity ligado ele deixa uma peça Épica de equipamento das Terras Nebulosas, e uma Lendária 70 vezes em cada cem. Há um verso novo da saga nas pedras das Planícies, As Páginas Comidas, o feito Cobrador de Dívidas e uma recompensa no Livro da saga, e um botão Invocar Bokr no painel F9 para admins (midgardplus bokr e midgardplus bokr clear). Bokr boss começa desligado.

        Þögn, o que Não Responde

        • Um chefe novo depois da Rainha. O mago Dvergr que esculpiu uma quarta trompa para dizer não ao Vermelho, com suas próprias vestes, uma máscara esculpida e um diadema, barba trançada, ombreiras de cristal e uma capa, e um cristal de feitiço num grande cajado. Depois que a Rainha morrer, esculpa uma Quarta Trompa numa forja negra com um troféu de Dvergr, um fragmento de Quebra-Selos, três núcleos negros, vinte de tecido mole e vinte de eitr refinado, e toque-a no Moledro Silencioso, um círculo de mármore negro inclinado nas Terras Nebulosas que Hugin marca no seu mapa. Uma trompa é uma luta.
        • A luta. 24.000 de vida e 150 por golpe. Ele espeta com o cajado e lança bolas de fogo e dardos de gelo, veneno o fere e gelo quase não faz efeito. Com Thogn stages ligado ele passa por três fases: aos 65 por cento as torres respondem a ele, Dvergr ficam ao seu lado, um curandeiro o cura e ele ergue uma proteção que desvia a maior parte de cada golpe; aos 30 por cento eles o abandonam, buscadores vêm no lugar, ele acrescenta a chuva de fogo e o anel de gelo, e ninguém perto dele consegue usar um Poder dos Guardiões.
        • O que ele deixa. Eitr refinado, núcleos negros, carapaça, tecido mole e um troféu de Dvergr, e para cada jogador o troféu dele e a Trompa sem Resposta, usado no lugar do Ossinho da sorte, que recupera seu eitr um quarto mais rápido e corta seu barulho pela metade. Com Loot rarity ligado ele deixa uma peça Épica de equipamento das Terras de Cinzas, e uma Lendária 70 vezes em cada cem. Ele tem o feito A última palavra e uma recompensa no Livro da saga, funciona com Boss scaling, Per player boss progression e Cinematic boss fights, e admins o invocam com midgardplus thogn ou com o botão no painel F9. Thogn boss e todas as suas fases e poderes começam desligados.

        O povo das vilas conta onde os três esperam assim que o caminho até eles se abre. Todo chefe nosso agora surge apenas do próprio altar ou de um comando de admin, e um que aparecer de qualquer outro jeito vai embora em silêncio.

        Lendárias que despertam e crescem

        Veja todas as armas Jarl em midgardplus.odinthered.dev/#weapons e as terras de onde elas vêm em midgardplus.odinthered.dev/realms.

        • Uma lendária começa adormecida. Uma nova acerta com um quarto da força total, seus poderes aparecem acinzentados na descrição e ela não conta abates. Para acordá-la, lute contra um chefe com ela: acerte o chefe você mesmo com a lendária na mão (ou o escudo lendário no braço), leve-o abaixo da metade da vida e esteja lá quando ele morrer, até dois minutos depois do seu último golpe. A arma só precisa estar na sua bolsa quando o chefe cair. Ela desperta com um clarão na sua própria cor.
        • Depois ela cresce a cada abate, até 750. Uma criatura vale um abate, uma criatura de uma estrela vale dois, uma de duas estrelas vale três, e um chefe vale sessenta. O dano sobe de um quarto até a força total pelo caminho.
        • Os cinco poderes despertam em etapas. O projétil desperta com a arma, o secundário a um quarto do crescimento, o combo na metade, o ataque de grande área a três quartos e o especial carregado quando ela está completa. Cada etapa é anunciada com um clarão. Barras, passivas, trocas de forma e disparos sem flecha funcionam desde o início.
        • A aparência cresce junto. O brilho é uma brasa fraca enquanto ela dorme, mais forte quando desperta e pleno quando está completa, e seus efeitos crescem de menores até o tamanho total. Todo mundo ao seu redor vê.
        • Toda lendária tem os cinco poderes. Revisei as 35 e preenchi cada lacuna: Fogo do Salão no arremesso completo de chifre do Hornbearer, os lotes do Hlautvid despertando um a um, os Elos de Grilhão do Naudfjotrar, o Norna-hjól caindo só em faces despertas e a Pira do Lobo do Hróðvitnir.
        • O que você já fez crescer continua crescido. Uma lendária de antes da 1.52.0 que tem abates conta como completa e mantém todos os poderes, e seu crescimento passa para a nova subida de 750 abates.
        • Legendaries start dormant é uma configuração de servidor em World e vem ligada. Desligue e todo poder funciona desde o primeiro golpe, com o crescimento começando em um quarto.
        • Lendárias vivem nos lugares difíceis. Uma lendária só cai de criaturas e baús do seu próprio nível ou acima, então as terras iniciais nunca entregam uma arma de fim de jogo. Cada mundo sorteia uma faixa de cerca de 1400 m para cada lendária e para cada peça de um conjunto de armadura lendário, a mesma faixa para onde apontam os rumores de Hugin, e dentro dela o achado vem quatro vezes mais. Em qualquer outro lugar ela mantém um décimo da chance, ajustado com Legendary drops outside their place. Digite midgardplus legend where e o nome de uma arma para ver exatamente o que a deixa cair, com quantas estrelas, e a chance dentro e fora da faixa dela.
        • Para admins: midgardplus legend grow max (ou uma porcentagem) define o crescimento da lendária na sua mão, midgardplus legend awaken a desperta, e midgardplus legend test all dá uma cópia de teste totalmente crescida de cada lendária, com botões para os dois no painel F9. Cópias de teste são marcadas, não podem ser vendidas, não rendem nada e somem quando largadas.

        Hróðvitnir de Trajan

        O arco de lobo negro e vermelho do Trajan84, com TRAJAN84 gravado nas letras rúnicas do próprio Valheim numa placa de ferro nos braços.

        • Flechas de Sangue. Ele não precisa de flechas: cada puxada solta uma haste negra com um rastro vermelho.
        • Rajada Carmesim. Toda quinta puxada é um raio carmesim.
        • Uivo da Matilha. O ataque secundário espalha sete hastes de lobo em leque.
        • Presa Marcada. Seus acertos marcam um inimigo por seis segundos, e o fogo do arco o acerta com metade a mais de força.
        • Pira do Lobo. Um inimigo que ele mata explode em fogo ao redor.
        • Fenrir Negro. Encha a barra e segure a tecla de forma Lendária. Um enorme lobo negro de olhos vermelhos em chamas surge ao seu lado e sopra fogo em tudo à frente dele, caçando sua presa marcada. O sopro começa curto e fica mais longo e mais largo com o arco.
        • Nome em Fogo. Agache e segure a tecla de forma Lendária para escrever TRAJAN84 em fogo.
        • Hrodvitnir draws blood (começa desligado): o arco gasta flechas quando você as carrega, e sem nenhuma cada disparo custa 1 de vida, nunca a última.

        Valgaldr de Ivanos

        O cajado de espinhos negros do LordIvanos, coroado com um crânio de demônio chifrudo e um cristal de alma vermelho.

        • Almas Furiosas. Cada conjuração arranca almas vermelho sangue que caçam o inimigo mais próximo e explodem em sangue, uma no começo e três quando o cajado está crescido.
        • Correntes de Alma. O secundário prende inimigos uns aos outros, e um golpe em um passa para os demais.
        • Dreno de Alma. Inimigos acorrentados sangram a vida deles para você.
        • Erguer o Morgen. Agache e segure a tecla de forma Lendária. Pague 40 por cento da sua vida e todo o seu eitr, e um Morgen negro de olhos vermelhos luta ao seu lado, por mais tempo e mais forte conforme o cajado cresce.
        • Ritual de Sangue. Encha a barra e segure a tecla de forma Lendária. Pague um pouco de vida, uma explosão de sangue estoura ao seu redor, e por doze segundos um círculo vermelho arde aos seus pés enquanto suas almas, correntes e cura dobram.

        Skjoldr de Animus

        O broquel do Animus: placas de ferro verdes e faixas rebitadas, o Elmo do Terror brilhando na face, uma borda de ferro verde e negro envelhecido com estilhaços de gelo rompendo dela, e um lobo rosnando no centro cujos olhos despertam conforme o escudo cresce. Perto do crescimento total a borda acende em verde gelo e pulsa.

        • Estilhaços de Geada. Um aparo perfeito dispara estilhaços de gelo fantasma de volta no atacante.
        • Bote do Lobo. Ataque enquanto bloqueia para avançar num impulso.
        • Rastro de Geada. Quatro bloqueios rápidos mandam gelo à sua frente.
        • Explosão Espiritual. Bloqueios enchem a barra espiritual. Cheia, seu próximo bloqueio explode em gelo ao seu redor, deixa um campo de geada e ergue a Guarda dos mortos sobre você e seu grupo.
        • A Caçada Selvagem. Bloqueios também enchem uma segunda barra. Segure a tecla de forma Lendária e os lobos fantasmas da caçada correm ao seu lado.

        Rasga-Veias de Boko

        A besta vampírica do Boko: negra, com arcos em forma de asa de morcego, um crânio de morcego com presas na boca, veias brilhantes e uma gema de sangue no centro.

        • Virotes de Veia. Cada virote abre uma veia que faz o alvo sangrar.
        • Sede de Sangue. Uma parte pequena e limitada do dano que você causa cura você.
        • Sanguessugas Noturnas. O secundário solta sanguessugas que caçam inimigos sangrando.
        • Ruptura de Veia. Todo quarto virote num inimigo sangrando derrama a ferida inteira de uma vez.
        • Flor de Sangue. Um inimigo sangrando que morre explode e abre as veias de tudo ao redor.
        • O Banquete Vermelho. Encha a barra e segure a tecla de forma Lendária, e um vórtice de sangue bebe de tudo dentro dele.

        Desbravador de Moumix

        Metal vivo cinzento crescido sob as raízes da árvore do mundo, com um estilhaço de relâmpago vermelho encravado na haste. Na mão é uma lança; peça e ela se estica numa alabarda.

