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ClanWars
Clan tags, clan friendly fire, alliances, self-unloading caravan trade, Ward-claimed clan bases and raids to capture them.
By Host
| Date uploaded | 2 weeks ago |
| Version | 1.0.80 |
| Download link | Host-ClanWars-1.0.80.zip |
| Downloads | 32 |
| Dependency string | Host-ClanWars-1.0.80 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350README
Clan Wars
A BepInEx mod for Valheim 1.0.7 that adds clan tags, clan-based friendly fire, alliances, caravan trade routes between allied clans, Ward-claimed clan bases, and raids on them.
Built and API-verified against assembly_valheim.dll from Valheim 1.0.7
(network version 39, Unity 2022.3, BepInEx 5.4.22).
Features
1. Clan tags
Players found a clan with a short tag and invite others. Tags appear on player name plates and in chat, coloured by how you stand with that player:
| Colour | Meaning |
|---|---|
| green | your own clan |
| blue | allied clan |
| red | rival clan — you can fight |
| grey | no clan |
2. In-game clan panel
Press F6 (configurable) for a panel styled with Valheim's own fonts, wood-panel art and button prefab — it borrows those from the live UI at runtime rather than shipping look-alike assets, so it matches whatever the game is wearing.
Four tabs:
- Roster — members with rank and a green/grey online dot; promote, demote, kick, leave, disband. "Invite" lists the clanless players who are online so you can click one instead of typing a name.
- Diplomacy — allies, incoming and outgoing alliance offers, and every other clan on the server with one-click "Offer alliance" / "Accept" / "Reject" / "Break".
- Trade — your trade posts, open routes with distance and caravan time, live offers with Accept/Decline/Cancel and counter-offers, and every caravan with its state: In transit (counting down), Waiting for space, or Delivered.
- Raids — any raid under way with its time left and Ward-capture progress, and how recent raids ended. Raids themselves are started from the War Map.
The panel blocks player input and frees the mouse like a vanilla window, and Escape closes it instead of opening the game menu. Every button sends a request that the server validates — the panel is a front end, not a second rulebook. There are no chat commands; everything is done from the panel and the chest window.
3. Clan-based friendly fire
- Members of the same clan cannot damage each other, ever.
- Members of different clans can always fight, without either player having to flip Valheim's PvP toggle.
- Allied clans cannot damage each other (configurable).
- When at least one side is clanless, the vanilla PvP toggle still decides (configurable).
Arrows and other projectiles pass straight through clanmates and allies rather than stopping on them.
4. Clan bases and raiding
Clan roster. A clan holds at most 4 players in total - leader, officers and
members all count (MaxClanSize). Invitations do not reserve a place: whoever accepts
first fills it, and the server refuses a join into a full clan. A clan saved with more
players than the limit keeps everyone but takes nobody new until it is below it. The
Roster tab shows Members X / 4 and Clan Full, and a player who has been invited sees
the invitation there with Join and Decline.
Clan bases. A Clan Ward - a blue Ward twice the size of the personal one, free
to build from the Hammer's menu - claims 150 m around it for the clan
(WardClaimRadius). It is always active - there is no switch - and it belongs to the
clan rather than whoever built it: its hover names the clan and its members, and every
clanmate is on its permitted list. It is not a personal Ward: vanilla's Ward rules never apply to
it - only the clan claim does - and when the claim turns someone away, the Ward's shield
flashes across the whole claim. A clan may hold 3 to begin with (MinClanWards);
every Ward it captures in a raid raises its limit by one and every Ward it loses lowers it
by one - never below 3, with no ceiling. One past the limit claims no land. An ordinary
Ward stays a personal, vanilla Ward.
Clan Wards keep their distance, centre to centre: 305 m from another of the same
clan's (FriendlyWardMinimumDistance) and 505 m from any other clan's, allies
included (OtherClanWardMinimumDistance). The server checks every new Clan Ward
against every Ward in the world and takes down one that is too close; the builder is
told the rule, never where the other Ward is.
Inside a claim, anyone outside the owning clan - allies too - cannot build, remove, dig or level ground, open chests, doors, portals and the like, or damage anything. Monsters still attack bases as vanilla intends, and a structure that loses its support still falls.