        • Duas formas. A tecla de forma Lendária transforma a lança numa alabarda e de volta.
        • Tudo ou Nada. Agache e golpeie para mais relâmpago, ao preço de sofrer mais dano enquanto ela gira.
        • Trovão de Sangue. Um golpe tudo ou nada que acerta solta relâmpago vermelho sobre os inimigos ao redor e os faz sangrar.
        • Corte da Vida. A cada poucos golpes, um cura você com parte do dano e abre um sangramento.
        • Corrente Viva. Relâmpago corre no seu sangue: você se move um pouco mais rápido e relâmpago fere você menos.
        • Tempestade de Sangue. Encha o cristal e segure a tecla de forma Lendária. Relâmpago vermelho atinge os inimigos ao seu redor, os faz sangrar e bebe deles.

        As cinco vêm do mundo, não da forja. Com Supporter legendaries in loot ligado, o Hróðvitnir cai de Fenrings, cultistas, arqueiros Carbonizados e baús das cavernas da Montanha, o Valgaldr do Morgen, de magos Carbonizados e dos baús da fortaleza dos Carbonizados, o Skjoldr de fantasmas, Draugr de elite e baús das criptas submersas, e o Rasga-Veias de espectros, Draugr de elite e baús das criptas submersas. O Desbravador dorme numa faixa própria como as outras, e Legendary rumours aponta para todas elas.

        Úlfheðnar de Trajan, o primeiro conjunto de armadura Jarl

        Feito para o Trajan84 correr ao lado do seu arco em negro e vermelho. Veja em 3D em midgardplus.odinthered.dev/#ulfhednar.

        • Quatro peças, quatro terras. O elmo, a couraça, as grevas e a capa ficam cada um numa terra diferente, cada peça numa faixa própria para onde os rumores de Hugin apontam.
        • Cresce com abates. Cada peça desperta pequena e fica mais afiada a cada caçada, como as lendárias.
        • Visão do Lobo (elmo). Inimigos que suas flechas acertam brilham em vermelho através das paredes por alguns segundos.
        • Couro da Matilha (couraça). Menos dano para cada fera domada ou companheiro de grupo perto de você.
        • Passo do Caçador (grevas). Enquanto puxa um arco você se move mais rápido e mais silencioso.
        • Manto Vermelho (capa). Perto da morte, o pano vermelho se solta em espíritos de lobo que arremessam seus inimigos para trás.
        • Pele de Lobo. Cada peça resiste a um elemento, pouco no começo e totalmente quando cresceu.
        • Poderes do conjunto. Vista mais peças do conjunto para ter Brasas da Matilha, que adiciona fogo aos acertos do seu arco, e com o Hróðvitnir na mão a Fúria Úlfheðinn, que faz seus disparos uivarem e perfurarem depois de uma sequência de abates.

        Um novo sistema de saque

        Tudo aqui precisa de Loot rarity ligado, e cada parte tem seu próprio interruptor, todos desligados no início. Veja antes de jogar na prévia da mesa de encantamento: midgardplus.odinthered.dev/tools/enchant.

        • Cerca de 70 marcas novas. Loot rarity more marks abre o conjunto inteiro: roubo de vida, golpes que acertam em cheio, mais vida, vigor e eitr, golpes e puxadas mais rápidos, espinhos, chance de ignorar um golpe, uma última resistência que mantém você vivo, mais rendimento ao minerar e cortar, e muitas mais, cada uma combinando com a peça em que cai.
        • 24 runas e 14 palavras rúnicas. Com Rune sockets ligado, peças Raras ganham um encaixe, Épicas dois e Lendárias três. As vinte e quatro runas da fileira antiga caem de criaturas nas suas próprias terras e de todo chefe. Cada runa acrescenta um poder próprio, diferente numa arma e numa armadura, e as runas certas na ordem certa formam uma das 14 palavras rúnicas, um poder maior que qualquer runa sozinha.
        • 14 conjuntos de chefe. Com Loot sets ligado, todo chefe, os do jogo e os nossos, deixa peças do seu próprio conjunto. Vista duas, três ou quatro peças e cada etapa desperta um poder do conjunto.
        • Pacotes lacrados. Com Haldor gambles ligado, Haldor e Hildir vendem um pacote lacrado: pague moedas e abra uma peça de equipamento das terras que você alcançou, num nível sorteado ao abrir, com uma pequena chance de Lendária.
        • Marcas que despertam. Com Marks awaken ligado, peças Épicas e Lendárias podem trazer uma marca adormecida. Lute com a peça e ela desperta, depois continua crescendo a cada cem abates até o seu limite.
        • Nomes nórdicos sorteados. Com Loot rarity names ligado, uma peça marcada ganha um nome próprio da língua antiga, como o Fio Sombrio do Freixo, e todo jogador vê o mesmo nome.
        • Desmonte na mesa. Com Enchanting breaks down gear ligado, uma peça marcada que você não quer mais se desfaz em pedras rúnicas, e as runas encaixadas nela voltam para você.
        • Visual rúnico. Loot rarity glow agora mostra o nível no próprio equipamento em vez de uma camada de cor: runas brilhantes ao longo da lâmina, dos braços de um arco ou da borda de um escudo, prata para Mágico e Raro, ouro no meio delas para Épico e ouro forte e pulsante para Lendário. Uma marca com elemento mostra as runas do seu elemento, e o metal fica mais polido a cada nível.

        Vetrnætr, as Noites de Inverno

        Ligue Vetrnætr para um evento sazonal de outubro, de 1 a 31 de outubro pela data do servidor. Veja em midgardplus.odinthered.dev/#vetr.

        • Velas da alma. Mortos-vivos e qualquer coisa morta à noite podem deixar velas da alma, mais com estrelas. Chefes deixam de 3 a 6 velas e uma lembrança que quem matou ainda não encontrou.
        • Dez lembranças. Uma lanterna de caveira, um altar das dísir, um candelabro do corvo, um caldeirão de bruxa, uma pedra de Hel, um vigia que vira a cabeça, um trono de ossos e panos funerários para construir com o martelo, e uma máscara e um pote de fogo-fátuo para vestir.
        • Uma banca com Haldor e Hildir. Os dois vendem lembranças por velas enquanto o evento dura.
        • Um registro de coleção e um troféu. O guia do F9 guarda seu registro, com um troféu por encontrar todas.
        • Tudo o que você encontra fica, funciona e pode ser construído depois de outubro.

        Um mundo vivo

        Tudo aqui precisa de Village ligado, e cada parte tem seu próprio interruptor, todos desligados no início.

        • Crescimento das vilas. Uma vila sobe um nível a cada poucos dias (Village growth days, 3), mais rápido com seu comércio e suas tarefas, até o nível 5: um espeto e uma mesa de cozinha, uma banca de mercado, uma oficina, uma quarta casa, depois colmeias e estandartes no portão, com mais um aldeão a cada vez. O comerciante dá 2 por cento de desconto por nível. Um ataque perdido custa um nível.
        • De aldeias a fortalezas. Aldeias perto de casa, vilas mais longe, cidades com um grande salão, uma ferraria e torres de vigia nas terras mais difíceis, e fortalezas de pedra com torres, um portão e uma torre de menagem nas mais difíceis. Invasores, defensores, saque e moedas crescem com o nível, e vilas à beira d'água ganham um cais.
        • O povo das vilas conversa. Aperte Usar num aldeão para conversar. Anciãos, ferreiros, fazendeiros, guardas, crianças e viajantes cumprimentam você conforme o nível da vila, quem a controla e como você está com eles. Pergunte sobre o lugar e sua própria saga, por notícias de masmorras, altares e outras vilas, por trabalho, ou por uma de sete histórias antigas. Toda vila tem uma pedra de saber com sua saga. Com Village rumours mark the map ligado, as notícias colocam um círculo de busca no seu mapa perto do que contaram.
        • Tarefas. Uma por dia em cada vila: levar o que ela precisa, limpar um acampamento, reduzir as feras ou segurar o próximo ataque, pagas em moedas, reputação e crescimento.
        • Um mercado melhor. O comerciante da vila tem abas para materiais, comida e hidromel, armas e equipamento, os produtos da própria vila por terra e nível, e uma aba Vender para a vila, com cada desconto explicado.
        • Juramentos de facção. Aperte Usar num estandarte de vila para jurar lealdade a quem o controla. Jurado à Guarda da Lareira, as vilas dela vendem para você 10 por cento mais barato e compram 10 por cento mais caro; jurado à Hoste Cinzenta, os mortos-vivos deixam você em paz e a Guarda da Lareira se volta contra você.
        • Mais facções. A Alcateia Ulfhednar, a Armada dos Reis do Mar e a Linhagem Troll tomam vilas próprias, cada um com seu juramento, saudações, saber e visual. Com Wolf clans turn at night ligado, os aldeões da Alcateia Ulfhednar viram Fenrings depois do anoitecer.
        • Visual e muralhas das facções. Cada lado veste suas vilas do seu jeito, estandartes, braseiros, totens, peles ou fogueiras, e cada vila tem uma peça central própria. Com Village walls ligado, vilas crescidas e toda sede de facção ficam atrás de uma muralha com um portão que se fecha quando um cerco começa.
        • Assaltos a assentamentos e ataques a vilas. Jogadores juramentados podem tocar a trompa de guerra num estandarte inimigo e tomar a vila passando por três ondas de defensores, a última liderada por um campeão, em troca de um baú de recompensa e da própria vila. A Hoste Cinzenta ataca vilas da Guarda da Lareira, e segurar a linha compensa.
        • A guerra de territórios. Com Factions raid each other ligado, cada lado pressiona todo dia a vila inimiga mais fraca perto da sua terra. Esteja lá e você pode lutar por qualquer lado; fique longe e o servidor resolve ao amanhecer pela força. Um tributo no estandarte, 50 moedas, reforça a defesa de uma vila por três dias.
        • Capitais. Arinheim, Nastrond, Ulfheim, Brimvik e Utgard são as sedes das facções, marcadas em todo mapa desde o início, muradas e difíceis de tomar. Quando uma cai, o servidor inteiro fica sabendo.
        • Para admins: o comando de console villages lista, faz crescer, troca de dono, ataca e resolve vilas.

        Cercos mais inteligentes

        • A ameaça vem do que você possui. Com Sieges grow with your wealth ligado, o servidor dá a cada base uma nota de 0 a 100 pela riqueza, pelo tamanho, pelos chefes derrotados e troféus nos suportes, pela sua fama e pelas facções que odeiam você, e por quantos jogadores constroem ali. Bases Tranquilas, Notadas, Cobiçadas, Caçadas e Infames atraem mais invasores, mais estrelas e invasores das facções que menos gostam de você.
        • As facções ficam invejosas. Com Factions envy wealth ligado, uma facção cuja linha de inveja seu tesouro ultrapassa baixa sua reputação uma vez por dia. Antes de você virar hostil ela avisa e espera um dia.
        • Tributo as acalma. Fique numa das vilas dela e digite midgardplus siege tribute para pagar 100 moedas por 5 de reputação, duas vezes por dia, ou carregue e guarde menos.