Finding a base. A base has to be discovered before it can be raided: by a Scout
Raven, or by any member of the clan coming within 200 m of it
(PlayerWardDiscoveryRadius). Either way it becomes known to the whole clan, the clan is
told who found it, and it appears on the War Map. Neither reveals the land, the base
or anyone in it. Allies' bases are found the same way and shown in blue; they can never
be raided. Click one on the War Map to see whose it is and how far away.
Raids start only from the War Map, never by attacking a base.
- An officer or the leader selects a discovered enemy Ward and presses Initiate
Raid. The server checks the clans are not allied, neither is in a raid or on
cooldown, and - no offline raiding - that a member of the defending clan itself is
online and within 250 m of the Ward (
RaidDefenderPresenceRadius). An ally standing there does not count. - Both clans get a centre-screen raid announcement. Nobody else is told.
- For 30 minutes (
RaidMaxDurationSeconds) the attacking clan may break that base- only that base. Every weapon works, at a multiplier for the kind of attack and the material hit (see Raid damage below): ordinary weapons do a tenth of their damage, fire arrows are strong against wood, war hammers against wood and stone, and the battering ram and catapult against everything. The Ward itself cannot be broken.
- The Ward is captured by holding its 50 m zone (
RaidCaptureRadius). Every living player there counts as one for their side: the attacking clan and any clan allied only to it count as attackers; the defending clan and any clan allied only to it as defenders; a clan allied to both, or to neither, does not count. More attackers than defenders pushes the capture up; more defenders winds it back down at the same rate; equal numbers freeze it (contested); an empty zone freezes it too (paused). Numbers decide the direction, not the speed: a full capture is 5 minutes of control (WardCaptureSeconds) whether one attacker holds the zone or ten. - Captured within the 30 minutes - the attackers win. The Ward, its territory and everything in it become theirs; the old owners are outsiders there, their trade posts inside it are lost, and every personal bed claim within the claim radius is cleared - the beds stay, but belong to nobody.
- Not captured when the 30 minutes run out - the defenders win, even at 99%. Raid damage stops at once and the base is protected again.
When a clan is disbanded, all its Clan Wards are taken down and its base claims released; the buildings and everything inside stay where they are.
While a raid is on, the Clan Ward it is fought over cannot be taken down with the hammer, and the two clans cannot make an alliance until it is over.
Both clans then get a cooldown (RaidCooldownSeconds, default 2 h).
Respawning. After a death the game's map opens on where you fell with every bed you have claimed marked on it. Pick a bed, or the default spawn, which is always there. The server checks the bed as you choose it - it must still stand and still be yours - and the game's own bed check refuses a bed that is no longer yours, so a bed cleared by a capture can never put you back inside that base.
5. Alliances and trade routes
Two clan leaders agree an alliance on the Diplomacy tab. Allies can then
open a trade route between their trade posts — chests each clan registers
as hubs (up to MaxTradePosts, default 3). Only a chest a player built can be one - not a
grave, and not a chest found in a dungeon or crypt. Register one by opening the chest and pressing Set trade post in its window,
which then asks for a name; press it again to release it. Posts are listed with
their names on the panel's Trade tab, each with a Remove button.
A post is locked while an offer or a caravan uses it; the clan's other posts stay free. A post whose chest is destroyed or taken down is unregistered, and the clan is told. Post names are unique across all clans, and a chest can only be one post.
Starting a trade. Open a registered post and press Initiate trade, or use the Initiate trade button on that post's row in the Trade tab. You choose the ally after starting, then pick goods out of two real chest grids — yours and theirs. The ally's grid shows what they genuinely hold: the server reads their chests straight from the ZDOs, so nobody needs to be standing near them.
Each trade records the two chests it went through, so caravan time is measured between those posts rather than the clans' closest pair, and each caravan unloads into the chest it was sent to.
Counter-offers. A recipient can answer with different terms. Both sets of terms are shown side by side, and the original proposer accepts or rejects. Escrow never moves during a counter — the proposer's goods stay put and the counter-party pays nothing until the terms are agreed.
Trading over a route:
[WOLF]composes an offer from one of their posts: what they send, what they want, and which of[BEAR]'s posts it goes to. Wolf's goods leave their chest straight away and are held in escrow.[BEAR]accepts, declines or counters on their Trade tab; accepting takes their side of the deal out of their trade post. Nobody has to stand at a post to trade: a chest that is not loaded where the player is gets emptied by the server itself.- Two caravans set off. Travel time scales with the real distance between the two trade posts (default 12 m/s, clamped to 30 s … 30 min).