        Diplomacia de facções (Insert)

        • Uma janela para cada lado. Ligue Faction diplomacy e aperte Insert, abra pela página Factions do painel F9, ou peça a um ancião da vila para falar de tratados. Cada facção mostra seu estandarte, sede, terra, guerras e amigos, como ela vê você e por quê.
        • Acordos comerciais dão preços melhores com os comerciantes dela.
        • Pactos mantêm as patrulhas, bandos de guerra e ataques a bases dela longe de você.
        • Alianças trazem os guerreiros dela quando um ataque atinge sua base e deixam você descansar na sede dela, e você pode pedir ajuda aos aliados com um bando de guerra deles.
        • Tributo, exigências e guerra. Pague tributo para subir sua reputação, exija tributo quando for temido, declare guerra ou rompa um tratado.
        • Cada lado responde por uma nota de disposição que você vê antes de pedir. Os tratados pertencem a cada personagem, ficam guardados pelo servidor junto ao mundo e terminam num dia definido. Matar alguém de um lado com quem você tem tratado o rompe.

        Lugares novos em mundos antigos

        • New places in old worlds atualiza um mundo antigo com vilas de todos os níveis e os altares de Mosskin, Gravejarl, Vordr, do Vermelho, de Úlfarr, Bókr e Þögn, incluindo terras já exploradas. Em terra explorada ele só constrói em chão plano e seco na terra certa, longe das suas construções, proteções, lápides, animais domados e terreno escavado, e só quando não há ninguém por perto. Faça backup do seu mundo antes. Admins verificam e executam com midgardplus places, ou pelo painel F9.
        • As vilas ficam fora do mar. Vilas novas ficam em chão seco acima da água, e uma vila que um mundo antigo afogou fica como ruína.

        Criação e construção

        • A janela da mesa de encantamento. Use a mesa e coloque uma peça da sua bolsa no espaço dela. Suba um nível, sorteie de novo, mantenha as marcas que quiser enquanto o resto é sorteado outra vez, inscreva exatamente a marca que deseja, fortaleça uma, remova uma, quebre uma maldição, encaixe runas ou desmonte uma peça, e veja Agora e Depois lado a lado antes de pagar. A peça flutua sobre a mesa na cor da sua raridade. Precisa de Enchanting e Loot rarity.
        • A mesa do pintor e a pintura de armadura. Ligue Armour painting e construa a Mesa do pintor com o martelo: madeira, framboesas, mirtilos, carvão e resina. Pinte um elmo, peitoral, pernas, capa ou escudo numa cor principal e numa de destaque, sólida, em dois tons ou só nos detalhes, e veja seu próprio personagem usando antes de apertar Aplicar. Salve até seis esquemas, pinte tudo o que está vestido de uma vez e remova a tinta de graça. A tinta fica no item, continua no seu corpo quando você cai, e todo mundo vê. Armour paint cost define o preço, de graça no início.
        • Pintura de construção. Com Building painting ligado e o martelo na mão, segure a tecla de pintura e clique com o botão direito numa peça que você construiu para colori-la, ou todas as peças iguais num raio de 4 m. Você vê na construção antes de pagar, as proteções são respeitadas, e todo jogador vê, inclusive quem entrar depois.
        • O quartel. Uma mesa nova na aba de móveis do martelo lista todos os companheiros que você tem em campo, perto ou longe, com função, nível, vida e onde estão, e os que caíram. Chame um até você, mande ficar, guardar o quartel ou largar o trabalho, renomeie, mude a função ou dispense. Com Companions need a barracks ligado, cada quartel abriga Companions per barracks (2).
        • Equipamentos prontos. Customise and gear abre sete espaços. As given faz um companheiro vestir exatamente o que você colocou nele, e No weapons deixa as mãos dele vazias.
        • Companheiros podem ficar desarmados. Olhe para seu companheiro e aperte a tecla de desarmar (V): uma vez para tirar as armas, duas para tudo o que você deu a ele, uma terceira vez para equipá-lo de novo.

        Montarias e pets

        • Lobos e javalis selados. Eles andam, correm, viram e pulam de novo em qualquer tamanho, as pernas de uma montaria grande acompanham o chão, e montado num lobo ou javali você ataca através dele, com a mordida ou as presas para onde você olha.
        • Mochilas para pets. Fabrique uma mochila numa Bancada e dê a um lobo, javali, lox ou asksvin domado. Ela carrega um par de caixotes que você pode abrir, mais num lox, e o que está dentro cai num caixote flutuante se o animal morrer.
        • Guiar domados. Defina Lead tames radius e aperte Left Alt e H: todo animal domado ao seu redor segue você, aperte de novo e todos ficam.
        • Domar qualquer criatura. Ligue Tame any creature e toda fera grande o bastante para montar, e tudo o que voa, pode ser alimentada e domada: lox, buscadores, dracos, aves, dragões e as criaturas que outros mods adicionam. Trolls e o resto do povo que anda continuam selvagens, assim como chefes, guerreiros de facção e aldeões.
        • Montar qualquer domado grande. Com Ride any tame big enough, qualquer domado pelo menos do tamanho de um javali leva uma sela de javali e carrega você, inclusive criaturas de outros mods.
        • Lutar da sela. Com Fight from the saddle você usa a sua própria arma ou puxa o seu arco enquanto monta, em lobos, javalis, lox, asksvin e tudo o que você selar.
        • Os domados comem do comedouro. Criaturas de outros mods agora comem a própria comida dos baús próximos, como o cervo domável que vocês mandaram.

        Qualidade de vida

        • Tela de título temática. Com Themed title screen, uma tela de título do Extremo Norte com uma aurora sobre a neve e três armas de jarl atrás do seu menu principal.
        • Área de construção numa direção. A área cresce a partir da peça para onde você mira, para a sua direita e para longe de você, e a tecla Area side (Backslash) vira para a esquerda.
        • Primeira pessoa nos navios. A câmera desliza até seus olhos no convés e volta quando você desembarca.
        • Guias no F9. Um guia do jogador e um guia do admin na aba Guide do painel MidgardPlus, em inglês, russo, espanhol e português do Brasil. O guia do jogador também está no site: midgardplus.odinthered.dev/guide.
        • Âncoras de navio. Aperte Left Alt e Y a bordo. A vela desce e o navio fica parado contra vento, ondas e serpentes até você levantá-la, e todo mundo vê.
        • Sair da água. Olhe para um cais, beirada, pedra ou lateral de barco enquanto nada e aperte Pular para se puxar para cima. Sua habilidade de natação deixa você alcançar mais alto.
        • Filas nas estações. Olhe para uma fundição, forno de carvão, fornalha, estação de cozinhar ou fermentador e aperte Left Alt e O para dizer o que ela pega dos seus baús, quanto e em que ordem, com repetição. Precisa de Stations fuel themselves.
        • Ímã de itens. Itens no chão dentro do raio flutuam até você, só o que cabe na sua bolsa e no seu peso de carga, com uma tecla para ligar e desligar e uma opção de pegar só o que você já carrega.
        • Mochila. Uma mochila usada no espaço do cinto dá à sua bolsa mais uma fileira, até três conforme você a melhora.
        • A bússola mantém o norte no meio. Um mostrador de norte verdadeiro com o círculo inteiro na barra e um entalhe para onde você olha.
        • Sinais dos companheiros de grupo. Seu grupo na bússola nas próprias cores a qualquer distância, em vermelho enquanto estão caídos ou muito feridos.
        • Trolls e chefes destroem a área. Os golpes deles atingem as peças construídas e as árvores em volta de onde caem, nunca dentro de uma proteção ativa. Collateral damage share define a força.
        • Cadeiras não são abrigo. O golpe de uma criatura derruba você do assento, e levantar nunca deixa você dentro ou atrás de uma parede.
        • Base elevada para fogo. Uma base de pedra de meio metro para uma fogueira, para que uma fogueira ou lareira fique sobre um piso de madeira.
        • Mostrar nomes dos marcadores. Um botão Aa no mapa grande esconde ou mostra os nomes embaixo dos seus marcadores.
        • Empilhar rápido pede antes. Ele pede permissão ao dono de cada baú como o Colocar pilhas do jogo, enche baús nomeados pelo que guardam, conta o que foi movido, e Quick-stack takes the hotbar guarda o que você não está segurando.

        Megin, o complemento de RPG

        O Megin 0.3.0 sai com esta atualização, no Thunderstore como MidgardPlus_Lodge. Escolha um caminho, aceite as missões e contratos da cabana em todas as terras, ouça as histórias dos anciãos, passe pelo portão da prova e escale Himinbjörg, a torre de duzentos andares. Planeje seus poderes com o montador de poderes: midgardplus.odinthered.dev/tools/megin.

        O programa de criadores

        Streamers e criadores de vídeo que jogam MidgardPlus podem se inscrever no programa de criadores. O kit completo do Trajan84 é a vitrine, o arco e a armadura, os dois em 3D. Leia sobre ele e se inscreva em midgardplus.odinthered.dev/creators.