- When a caravan's timer runs out it unloads itself into its destination post — nobody has to be there, and there is nothing to claim. It is all or nothing: if the whole load fits it goes in and the caravan shows Delivered; if it does not, nothing is moved, the caravan shows Waiting for space, and the server keeps the goods and retries every few seconds until there is room. Goods are never dropped or partly delivered. If the destination chest is gone, the caravan unloads into another of the clan's posts.
Cancelling, declining, a broken alliance, or a client that fails to hand over the goods all refund escrowed items as a returning caravan, which unloads the same way — nothing is destroyed.
6. The map: Normal Map and War Map
Valheim's own map gains a [Normal Map] [War Map] switch at the top. It is one map with two ways of showing it — switching never closes it, moves you, or touches the fog of war.
- Normal Map is the vanilla exploration map: terrain, fog, your own pins, and your clanmates' live positions. No Clan Wars intelligence appears on it.
- War Map shows only Clan Wars information: your clan's Wards and territory, enemy Wards your Ravens have found, your clanmates, Scout Raven flights, and any raid under way with its clock and capture progress. Ordinary pins are hidden.
Player locations. Location sharing is always on and cannot be switched off — the map's "visible to other players" box is not shown at all — but a live position only ever reaches members of the same clan. Enemies, allies and clanless players never see you, and you never see them, on either map and during raids too. The server sends each player a list with positions for their own clanmates only, so the rest is not hidden on your screen: it is never sent. Joining, leaving or being kicked changes who sees whom at once.
Scout Ravens. Each clan has 3 (RavensPerClan). They are one of two ways to
discover a base; the other is simply getting within 200 m of it. On the War Map an officer or
the leader clicks a spot, picks which of the clan's Wards the Raven flies from, and picks
how much ground it scouts around the spot: 250 m, 500 m or 1 km (RavenScoutRadii).
The Raven flies there and back at 1 km per 5 minutes (RavenSecondsPerKm), so a spot
1 km away is a 10 minute round trip. It searches only that circle - not the land it
flies over - and brings back every Clan Ward standing in it, enemy or allied; a Ward the
clan already knows is not added twice. Members can watch Ravens; only officers and the
leader can send them.
A flight costs feathers, taken from the Ward it leaves from: 10 per kilometre to the
spot (RavenFeatherCostPerKm), times 1, 1.25 or 1.5 for the three radii
(RavenRadiusCostMultipliers), rounded up. Each Clan Ward has a five-slot store that
takes only feathers (RavenFeatherItem): use the Ward to open it. Only the Ward's own
clan can open it, and the War Map shows how many feathers each Ward holds and what a
flight will cost before it is sent.
Ward names. Every Clan Ward has a name, unique across all clans - WOLF Ward 1,
WOLF Ward 2 and so on to begin with - shown on the War Map, the Ward's hover text and the
raid log. Officers rename them on the Raids tab. A captured Ward takes its new owners' name.
Ravens find Wards and nothing else: no players, no defenders, no buildings, no terrain. A found Ward's marker can sit in fog you have never explored — the fog stays. To learn what the base looks like, go there.
Raids on the War Map. A raid under way shows the base's 150 m claim and, inside it, the 50 m capture zone filling like a stopwatch as the capture rises and unwinding as the defenders reclaim it. Its colour is who holds the zone as you see it: green for your side, red for theirs, white when contested. Players at the Ward also get the capture, the head count on each side and the raid clock at the top of the screen; the head count is never shown anywhere else.
Raiding from the War Map. Select a found enemy Ward to see its clan, how far it is from your Ward and its raid status — Defenders Present – Raid Available or Raid Unavailable — and an officer or the leader can press Initiate Raid. Selecting a Ward never starts anything by itself. The status is yes or no only: it never says who, how many or where. A raid in progress does not show enemy players on the map either.
Installing
Requires BepInEx for Valheim (BepInExPack Valheim 5.4.x).
- Build (see below) or take
ClanWars.dllfrom a release. - Drop
ClanWars.dllinto<Valheim>/BepInEx/plugins/. - Do the same on the dedicated server if you run one.