        Correções

        • O forno de pedra (#80) volta a cozinhar com Production timers ligado.
        • Comerciantes das vilas e muito mais em servidores dedicados (#81). Comércio nas vilas, altares de chefes, guerreiros das facções, chefes extras e as pedras da saga do Vermelho funcionam longe do centro do mundo num servidor dedicado, onde nada está carregado (ServerFar).
        • Comandos de admin em servidores dedicados chegam ao servidor e funcionam lá.
        • As descrições do saque listam todas as marcas vindas de mais marcas, runas e despertar, não só os oito primeiros tipos.
        • Naegling e Norna-hjól não registram mais erros da Unity no primeiro especial.
        • Fileiras da bolsa. O MidgardPlus nunca redimensiona a bolsa enquanto outro mod de inventário cuida dela, uma bolsa aumentada pelas versões 1.46 a 1.48 se ajusta uma vez, tirando os itens das fileiras extras, e a bolsa se atualiza logo em seguida.
        • Legend grow arredonda para cima, então midgardplus legend grow 50% realmente abre a etapa do combo na metade.
        • Quem hospeda sozinho conta como admin no próprio mundo, então o ataque de cerco, o amanhecer e a nova varredura funcionam quando você hospeda seu próprio jogo.
        • Ferramentas de terreno quadradas (#35, #55). Com square ground tools ligado, o cultivador ara e a enxada nivela, pavimenta e faz caminhos num quadrado que combina com o marcador.
        • Craft from nearby chests (#46) cobre receitas que aceitam qualquer um entre vários ingredientes, como peixe cru de qualquer peixe.
        • Navios e carroças do modo de planta (#79) são construídos de verdade em vez de afundar pelo mundo como fantasmas. Obrigado ao Duskrynn pelo relato.
        • O canteiro de sementes (#77) e toda peça que um servidor liga aparecem no martelo sem reiniciar.
        • Teclas (#57). As teclas do MidgardPlus não esperam mais por uma janela que já fechou.
        • Day length (#4) vale nos clientes assim que as configurações do servidor chegam.
        • Skip intro (#13) pula o filme de abertura.
        • Everything floats (#21) só faz flutuar itens de verdade, então a física do cliente não trava mais.
        • The blast furnace takes every ore (#45) se mantém em toda sessão, ligado e desligado.
        • As mensagens de área desligada (#54) citam as configurações certas: Build area, Terrain area e Planting row.
        • As armas de Vordr e de Mosskin entram na lista de itens do jogo, então sacar uma não gera mais erros.
        • O cultivador limpa tudo o que um jogador plantou como peça, e tudo o que continua crescendo de novo dentro da sua própria proteção.
        • Consertar um navio ou carroça carregado nunca é recusado por Hammer takes apart ships and carts.
        • A chuva de relâmpagos não deixa mais nada para trás na rede depois de um raio.
        • Extra bosses não ergue mais o Mosskin no altar de Eikthyr. Mosskin surge apenas no seu Anel de Musgo.
        • A prévia do personagem fica ao lado da sua bolsa e nunca cobre o baú, a criação ou outras abas.
        • O painel de equipamento abre no lugar certo quando um baú abre ou fecha.

        Equilíbrio

        • Os materiais deixados por chefes foram reduzidos a cerca de uma bolsa cheia por abate. Troféus, armas e prêmios não mudam.

        Mais leve e mais fluido

        • Lutas grandes estão cerca de um terço mais leves.
        • Efeitos de runas e conjuntos pesam menos da metade do que antes.
        • Efeitos das lendárias estão cerca de 40 por cento mais leves.
        • Menos para carregar. Os modelos das lendárias foram enxugados, os pacotes carregam direto do mod sem uma segunda cópia na memória, e os pacotes dos chefes são liberados assim que os chefes são montados.
        • O painel de configurações não trava mais o jogo. Uma mudança salva uma vez e aplica só o que ela afeta, e trocar de aba mantém as linhas que já tem.
        • Menos trabalho a cada quadro para lendárias, vilas, companheiros, auras, textos ao passar o cursor e o HUD, e o servidor grava o mapa compartilhado e o placar em segundo plano.

        O site

        O launcher, 1.5.88

        • Estilos em um clique. Vanilla Plus, Qualidade de vida, Aventureiro, Construtor, Hardcore ou Host de servidor. Veja cada mudança antes de aplicar e desfaça tudo com um botão.

        Baixe o launcher em midgardplus.odinthered.dev, o site está em português.

      3. Launcher 1.5.88 03 out 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.
      4. Launcher 1.5.87 01 out 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.
      5. 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.
      6. 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.

      7. 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.
      8. 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.

      9. 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.
      10. 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.
      11. 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.

      12. 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.
      13. 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.
      14. 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.
      15. 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.
      16. 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.
      17. 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.
      18. 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.
      19. Launcher 1.5.80 28 set 2026, 04:30 UTC

        Chegou o cartão Update channel: fique no Stable, ou mude para o Dev com a chave do Discord e o launcher oferece cada build de desenvolvimento assim que ela sai. Back to Stable devolve sua versão estável com um clique. As configurações ganham o texto em russo para a nova chave da forma lendária.

        • Ele se atualiza sozinho: se você tem a 1.2.4 ou mais nova, ele oferece esta. Se não, baixe uma vez pelo site.
      20. 1.46.0 28 set 2026, 04:30 UTC

        O Red One faz cair o relâmpago do Pai de Todos, armas encantadas brilham do jeito que deveriam e todo mundo vê, o espaço de amuleto está liberado, os bolsos de Haldor voltaram a funcionar, e há um jeito de jogar builds novas antes do dia de atualização.

        Esta é uma versão menor porque o relâmpago do Red One, a nova arma de apoiador, a lista de altares e o brilho que os outros jogadores veem são todos novos na rede, então um servidor e todos que entram nele precisam da 1.46.0 juntos.

        Dias de atualização e o canal de desenvolvimento

        • As versões agora saem nos dias de atualização, quarta à noite e domingo à noite. Thunderstore, Hexium e o launcher atualizam nesses dias, e só uma correção urgente de crash sai antes.
        • Entre os dias de atualização existe um canal de desenvolvimento. No launcher, Help and tools tem um novo cartão Update channel: deixe no Stable, ou mude para o Dev com uma chave do Discord e o launcher oferece a build de desenvolvimento mais nova assim que ela sai. Seus arquivos estáveis ficam guardados à parte, e Back to Stable os coloca de volta com um clique. O launcher avisa antes de você instalar uma build de desenvolvimento que não vai entrar nos servidores estáveis, e uma build de desenvolvimento se identifica no menu principal e no log.

        O Red One

        • O relâmpago do Pai de Todos. Ligue Red One lightning e, a média distância, ele ergue a lança e manda uma onda de relâmpagos vermelhos num leque largo à frente dele, a investida de Eikthyr nas cores dele, com trovão logo atrás. Dá para esquivar, mas não para bloquear. De perto ele fica na lança. Começa desligado.
        • O raio da lança dele acerta como relâmpago, como o nome sempre disse. Ele estava acertando como perfuração comum.

        As armas brilham, e todo mundo vê

        • O Loot rarity glow aparece em toda arma, arco e escudo. Antes ele falhava em cerca de metade delas, os atgeirs de ferro e de bronze, as marretas de ferro, as armas de ouro e de fogogelo e outras, porque iluminava o próprio material da arma e muitos materiais do jogo nunca mostram essa luz. Agora ele é uma casca desenhada sobre a arma inteira, então aparece em todas, e armas com marcas próprias, como as runas vermelhas do Atgeir de trovossangue, continuam com elas.
        • Os elementos ficam onde a arma trabalha: na lâmina de uma espada, na cabeça de um machado ou de uma maça, na ponta de um atgeir ou de uma lança, ao longo dos braços de um arco, no tamanho da arma. O veneno pinga e brilha em vez de mostrar uma ou duas gotas.
        • Os outros jogadores veem seu brilho e seu elemento, e você vê os deles, se estiver com Loot rarity glow ligado.
        • Relatado por TylerS76.

        Três armas de Jarl

        Os Jarls que apoiam o MidgardPlus no Ko-fi têm, cada um, uma arma que leva o seu nome. Elas não são só deles. Qualquer um pode encontrar uma, qualquer um pode carregar uma, e o nome do Jarl vai junto com ela aonde for.

        • Úlfrinn's Fang, para Gamli Hersirinn Úlfrinn. Um machado de guerra da tempestade com uma cabeça de lobo na face, as mandíbulas abertas sobre o cabo, uma única lâmina em meia-lua com fio de ouro pálido e nove runas acesas por dentro. Cada golpe lança um raio da lâmina até 22 m, e o ataque secundário solta um anel de relâmpagos à sua volta. Carregá-lo te deixa mais rápido e desvia relâmpagos.
        • SweatyT's Talon, para SweatyT. Um arco da tempestade de madeira escura entalhada à mão, com uma cabeça de corvo em cada ponta e uma asa aberta ao longo de cada braço. Ele não pede flecha nenhuma e dispara relâmpagos próprios. A cada cinco puxadas ele dispara um feixe em vez de um raio. Encha a barra dele acertando coisas, depois segure a puxada no máximo e uma chuva de flechas cai do céu onde você está olhando.
        • NightGod's Crescent, para NightGod. Uma espada que não fica numa forma só. Aperte o ataque secundário e ela se abre de uma lâmina rápida de uma mão numa grande espada de duas mãos, e se fecha de novo. Cada golpe lança uma meia-lua de noite do fio, rápida e estreita na forma menor, lenta e larga na maior, e onde ela cai à distância, ela se abre. Encha a barra, segure a tecla e a noite se junta na lâmina; solte e ela corta longe à sua frente, mais larga quanto mais tempo você segurou.
        • Elas crescem com o que matam. Toda arma de Jarl começa com pouco mais da metade da força e ganha o resto ao longo de duzentas mortes. O dano, o alcance e o tamanho de tudo o que ela lança sobem juntos, e a descrição diz quanto já avançou. A contagem fica na própria arma, então ela mantém o que conquistou depois de morrer, de sair e entrar de novo, e se mudar de mãos.
        • Onde elas caem. Nos baús da Montanha e nos baús das cavernas de gelo, cerca de 2 em cem, nos Fenrings, cerca de 1 em cem, e nos cultistas, cerca de 2 em cem. Nenhum baú e nenhuma criatura dá mais de uma. Um servidor precisa ligar Supporter legendaries in loot antes, e isso começa desligado. Elas não podem ser produzidas nem melhoradas, são consertadas numa forja, e nenhuma mesa de encantamento muda o que elas são. Admins podem dar uma com midgardplus legend, ou gerar uma pelo nome.

        Equipamento e sua bolsa

        • O espaço de amuleto está liberado. Os amuletos ganham uma casa própria no painel Equipment em vez de dividir a de item utilitário, ligado por padrão, e isso é ligado uma vez para quem já usa os espaços de equipamento, mesmo com o bloqueio de configurações ativo. Um amuleto que você está usando vai para ela sozinho. Pedido por Mando.
        • Sua aparência fica dentro da janela Equipment, como um retrato ao lado dos espaços de equipamento, quando Character preview está ligado. Ela gira quando você arrasta, como antes.
        • Os Bolsos maiores e os Bolsos mais fundos de Haldor voltaram a funcionar. A fileira deles estava sendo tomada de volta por Extra inventory rows. Agora eles adicionam a fileira por cima, compras perdidas voltam sozinhas, e Haldor avisa antes de você pagar quando um bolso não adicionaria nada.
        • Bag rows past 9, que começa desligado, deixa a bolsa crescer até três fileiras além das 9 do jogo, para que os bolsos ainda caibam junto com todas as outras fileiras. A bolsa e um baú aberto encolhem para continuar na tela, e baixar o valor de novo nunca derruba o que está nas fileiras extras.
        • Bolsos relatados por TylerS76, e o limite da bolsa foi ideia dele.

        Mosskin tem metade do tamanho

        • Mosskin agora é 1.4 por padrão, cerca de metade do volume antigo. Configurações que ainda tinham o antigo 2.5 passam para 1.4 uma vez, e qualquer outro tamanho que você escolheu fica como está.

        Altares

        • midgardplus altars lista cada Moss Ring, Oath Stone e Drowned Hearth com a distância e se já foi construído, e midgardplus altars pin os coloca no seu mapa. Para admins e para o anfitrião.
        • O servidor agora registra onde ficam os altares quando o mundo carrega, e cada vez que Hugin manda alguém para o mais próximo.

        Jogo mais fluido

        • Menos travadinhas. Configurações que seguem o servidor não são mais recalculadas a cada entrada quando nada mudou, o painel de admin mantém suas linhas de configuração em vez de refazê-las a cada tecla, e a verificação da água corrente fica limitada a meio milissegundo por quadro.

        Obrigado também a TylerS76 por pedir os atalhos de mouse que chegaram na 1.44.0, e a Cenom e Lucas Smaniotto pelos relatos e ideias.

      21. Launcher 1.5.79 27 set 2026, 15:50 UTC

        Forsaken powers from item stands tem seu cartão e descrições em russo, junto com todas as configurações da 1.45.0.

        • Ele se atualiza sozinho: se você tem a 1.2.4 ou mais nova, ele oferece esta. Se não, baixe uma vez pelo site.
      22. 1.45.0 27 set 2026, 15:50 UTC

        Jogo mais fluido, água que escorre de uma depressão para a próxima e fica no lugar no multijogador, gavetas que o empilhamento rápido volta a encher, e Poderes dos Guardiões a partir dos troféus nas suas próprias paredes.

        Esta é uma versão menor porque a correção da água no multijogador só funciona quando todos os jogadores a têm: um jogador ainda na 1.44.0 continuaria drenando água que não consegue ver, então um servidor e todos que entram nele precisam da 1.45.0 juntos.

        Jogo mais fluido

        • Menos travadinhas enquanto você joga. Várias coisas que o MidgardPlus fazia na thread principal agora acontecem em pedaços pequenos ou nem acontecem:
        • verificar mudanças no seu arquivo de configurações roda em segundo plano;
        • a checagem das fontes de água corrente a cada 10 segundos é distribuída entre quadros;
        • calcular as poças leva no máximo 2 ms por quadro na sua máquina;
        • o gancho que observa nossas teclas só liga depois que você usa uma;
        • a verificação do que um plano de construção aponta só roda enquanto há um plano carregado;
        • o arco e flecha fica pronto quando você aparece no mundo, em vez de no seu primeiro disparo;
        • e muita movimentação pequena de memória acabou.
        • A água não come mais memória enquanto você viaja. Cada trecho de água carregado deixava uma cópia da sua superfície para trás, e cada poça fazia a sua. Agora todas as poças dividem uma superfície, suas malhas são reaproveitadas, e as cópias são limpas quando a água descarrega. As cores de brilho e de fúria do Gravejarl, do Red One e de Vordr são limpas junto.
        • Uma dica se o jogo ainda engasgar: ligue Detailed log. Agora ele também funciona na sua própria máquina, não só num servidor, e escreve uma linha dizendo qualquer coisa nossa que demorou demais. Me mande esse LogOutput.log no Discord e eu consigo ver exatamente o que foi.
        • Relatado por TylerS76 e Mando.

        Água

        • O transbordo enche cada depressão no caminho para baixo. Uma poça que transbordava passava direto por uma segunda depressão abaixo dela até o ponto mais baixo que conseguia ver. Agora a corrente para na primeira depressão, enche até a borda e segue dali, descendo por até 8 poças, até a fonte ficar sem água. A última fica com o que sobrou, e uma corrente saindo de uma poça sempre é desenhada, mesmo em terreno suave.
        • Uma corrente entra em outra água e sai do outro lado, em vez de ficar deitada sobre a poça como um canal cortado nela.
        • A água não some e reaparece mais no multijogador. Com a água configurada como Whoever placed it, um jogador podia tomar uma fonte que nunca tinha carregado por uma removida e drenar a poça para todo mundo, e um jogador que tinha se afastado continuava a enchendo. Agora só o servidor, ou o dono que tem a fonte carregada, drena ou enche, e quando o dono muda todos concordam sobre o que está lá.
        • Relatado por Lyferian.

        Gavetas de itens

        • O empilhamento rápido enche uma gaveta esvaziada. Uma gaveta que lembra o item mas está vazia, ou que guarda só coisas avulsas como ovos de dragão, era ignorada pelo empilhamento rápido e pelos baús que recolhem do chão. Agora ela volta a pegar o item dela, até onde couber.
        • Relatado por Cenom.

        Poderes dos Guardiões em casa

        • Pendure um troféu de chefe num suporte de item que você construiu e pegue o poder dele ali. Aperte Usar no troféu e você recebe o Poder dos Guardiões daquele chefe, do jeito do próprio jogo, com a mensagem e o tempo de recarga das pedras, então você troca de poder em casa em vez de voltar até o início. Segurar Usar ainda tira o troféu. Só contam chefes que seu mundo derrotou, ou os que você mesmo derrotou com Per player boss progression ligado. As Pedras de sacrifício não mudam.
        • Forsaken power stands need a workbench restringe isso às suas bases: o suporte precisa estar dentro do alcance de construção de uma bancada.
        • As duas começam desligadas, e as duas são configurações do servidor.
        • Sugerido por NightGod.
      23. Launcher 1.5.78 27 set 2026, 09:40 UTC

        Botões do mouse podem ser atribuídos: os botões laterais e o do meio, com Shift, Ctrl ou Alt. World recovery e todas as configurações da 1.44.0 têm seus cartões e descrições em russo.

        • Ele se atualiza sozinho: se você tem a 1.2.4 ou mais nova, ele oferece esta. Se não, baixe uma vez pelo site.
      24. 1.44.0 27 set 2026, 09:40 UTC

        Masmorras e acampamentos limpos podem voltar, os servidores param de trabalhar em picos, e a água enche uma caixa em qualquer ângulo até os cantos.

        Esta é uma versão menor porque World recovery manda mensagens novas entre um admin e o servidor e marca lugares no mundo, então um servidor e todos que entram nele precisam da 1.44.0 juntos.

        World recovery

        • Masmorras e acampamentos que você limpou voltam novinhos. Ligue World recovery e uma Cripta afundada, uma Mina infestada, uma torre, um porto ou uma escavação dos Dvergrs nas Terras nevoadas, ou um vilarejo Fuling que ninguém visita há um tempo é retirado e colocado de novo pelo próprio jogo, do mesmo jeito que ele cria terra nova. Os baús recebem saque novo das suas próprias tabelas, e o minério, as portas, os geradores de criaturas e as salas da masmorra são novos.
        • Um tempo são 7 dias do jogo por padrão, e os dias do jogo só passam enquanto alguém joga, então uma cripta de onde você saiu ontem à noite não é resetada enquanto o servidor fica vazio. World recovery places lista o que ele cuida, e você pode adicionar câmaras fúnebres e cavernas troll.
        • Ele é cuidadoso. Um lugar é deixado em paz, e o log diz por quê, se alguém estiver perto, se algo que um jogador construiu estiver a menos de 50 m dele ou em qualquer parte da sua masmorra, se houver ali um túmulo, um animal domado ou um companheiro, se algo que um jogador carregava estiver lá, ou se um baú ali guardar coisas que um jogador colocou. Altares de chefes, comerciantes, o ponto inicial, os lugares de Hildir, pedras de runa e lugares do MidgardPlus nunca são resetados.
        • Admins podem olhar antes de qualquer coisa acontecer. No console do F5, midgardplus recovery list mostra o que seria resetado e por que todo o resto fica em paz, e não muda nada. midgardplus recovery now reseta o que passa em todas as verificações dentro da distância que você indicar, e midgardplus recovery history mostra os últimos resets.
        • Começa desligado, e é uma configuração do servidor. Comece com midgardplus recovery list para ver o que ele faria.
        • Sugerido por Cenom.

        Servidores

        • A busca de altares não se repete mais, e não consegue mais deixar o servidor ocupado. Encontrar um lugar para os altares de Mosskin, do Gravejarl e de Vordr usava a busca completa do próprio jogo, e ela rodava de novo a cada mudança de configuração. Num mundo sem terra inexplorada que sirva para um altar, ela nunca achava um, então recomeçava toda vez, e várias podiam rodar ao mesmo tempo. É o tipo de coisa que prende o processador de um servidor dedicado em picos a cada poucos minutos. Agora ela só procura quando o mundo carrega ou quando um desses chefes é ligado, as buscas se revezam, e cada passo devolve o tempo ao servidor depois de um centésimo de segundo.
        • Gavetas de itens e efeitos de chefe não fazem trabalho de exibição num servidor dedicado. Rótulos, ícones e efeitos só importam numa tela, e um servidor não tem nenhuma.
        • Relatado por Mando.
        • Detailed log agora aponta qualquer coisa lenta num servidor. Com Detailed log ligado nas configurações do próprio servidor, qualquer coisa nossa que leve mais de 50 ms, e qualquer quadro com mais de um quarto de segundo, é escrita no log com o nome e o tempo. Se o seu servidor tiver lag, por favor ligue, jogue até acontecer e me mande esse LogOutput.log.

        Água

        • Uma caixa em qualquer ângulo enche até cada canto. A maioria das caixas não é construída alinhada à grade do mundo, e uma poça dentro dela parava antes dos cantos e mostrava o piso em degraus ao longo de uma parede inclinada, com alguns pedacinhos desenhados duas vezes. A borda de uma poça agora fica onde a parede realmente está, em qualquer ângulo, até os cantos.
        • Uma fonte de água debaixo da própria poça não mostra mais o seu quadrado através da superfície.
        • Em terreno plano e aberto a água se espalha como uma poça redonda até 3 m a partir da fonte, deitando no chão na borda, em vez de formar um quadrado de três por três.
        • O HearthBelow aparece no log quando está instalado, ao lado do Undertow.
        • Relatado por Lyferian.