Using Thunderstore Mod Manager or r2modman? They launch the game against a profile BepInEx (under
%APPDATA%/Thunderstore Mod Manager/DataFolder/Valheim/ profiles/<profile>/BepInEx/), not the one in the game folder — a DLL dropped in the game folder is silently ignored. Either import the mod through the manager ("Import local mod", using the Thunderstore-format zip inpackage/) or copy the DLL into that profile'spluginsfolder. Don't do both: two copies with the same plugin GUID makes BepInEx skip one arbitrarily.
The mod must be installed on the server and on every client:
- the server owns the clan database and decides every command;
- clients need it to see tags and to have friendly fire applied.
A client without the mod can still connect (nothing in the network protocol changes), but it will not honour clan protection when it is the one applying damage — install it everywhere on a PvP server.
Where data lives
| What | Where |
|---|---|
| Settings | BepInEx/config/ClanWarsConfig.cfg |
| Clan database | BepInEx/ClanWars/<worldname>.clans.json (+ .bak) |
The database sits outside config/ on purpose: it is a record of who owns what,
not a setting anyone edits, and keeping it out stops it appearing in mod-manager
config editors next to the real settings. It is written atomically with a backup
alongside, and only ever together with the world: whenever the game saves the world
(autosave, logging out, the save command) the clan database is written at the same
moment. A world closed without saving — a crash, the window closed — loses its clan
changes along with everything else, so the clan records always match the world file
they sit beside: the same Wards, the same trade post chests, the same goods in escrow.
Back the two up together.
Both locations are relative to whichever BepInEx is actually running. With a
mod manager that is the profile folder, not the one inside the game directory.
Older installs are migrated on first boot: the database moves out of config/,
and the GUID-named com.clanwars.valheim.cfg is retired to .migrated once its
values are copied across.
Building
Requires the .NET SDK (tested with 10.0) and a Valheim install for reference assemblies. The build only reads from the game folder — it never writes to it.
dotnet build src/ClanWars/ClanWars.csproj -c Release
Output: dist/ClanWars.dll.
If Valheim is not in the default Steam location:
dotnet build src/ClanWars/ClanWars.csproj -c Release -p:ValheimDir="D:\Games\Valheim"
or set the VALHEIM_DIR environment variable.
Odin-Sent Relics
Ten unique trinkets, five Military and five Economic, each tied to a Norse god.
When one of the first five bosses dies, the whole server is told, the defeat goes into the
boss history, and - unless that boss sent relics within the last 3 hours
(BossRelicRewardCooldownSeconds, per boss) - Odin sends its Military and its Economic
relic to two separate places in the next biome of the progression:
| Boss | Military | Economic | Lands in | From the world centre |
|---|---|---|---|---|
| Eikthyr | Ullr | Víðarr | Black Forest | 1-2 km |
| The Elder | Loki | Gefjon | Swamp | 2-3 km |
| Bonemass | Týr | Jörð | Mountains | 3-4 km |
| Moder | Thor | Njörðr | Plains | 4-5 km |
| Yagluth | Freyja | Frigg | Mistlands | 5-6 km |
All of it is configurable per boss ([OdinRelics.Bosses.*]). Only one of each relic exists:
a relic already in the world - protected, on the ground, carried, stored, anywhere - is not
sent again, and nothing is sent in its place (SubstituteUnavailableRelics). Relics land
on dry, level ground of the right biome, spread through the band, at least 750 m apart,
never within 500 m of a Clan Ward (MinimumRelicDistanceFromClanWard, which has nothing to
do with how far Wards stand from each other), away from traders, the world's own locations,
players and other relics; if the biome is nowhere usable in the band, the nearest usable
ground of the same biome is used - never another biome. Relics need gentle ground.
It falls from the sky. A relic arrives as a meteor: it falls from high above its landing spot trailing fire and smoke, and strikes with a flash, a fireball, a ring of dust, a shockwave and a boom - heard later the further away you are. Everyone sees it, however far off, drawn at the spot itself and bright enough to show through mist. Everything standing within 10 m of the impact is destroyed - trees, stumps, rocks, bushes, plants, buildings - except people and creatures, dropped items, tombstones, anything still holding items, ships, carts, portals, Clan Wards and relics. Trees and rocks only exist once someone comes near, so where the land isn't made yet the impact claims it the moment it is. It leaves a crater - a metre deep at most, following the lie of the land and never below the water line - painted bare earth under a patch of scorched ground that fades into the land around it; smoke rises and embers glow there for a while after. The scorched crater stays after the relic is gone.