        Teclas

        • Botões do mouse podem ser atribuídos no launcher. Clique numa caixa de tecla e aperte um botão do mouse: os botões laterais (Mouse 4, lateral para trás, e Mouse 5, lateral para frente) e o botão do meio funcionam, com Shift, Ctrl ou Alt pressionado se você quiser. Os cliques esquerdo e direito só são atribuídos quando você clica na própria caixa, e o launcher avisa que eles também atacam, bloqueiam e clicam no jogo.
        • Um atalho de mouse funciona enquanto você se move. Antes ele falhava sempre que outra tecla, como W, estava pressionada, então um botão lateral atribuído ao empilhamento rápido ou ao zoom do arco não fazia nada enquanto você andava. Agora cada tecla do MidgardPlus verifica só o próprio botão e o próprio Shift, Ctrl e Alt.
      25. 1.43.0 27 set 2026, 08:50 UTC

        Vordr of the Reeds agora é um chefe completo, o que vem depois do Ancião. O Gravejarl tem o corpo certo, e a gaveta de itens finalmente aceita ovos de dragão.

        Esta é uma versão menor porque Vordr traz coisas novas ao mundo e a gaveta salva ovos de um jeito novo, então um servidor e todos que entram nele precisam da 1.43.0 juntos.

        Vordr of the Reeds

        Quando o salão do Red One afundou, um homem fugiu e um homem ficou para manter o fogo. Os juncos cresceram através dele. Ele ainda está no seu posto.

        O Reed Warden

        O Gravejarl tem o corpo certo

        Ovos de dragão vão na gaveta de itens

        Gavetas se encaixam numa parede

        O empilhamento rápido espera por você

        • Um novo chefe de revanche para o Pântano, depois do Ancião. Um gigante do brejo de madeira encharcada e raízes com juncos atravessando as costas, algas penduradas nele, o ferro do salão nos ombros, um elmo sobre olhos de brasa, e o fogo do salão ainda queimando no peito atrás de uma couraça quebrada. Ele é construído sobre a abominação, então caça, bate e morre do jeito que o jogo espera, e se levanta do brejo do mesmo jeito que ela.
        • Como chamá-lo. Depois que seu mundo derrotar o Ancião, faça uma Drowned Ember numa forja com um Troféu Abominação, vinte de gosma, dez bolsas de sangue, dez raízes anciãs e cinco minérios de Surtling. Depois encontre o Drowned Hearth, uma lareira afundada cercada de pedras quebradas na beira da água no Pântano, e coloque a brasa no braseiro. Há cinco em cada mundo, bem longe dos altares do próprio jogo e das Oath Stones. Hugin marca o mais próximo no seu mapa depois que o Ancião cai, e mundos que você já joga recebem os seus em terras que ninguém explorou ainda.
        • O Ancião tem que cair primeiro, e isso é verificado do seu lado e no servidor.
        • Três fases. O Guardião, depois A Água Sobe, depois O Fogo Sob a Água. Conforme a água sobe, ele pode chamar sanguessugas da água e bolhas da lama, encharcar todos perto dele e deixar o veneno do pântano onde seus golpes no chão caem. Quando o fogo acende, cada golpe que ele acerta queima, e a fraqueza dele se inverte: o fogo para de feri-lo e o gelo começa. Ele avisa quando isso acontece.
        • A muralha de juncos. Um anel das raízes do próprio Ancião brota em volta da luta para você não ficar correndo em círculos em volta dele, e afunda de volta no chão sozinho.
        • O que ele deixa: ferro, gosma, correntes, raízes anciãs, um Troféu Abominação, o próprio troféu e a Hearth Lantern, uma lanterna acesa com o fogo do salão que queima mais quente do que uma lanterna deveria.
        • As fases e todos os poderes dele ficam desligados até você ligá-los, doze configurações novas para ele. Com eles desligados, ele luta do mesmo jeito da vida cheia até o fim. O próprio Vordr boss começa desligado, como todo chefe. As pedras da saga têm um verso novo sobre ele, e todo mundo ouve quando ele se ergue e quando ele cai.
        • A luta de Extra bosses no altar do Ancião agora se chama Reed Warden, para nunca ser confundida com Vordr of the Reeds. Nada nessa luta mudou além do nome.
        • Ele dobra nas articulações. Na 1.42.0 ele voltou para o corpo antigo para parar de derreter, e ficou duro. O corpo debaixo da cota de malha tinha perdido os pesos antes mesmo de chegar ao jogo. Ele foi refeito direito, e o corpo, a armadura e o tecido agora se movem com os ossos do jeito que os de Mosskin se movem.
        • Ele está vestido como foi desenhado: o brilho na placa, chifres coloridos ao longo do comprimento com um penacho preto, e a bainha ao lado.
        • Uma gaveta agora aceita um ovo de dragão, e outras coisas avulsas simples que nunca empilham, como os baús de Hildir, chaves e as peças de Dyrnwyn. Ela os guarda como contagem, dez por pilha, então uma gaveta guarda cem ovos. Agachar e usar tira um. Quebrar ou remover a gaveta derruba todos eles.
        • Qualquer coisa produzida, qualquer equipamento e o mapa carregado continuam sendo recusados, porque a gaveta perderia o nome de quem fez ou o que está escrito, e a mensagem diz isso.
        • Bug #50, relatado por Cenom.
        • Uma gaveta sustenta a gaveta de cima. As gavetas eram feitas a partir do baú de madeira, que não sustenta nada, então uma colocada sobre outra não tinha apoio e caía. Agora elas sustentam como paredes de madeira.
        • Elas se alinham certinho. Novos pontos de encaixe no meio do topo, da base e dos dois lados alinham uma pilha ou uma fileira no esquadro, e os pontos dos cantos ficam no nível dos quadros de imagem, então uma gaveta encostada em outra deixa a frente livre para ler.
        • Pedido por Cenom.
        • Quick-stack only with a bag or chest open, que começa desligado. Ligue e a tecla de empilhamento rápido não faz nada a menos que seu inventário ou um baú esteja aberto, então um toque sem querer no mundo nunca esvazia seus bolsos no baú mais próximo. A escolha é sua, e ela segue o servidor quando o servidor define as opções dos jogadores.
        • As teclas de empilhamento rápido e de ordenar ficam quietas enquanto você digita: numa caixa de texto, na busca de produção e no painel de admin, além do chat, do console, de uma placa e do mapa, como antes.
        • Pedido por Cenom.
      26. 1.42.0 27 set 2026, 07:10 UTC

        Mosskin e o Gravejarl têm seus próprios altares pelo mundo, dá para ver a lança celeste do Red One chegando, e a água fica nas poças como uma superfície só.

        Esta é uma versão menor porque os altares são lugares novos no mundo e os chefes mandam mensagens novas entre os jogadores, então um servidor e todos que entram nele precisam da 1.42.0 juntos.

        Altares próprios

        A lança celeste do Red One

        O Gravejarl não derrete mais

        Os espaços de equipamento abrem o próprio espaço

        Água

        • Com Mosskin boss ou Gravejarl boss ligado, agora você encontra os altares deles no mundo. Mosskin se ergue no Moss Ring, nove pedras cobertas de musgo em volta de uma velha pedra com runas no Prado. O Gravejarl se ergue na Oath Stone, uma pedra com runas inclinada no Pântano dentro de um anel quebrado de pedras meio enterradas. Há cinco de cada, bem longe dos altares do próprio jogo. Coloque o Mossheart ou o Jarl's Oathring na pedra do meio, com Usar ou pela sua barra rápida.
        • Hugin marca o mais próximo no seu mapa depois que Eikthyr ou a Massa Óssea caem, e os textos dos itens, Hugin e as pedras da saga dizem aonde ir.
        • Mundos que você já joga também recebem. Na primeira vez que o servidor inicia com o chefe ligado, os altares dele são colocados em terras que ninguém explorou ainda, então nada aparece no meio da sua base.
        • O chefe vanilla ainda precisa cair primeiro, e isso é verificado do seu lado e no servidor antes que qualquer um dos chefes se erga.
        • Os altares de Eikthyr e da Massa Óssea voltaram a ser do jogo. O MidgardPlus não mexe mais neles para Mosskin ou para o Gravejarl. Só Extra bosses ainda responde num altar vanilla, como sempre fez.
        • Você vê chegando e consegue sair do caminho. Quando ele chama o céu, um anel vermelho marca o chão debaixo de todos perto dele, brilhando e estalando por um segundo e meio. Então a lança dele cai da nuvem sobre a marca com relâmpagos vermelhos e trovão, e só acerta quem ainda estiver a poucos metros dela. Mais uma ou duas caem em volta dele a cada vez. Saia do anel e ela erra.
        • Todo mundo vê o que os chefes fazem. Os efeitos deles são enviados a todos os jogadores e desenhados em cada máquina, então o grupo inteiro vê a mesma luta, e nada fica salvo no mundo depois.
        • Os corvos dele voam em volta e as penas dele flutuam, como deviam fazer desde o início.
        • As pernas e o corpo dele pareciam uma bolha mutante só depois de uma mudança que recalculou a pele dele a partir de onde cada parte fica. Ele voltou ao corpo que você viu nos primeiros testes. Ele ainda está duro nos joelhos e nos cotovelos, e um corpo com rig melhor para ele está a caminho.
        • Itens nas fileiras que o painel precisa agora sobem sozinhos: primeiro para pilhas iguais, depois para casas vazias, sem mexer na sua barra rápida. O que você está vestindo continua em você, e nada nunca é derrubado. Ele move tudo ou nada.
        • Quando não há espaço, ele diz quantas casas liberar. O jogo permite 9 fileiras de inventário no total e o painel precisa de uma delas. Libere as casas que ele indicar e os espaços ligam sozinhos. Relatado por Lucas Smaniotto.
        • Uma poça é uma superfície só. Duas fontes enchendo a mesma caixa desenhavam duas camadas de água a poucos centímetros uma da outra, com quadrados atravessando as paredes e emendas na parte de cima. Agora toda a água parada junta é desenhada como uma camada só, que corre por baixo das margens, para no lado de dentro de uma parede e se deita numa borda aberta.
        • As correntes fluem suaves. Uma corrente que fazia curva parecia uma fileira de quadrados. Agora cada trecho é uma fita só que segue o terreno, com cachoeiras mantidas para as quedas íngremes.
        • Uma caixa vedada segura a água. Uma parede impermeabilizada em cima de uma linha da grade era lida como terreno alto e a poça transbordava por cima dela; agora ela segura. Os cantos de uma caixa ficavam secos, e agora enchem. E uma poça não se calcula mais antes que as paredes em volta tenham carregado quando você volta até ela.
        • Relatado por Lyferian.
      27. Launcher 1.5.75 27 set 2026, 06:00 UTC

        Cartões de recurso para o Gravejarl, escadas, natação, arco e flecha, zoom do arco, baús por cima e a prévia do personagem. O cartão de Mosskin mostra a receita real do Mossheart. Descrições em russo para as correções da 1.41.0.

        • Ele se atualiza sozinho: se você tem a 1.2.4 ou mais nova, ele oferece esta. Se não, baixe uma vez pelo site.
      28. 1.41.0 27 set 2026, 05:50 UTC

        Correções para o que vocês relataram desde a 1.40.0, e seis para os chefes. Nenhuma configuração nova, e nada muda para quem deixa os chefes desligados.

        Esta é a 1.41.0 e não a 1.40.1 porque os lobos do Red One e as próprias armas dos chefes são coisas novas no mundo, então um servidor e todos que entram nele precisam da 1.41.0 juntos.

        O painel de equipamento

        Altares

        Os chefes

        Comandos com Keep achievements

        Vigor

        Água

        Já corrigido, por favor atualize

        Lyferian também relatou que os consertos pediam Ídolos, que um ataque configurado para não custar vigor não saía com a barra vazia, e que as recompensas da habilidade de natação não faziam nada.

        • O painel voltou a ser de madeira escura, não amarelo. Ele pegava o fundo da maior imagem com moldura debaixo da sua bolsa, e ela acabou sendo o destaque de seleção do controle: um sprite branco simples tingido de amarelo. Então o painel saía amarelo vivo, ou amarelo e transparente. Agora ele usa a própria madeira da bolsa, e um marrom escuro simples se ela não for encontrada. Relatado por MiaWolf.
        • Um painel que não pode ser desenhado avisa. Ele podia falhar sem dizer nada e te deixar sem espaço nenhum. Agora ele escreve um aviso no log, te avisa na tela e mostra as fileiras de espaços na parte de baixo da sua bolsa, então nada nelas se perde ou fica fora de alcance. Se outro mod que muda a bolsa estiver carregado, como BetterArchery ou outro mod de espaços, o aviso e a mensagem dizem o nome dele. Relatado por Lucas Smaniotto.
        • Extra bosses desligado deixa todo altar para o jogo. Com ele desligado, um troféu de chefe na sua mochila ainda podia atrapalhar num altar, então uma invocação vanilla como os suportes de ovos de Moder não fazia nada. Agora, com Extra bosses desligado, os altares se comportam exatamente como sem o mod. Bug #49, de .ymc.
        • Mosskin, o Gravejarl e o Red One não dependem mais de Extra bosses. Cada um responde só à própria configuração, e com ela desligada a tecla Usar vai direto para o altar do próprio jogo.
        • A receita do Mossheart está escrita certa. Os textos ainda citavam uma receita antiga. A real é uma bancada de nível quatro, cinco sementes anciãs, dez minérios de Surtling, sessenta olhos de anão cinzento, oitenta de resina e cinquenta de madeira de qualidade, e é isso que a configuração, Hugin e o launcher dizem agora.
        • A configuração de dano de Mosskin chega aos golpes dele. O troll em que ele é baseado guarda o soco, os golpes com tronco, a pancada no chão e o arremesso em conjuntos aleatórios, além de nas próprias mãos, e só os das mãos estavam sendo copiados, então Mosskin damage não mudava nada com que ele de fato te acertava. Agora ele carrega a própria cópia de cada um deles, e os trolls comuns mantêm os seus intactos.
        • Vordr não altera mais toda abominação. Ele estava ajustando as próprias armas da abominação, que todas as abominações do pântano compartilham. Agora ele trabalha com as próprias cópias.
        • O escalonamento de chefes coloca os chefes novos junto com aquele que eles seguem. Com Boss scaling grows with the world ligado, Mosskin, o Gravejarl, o Red One e Vordr não tinham lugar próprio na ordem dos chefes e eram escalonados assim que se erguiam. Agora cada um ocupa o lugar do chefe vanilla que segue: Eikthyr, a Massa Óssea, Fader e o Ancião.
        • O santuário do Red One também é verificado no servidor, então ele só se ergue num mundo que derrotou Fader, seja quem for que coloque o Olho.
        • Geri e Freki não podem ser farmados. Eles não deixam nada, voltam 30 segundos depois de um cair, e atendem ao chamado dele no máximo quatro vezes em cada fase.
        • Chamar um chefe pelo console é para um jogador só, o anfitrião ou um admin. midgardplus mosskin, midgardplus gravejarl e midgardplus vordr agora recusam qualquer outra pessoa num servidor, e dizem isso.
        • Com devcommands ligado, comandos de trapaça no console ou no chat rodam na hora em vez de parar para pedir confirmcheats antes. O jogo ainda marca o personagem como tendo usado trapaças, o que só importa se você desligar Keep achievements depois. Relatado por Lyferian.
        • O martelo, a enxada e o cultivador funcionam com a barra vazia quando Hammer, hoe and cultivator cost no stamina está ligado. O jogo ainda pedia mais do que nada antes de colocar, remover ou consertar, e o mesmo acontecia ao construir uma área inteira, nivelar uma área inteira e plantar uma fileira. Uma ferramenta que não custa nada agora funciona sem nada sobrando.
        • Correr funciona com a barra vazia quando Stamina cost multiplier está em 0.
        • Relatado por Lyferian.
        • As poças encontram suas paredes. Uma poça era desenhada como um quadrado por metro na grade do mundo, então a borda dela só encostava numa parede ou numa margem quando essa parede estava bem numa linha da grade. Em qualquer outro lugar a água parava antes e deixava uma faixa de piso aparecendo, ou atravessava a parede e aparecia do outro lado. Agora cada canto de uma poça procura ao longo da linha d'água a parede ou o terreno que sobe ao lado e vai até ela, então a superfície chega à parede e entra por baixo da margem.
        • Uma caixa impermeabilizada segura a água na borda. Com Waterproofed pieces hold water ligado, uma caixa vedada colocava o nível da água 32 m acima da fonte, porque uma peça impermeabilizada era tratada como uma parede sem fim. Agora ela enche até o topo da peça e para ali, e nenhuma poça fica acima da própria borda.
        • Relatado por Lyferian.
        • Ídolos e o vigor dos ataques foram corrigidos na 1.37.0, e as recompensas da habilidade de natação na 1.39.0. Se você ainda vê algum deles, confira a versão no topo do seu LogOutput.log ou no launcher: qualquer coisa mais antiga ainda tem esses bugs, então por favor atualize. A descrição de Repair cost agora diz com todas as letras que os Ídolos e os outros itens da Forja de potencial nunca são cobrados.
        • A falha da natação era um patch que nunca pegou depois de uma atualização do jogo. As verificações feitas antes de cada versão agora falham se algum patch não pegar, então esse tipo de quebra não passa de novo.
      29. As entradas anteriores estão em inglês. São o registro completo de cada versão, do jeito que saiu.
      30. 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.

      31. 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.
      32. 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.
      33. 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.
      34. 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/

      35. 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.
      36. 1.35.0 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.
      37. 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.
      38. 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.
      39. 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.
      40. 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.
      41. 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.
      42. 1.32.0 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.
      43. 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.
      44. 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.
      45. 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.
      46. 1.29.2 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.
      47. 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.
      48. 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.
      49. 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.
      50. 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.
      51. 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.
      52. 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.
      53. 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.
      54. 1.28.0 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.
      55. 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.
      56. 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.
      57. 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.
      58. 1.27.3 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.
      59. 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.
      60. 1.27.2 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.
      61. 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.
      62. 1.27.1 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.
      63. 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.
      64. 1.27.0 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.
      65. 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.
      66. 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.
      67. 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.
      68. 1.26.1 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.
      69. 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.
      70. 1.26.0 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.
      71. 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.
      72. 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.
      73. 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.
      74. 1.24.0 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.
      75. 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.
      76. 1.23.0 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.
      77. 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.
      78. 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.
      79. 1.14.6 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.
      80. 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.
      81. 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.
      82. 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.
      83. 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.
      84. 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.
      85. 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.
      86. 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.
      87. 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.
      88. 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.
      89. 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.
      90. 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.
      91. 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.
      92. 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.
      93. 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.
      94. 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.
      95. 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.
      96. 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.
      97. 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.
      98. 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.
      99. 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.
      100. 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.
      101. 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.
      102. 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.
      103. 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.
      104. 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. Translations are made with AI assistance; the source code is mine.
        • Fixed: flowing water no longer floats. It rests on the ground, on solid pieces or on other water, falls straight down over edges as a waterfall, fills holes one layer at a time, and drops into place when you dig under it or remove what held it. Old water that was hanging settles a few seconds after the world loads.
        • New: Water spread distance can be 0, which means no limit. Water keeps running across flat ground until something stops it, still inside Water cells per source and Water cells in the world.
        • New: Smooth health regen, your own setting, on by default. Health from food trickles back a little every moment instead of jumping up every 10 seconds, with exactly the same total. Thanks TylerS76.
        • New: Use items in water, on by default. Eat food and drink meads and potions while you swim. Weapons in water, off by default, keeps weapons, shields, bows and torches in your hands while swimming. Thanks TylerS76.
        • New: Sign snap points, on by default. Signs, item stands, banners, sconces and other wall pieces snap flush to walls, beams and poles: aim the back at the surface and it turns to face out, sits flat and lines up with the corners, edge middles and centre, up and down as well as sideways, however the wall is turned. Hold the free placement key to place it anywhere. Thanks Zero and TylerS76, with OCDheim as the idea.
        • New: companions level up. Each one earns its own XP: warriors from fighting, gatherers from picking things up, builders from repairs, plans and fuelling, and a little from every meal. Levels bring more health, a bit of healing over time, harder hits for warriors and faster work for gatherers and builders. As they level they also put on better looking gear, never past the last boss your world has beaten, and never gear you can loot. Anything you give them yourself always wins. Look at a companion to see its level and XP. Companion levels, Companion XP multiplier, Companion max level and Companion gear by level are in 7 - Companions.
        • Fixed: text in MidgardPlus windows stays sharp when Panel scale makes them bigger, like on 4K screens. The letters are drawn at their real size on screen instead of being stretched, and everything else scales the same as before. Thanks Жека.
        • New: Favourite items, your own setting. Hold Left Alt and click an item in your bag to mark it with a gold frame. Favourites stay put when you quick stack, use Place stacks or stack into shared chests, and the trash and recycle keys leave them alone. The mark stays on the item when you move it, split it or log out. Thanks lettownn.
        • New: Copy markers from map tables (server) and Take markers other players left on map tables (your own). Turn either off and reading a map table gives you the explored land but none of the other players' markers, and writing to it still keeps their markers on the table. Both on is the game's own way. Thanks lettownn.
        • 1.9.34 plays with every 1.9.
      105. 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.
      106. 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.
      107. 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.
      108. 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.
      109. 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.
      110. 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.
      111. 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.
      112. 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.
      113. 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.
      114. 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.
      115. 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.
      116. 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.
      117. 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.
      118. 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.
      119. 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.
      120. 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.
      121. 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.
      122. 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.
      123. 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.
      124. 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.
      125. 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.
      126. 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.
      127. 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.
      128. 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.
      129. 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.
      130. 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.
      131. 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.
      132. 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.
      133. 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.
      134. 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.
      135. 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.
      136. 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.
      137. 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.
      138. 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.
      139. 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.
      140. 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.
      141. 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.
      142. 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.
      143. 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.
      144. 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.
      145. 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.
      146. 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.
      147. 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.
      148. 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.
      149. 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.
      150. 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.
      151. 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.
      152. 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.
      153. 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.
      154. 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.
      155. 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.
      156. 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.
      157. 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.
      158. 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.
      159. 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.
      160. 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.
      161. 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.
      162. 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.
      163. 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.
      164. 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.
      165. 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.
      166. 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.
      167. 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.
      168. 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.
      169. 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.
      170. 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.
      171. 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.
      172. 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.
      173. 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.
      174. 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.
      175. 1.6.0 to 1.6.2 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.
      176. 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.
      177. 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.
      178. 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.
      179. 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.
      180. 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.
      181. 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.
      182. 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.
      183. 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.
      184. 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.
      185. 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.
      186. 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.
      187. 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.
      188. 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.
      189. 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.
      190. 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.
      191. 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.
      192. 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.
      193. 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.
      194. 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.
      195. 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.
      196. 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.
      197. 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.
      198. 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.
      199. 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.
      200. 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.
      201. 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.
      202. 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.
      203. 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.
      204. 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.
      205. 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.
      206. 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.
      207. 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.
      208. 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.