Each relic is a hand-forged necklace: a leather cord and a pendant of its own - Ullr a
silver bow and arrow, Loki a coiled iron serpent, Týr a shield bearing Tiwaz over a short
sword, Thor an iron Mjölnir with a bronze knot, Freyja amber set in gold, Víðarr a carved
oak, Gefjon a bronze-eared wheat sheaf, Jörð a stone caged in iron, Njörðr a bronze
longship, Frigg a gabled house with an amber hearth. The same pendant is its inventory icon,
the item lying on the ground, the relic in its shrine, and - worn - a necklace other players
can see round your neck; it comes off when you take the relic off, die or put it away. While
Odin guards it, it hangs in a soft
golden glow that a ray of light from the sky melts into, inside a dark bubble like the
trader's; the bubble fades over the last five minutes of protection and is gone when the
timer reaches zero. The War Map shows only an area around it (RelicBubbleRadius), with the
relic somewhere inside, not the spot.
Sound. Close to a guarded relic a low, choir-like hum breathes and wavers - very quiet,
heard only within a few metres. The first time a relic is claimed after Odin lets it go,
Odin speaks where it happened, heard by everyone nearby: that relic's recording,
Odin_<Relic>.ogg (or .wav / .mp3, e.g. Odin_Ullr.ogg) in the mod's audio folder -
Odin.ogg stands in for any relic without its own - played a little deeper, in a vast
reverb with a faint echo, over a swelling drone. Without recordings only the drone swells.
Odin's protection. A new relic hangs inside Odin's bubble for 6 hours (Military) or 3 hours (Economic), counted from the moment it lands and kept across restarts (a new time in the config applies to relics already guarded, too). The bubble is solid - nobody walks through it - and while it lasts there is no item there at all, only Odin's shrine, so nothing can take, move or break the relic. The bubble fades over the last five minutes; when the timer ends the real relic is laid down and everyone is told. It never despawns.
Always on the War Map. Every relic is on everyone's War Map from the moment it lands until it is destroyed - protected, lying there, carried, worn, in a chest, cart, ship or tombstone, on a stand - following whoever or whatever holds it. Only its position is shown, over fog that stays fog; it is on the HUD minimap too, and never on the normal map. The clan panel's Odin Relics tab lists every relic's state, protection countdowns (HH:MM:SS), each boss's configured progression and reward cooldown, and the boss history, with View on War Map to jump to a relic.
Wearing one. A relic goes in the trinket slot and works only while worn; one at a time
(MaxEquippedRelicsPerPlayer) - putting on another swaps out the one worn. A player can carry
at most 2 relics, the worn one included (MaxCarriedRelicsPerPlayer): a relic past that
cannot be picked up or taken out of a chest, and stays behind on a take-all. Worn, it hangs round the
neck like the game's own bronze trinket - the same chain the game fits to every body, dressed
in the relic's leather cord, with the relic's own pendant in place of the trinket's. The server tracks every relic, so only the real one can be
worn: copies with the wrong mark, duplicates and relics the world has no record of are
taken back.
| Relic | Effects (defaults, all in [OdinRelics.Effects]) |
|---|---|
| Ullr | +25% bow damage, 50% chance to keep an arrow, +15% speed in light armour |
| Loki | +25% knife damage, +20% speed unless in heavy armour, -30% sneak stamina |
| Týr | +20% sword damage, +20% block power, -25% block and parry stamina |
| Thor | +25% blunt damage, +20% stagger, +15% physical resistance in heavy armour |
| Freyja | +20% magic damage, -20% eitr cost, +20% eitr regeneration |
| Víðarr | +30% wood yield, +25% axe damage to trees, -25% axe wear |
| Gefjon | +25% cultivated crop yield, 50% chance to keep the seed, -25% cultivator stamina |
| Jörð | +25% pickaxe damage to rocks and ore, +20% mining yield, -20% pickaxe stamina |
| Njörðr | 15% off at traders, +25% on sales, +20% sailing speed while steering |
| Frigg | 20% of building materials saved (taking a piece down returns only what it cost), +25% building reach, 15% of crafting materials saved |
Light and heavy armour are judged by weight: helmet, chest, legs and cape together under
20 kg is light armour, 20 kg or more is heavy (HeavyArmorWeightThreshold). Every effect is a
share from 0 to 1 in the config (0.25 = 25%), shown as a percentage in game.