      O mesmo texto vem dentro do mod como CHANGELOG.md, então esta página e o download nunca discordam.

      Na bancada

      Planos

      O que vem aí e o que já está pronto. Muita coisa começou como mensagem de um jogador. Me diga o que você mais quer.

      28 de 35 feitos7 ainda pela frente

      Ainda pela frente

      1. Trabalho para os companheiros, parte doisDepois da 1.49.0

        Um ferreiro que mantém fundições e fornos abastecidos e conserta seu equipamento na forja, um carregador que leva coisas entre dois baús, um guarda que faz a ronda e toca uma trompa quando vem um ataque, e uma rotina diária: trabalho de dia, jantar junto ao fogo, cama à noite, com humores que aceleram ou atrasam o trabalho.

      2. Trabalho para os companheiros, parte trêsDepois da parte dois

        Os companheiros crescem no ofício com vantagens conforme o trabalho soma, ganham lealdade com presentes e lutas vencidas juntos, atendem a uma trompa de reunião e remam no seu barco.

      3. Montarias voadorasAinda sem data

        Suba aos céus numa montaria sua. O plano está escrito; a data ainda não.

      4. Veículos construíveis e navegáveisSemana de 6 de out.

        Construa um veículo com peças comuns e navegue com ele como uma única embarcação.

      5. Uma pesca que vale a penaSemana de 13 de out.

        Tamanho da boia, vigor pela categoria do peixe e uma tela de pesca que não seja horrível. Pedido por Arthritic Gamer.

      6. Locais de instalação do Gale, r2modman e ThunderstoreSemana de 27 de out.

        Instale em um perfil gerenciado por essas ferramentas, em vez de tomar conta da sua instalação.

      7. Apagar a configuração de um mod ao removê-loSemana de 27 de out.

        Limpa as configurações salvas de um mod quando você o desinstala pelo launcher.

      Já no jogo

      1. Uma luz para o seu barcoLançado na 1.49.0

        Uma lamparina no mastro ou uma lanterna na proa para você ver para onde está navegando à noite. Pedido por Arthritic Gamer.

      2. Uma ficha de personagem para soltar o equipamentoLançado na 1.49.0

        Vista a sua armadura em um painel de personagem, como num MMO, em vez de uma grade de equipamento. Pedido por Arthritic Gamer.

      3. Clãs e gruposLançado na 1.16.0, 1.18.0

        Forme clãs e grupos com outros jogadores, com as suas próprias patentes e objetivos em comum.

      4. Facções de NPCsLançado na 1.16.0, 1.18.0

        Eventos de servidor opcionais em que patrulhas de Dvergrs e mortos-vivos se encontram longe dos jogadores, lutam e podem deixar suprimentos vigiados.

      5. Economia movida pelos jogadores, com apoio de NPCsLançado na 1.18.0

        Compre, venda e troque com NPCs e outros jogadores em uma economia viva, incluindo comerciantes que vendem infusões de ervas coletadas e outros consumíveis com seus próprios bônus e visuais.

      6. Suporte a controleLançado na 1.16.0

        A navegação por controle agora chega aos painéis do MidgardPlus, ao menu radial e aos seletores de tecla. Use B para fechar um painel do MidgardPlus ou cancelar um seletor.

      7. O equipamento do companheiro continua após a morteLançado na 1.17.0

        Um companheiro que morre renasce usando o equipamento que você deu a ele, em vez de voltar pelado.

      8. Replantio de árvoresLançado na 1.18.1

        Cortar uma árvore até o toco planta uma nova muda no lugar dela.

      9. Personalização total do HUDLançado na 1.18.1

        Arraste e redimensione o mapa, a barra de atalhos, a bússola, o indicador de estação e outros elementos do HUD para qualquer lugar da tela, para que nada fique sobreposto.

      10. Área maior de reparo de construçõesLançado na 1.18.1

        Repare uma parte maior da base de uma vez, em vez de peça por peça.

      11. Reparo de área com um clique do MarteloLançado na 1.18.1

        Repare tudo ao alcance com um único golpe do Martelo.

      12. Ferramentas sem gasto de vigor nem de durabilidadeLançado na 1.18.1

        Configuração opcional para o Martelo, a Enxada e o Cultivador não se desgastarem nem gastarem vigor.

      13. Aprimoramento de equipamento sem limiteLançado na 1.18.1

        Configuração opcional para aprimorar o equipamento além do limite normal do jogo.

      14. Reparo automático na BancadaLançado na 1.18.1

        O equipamento se repara sozinho quando você abre uma Bancada próxima, sem precisar clicar em reparar.

      15. Mais chefesLançado na 1.23.0, 1.24.0

        Mais quatro chefes. Ofereça o próprio troféu de um chefe de volta no altar dele e algo mais antigo responde, cada um mais duro do que tudo ao redor e com um poder próprio.

      16. Batalhas mundiaisLançado na 1.22.0

        Grandes batalhas: uma parte dos conflitos entre facções sai com o dobro do tamanho dos dois lados, um nível mais difícil, anunciada para todos no servidor e marcada em todos os mapas enquanto durar.

      17. Cercos a bases melhoradosLançado na 1.22.0

        Decida quantos atacantes uma invasão manda, a velocidade das ondas e quanto tempo ela dura, e deixe as invasões ficarem mais difíceis a cada chefe que o seu mundo derrotou.

      18. Escala de chefes e criaturasLançado na 1.22.0, 1.23.0

        As criaturas têm traços que mudam a luta: Blindada, Resistente, Enfurecida e Refletora, cada um com sua chance, força e recompensa. As lutas contra chefes também escalam com o tamanho do grupo, e uma multidão sente isso em mais invocações, não em uma barra de vida cinco vezes maior.

      19. Raridade de saque e encantamentoLançado na 1.23.0

        Itens Mágicos, Raros, Épicos e Lendários, com uma mesa de encantamento e pedras rúnicas.

      20. Pisos funcionam como telhadosLançado na 1.22.0

        As peças de piso impedem o desgaste da chuva embaixo delas, como um telhado faz.

      21. Progresso de chefes por jogadorLançado na 1.23.0

        Cada jogador lê o registro de chefes do próprio personagem, então o que vaga pelo mundo para ele, o que os comerciantes vão mostrar e o que um chefe desbloqueia seguem o que ele mesmo derrotou.

      22. Controle do mapa de altura no litoralLançado na 1.23.0

        Aumente o limite de quanto o terreno pode ser elevado ou rebaixado, suba ou desça o nível do mar, suavize as ondas perto da costa e limite quanto a água sobe numa tempestade.

      23. Suportes de item exibem qualquer itemLançado na 1.22.0

        Coloque qualquer item em um suporte, não só os que o jogo permite.

      24. Companheiro jardineiroLançado da 1.19.0 à 1.22.0

        Um quarto companheiro para as suas plantações. Ele semeia todo tipo de semente que tiver na bolsa em terra arada e colhe as suas plantações maduras, seguindo as mesmas regras que você.

      25. O MidgardPlus ganha ícones própriosLançado na 1.23.0, quase tudo

        Arte própria para as cornetas dos companheiros, as habilidades do mod e as peças que o MidgardPlus adiciona, em vez de ícones emprestados do vanilla. Os emblemas das facções e os ramos da árvore de aprimoramentos ainda vêm pela frente.

      26. Reviver um amigo caídoLançado na 1.29.0, 1.31.0

        Levante um amigo em vez de vê-lo correr de volta até o túmulo dele. Pedido por pinkanella.

      27. Recursos marcados no mapaLançado na 1.22.0

        Passe perto de um depósito de Cobre, Estanho, Prata, Obsidiana, Restos de ferro ou Mármore preto e ele vai para o seu mapa como um marcador comum, que você pode renomear ou apagar.

      28. Mais ícones de mapa para escolherLançado na 1.22.0

        Os quatro ícones que o Valheim desenha mas nunca te oferece: os três da Hildir e a pedra memorial, acessados com uma tecla.

      Perguntado e respondido

      Perguntas frequentes

      As que aparecem sempre, respondidas direito, para ninguém precisar perguntar duas vezes nem esperar eu acordar. Se faltar alguma coisa, fale no Discord e ela entra aqui.

      Me diga o que está errado

      Bugs e ideias

      Ou simplesmente venha falar

      Tudo daqui cai no meu Discord de qualquer jeito. Se você quiser uma conversa de verdade, ou ajuda para instalar, esse é o caminho mais rápido.

      Entrar no Discord

      Comunidade

      Conte sua saga

      Capturas, construções e clipes dos mundos dos jogadores ficam pendurados aqui depois que Odin dá uma olhada. Mande os seus e eles podem ficar ao lado dos outros.

      Um mod, suas regras

      Leve para o seu mundo

      Tudo começa no vanilla. Mude o que anda te incomodando e deixe o resto como está.