Loose relics. A relic lying loose in the world - dropped, left behind, laid down when its protection ends - never lies on the ground: it hovers above the ground or water in Odin's light, glowing and humming as a guarded relic does, only without the bubble and the timer, and is picked up where it hovers.
Leaving and dying. A relic stays in this world: a player who logs out with one leaves it
where they stood, and a dying holder's relic goes into the tombstone - or onto the ground if
the world keeps or deletes items on death. It is not given back on respawn. A relic is
destroyed only when it is really gone - obliterated, say - and found nowhere for 2 minutes
(RelicMissingGraceSeconds); then everyone is told, and its boss can send it again.
Limits worth knowing. Valheim's inventories and combat live on the players' own machines, so a modified client can always cheat its own effects; what the server holds is identity, location, protection, uniqueness and destruction. A boss defeat is counted from the boss's object leaving the world together with proof it died (its health at zero, its own defeat key being set, or its corpse appearing) - the game does not tell the server who landed the killing blow, so the history lists who was present, not who killed it. An item stand keeps only which relic sits on it, not its mark; the one copy that comes off it is re-marked by the server.
Also in the clan panel and on the map
- Map pins. The War Map marks everything with carved Norse pins, tinted by whose it is: Wards (ours, allied, enemy), raids under way, Scout Ravens in flight, trade posts, caravans on their way, and Military and Economic relics - each its own shape, with a rune ring for a relic Odin guards and a jagged ring for a contested capture. A key sits in the corner. Relics a player carries or wears sit in a row just above that player's arrow, without labels; click any one of them to see it in the panel.
- Live events on the minimap. Relics, your clan's raids, its Ravens in flight and its caravans on the road show on the HUD minimap with the same pins - only what the War Map already shows you; Wards and trade posts stay on the War Map, and the normal map shows no Clan Wars markers at all.
- Open Clan UI sits beside your inventory: it closes the inventory and opens the panel.
- Trade Log tab. Offers sent and received, counters, trades agreed, declines, cancellations, deliveries, returned goods, routes opened and closed, and lost posts, newest first. A delivered caravan stays on the Trade tab for 15 minutes, then only here.
- Close route next to New offer ends trade with that ally until a route is opened again; open offers between the two clans are called off and their goods go home.
- A declined, cancelled or called-off offer's goods come home as a caravan marked with why.
- Raids tab: the raid under way, a raid log of every attack and defence with the time, the other clan, the Ward and who won, the clan's named Wards, and the raid rules.
- While a raid is on, the clans in it and their allies cannot leave, kick or disband, and the two clans cannot ally. Nobody can take the raided Ward down with the hammer, and its owners cannot break it - but the attackers can destroy it, which ends the raid in their favour and leaves the land unclaimed.
- Workbenches and crafting stations can only be used by the clan that owns them - the clan whose base they stand in, or else the builder's clan - and its allies, raid or not.
- Beds inside a Clan Ward's claim can only be claimed by that clan. A bed someone already holds stays theirs.
- Clan Wards must stand at least 200 m from the world spawn (
WardMinimumDistanceFromSpawn). - Fresh characters only. A character joining for the first time must be fresh - nothing beyond the starting rag tunic and torch, no forsaken power, no trained skills - and a character that has played here may not come back with gear, a better piece, a forsaken power or higher skills than it left with. Either is turned away while it connects, before the world loads, with the reason on the main menu; nothing on the character is changed. Characters already of the world when this arrived are kept as they are. Players must run the same Clan Wars version as the server - a game without it is turned away the same way, as Valheim Plus checks its own version.
- Fire arrows set wooden pieces - walls, fortifications, furniture - alight, with the
game's own fire, wherever they are allowed to do damage. The fire burns only the piece
hit; with
FireSpreadson it reaches out 0.1 m every 5 seconds (FireSpreadMetres,FireSpreadIntervalSeconds) and every wooden piece it reaches catches too. Rain puts it out. - Map pings (middle click) are seen only by your own clan. The War Map shows only the key that means something there, and the "visible to other players" box is gone, panel and all. The game's own pin toolbar is hidden on the War Map, which has its own legend, and is back on the Normal Map.
Configuration
BepInEx/config/ClanWarsConfig.cfg, created on first run.
The server's copy is the one that counts. Combat and structure damage are judged on each client, so the rule-affecting settings below are pushed to every client in the snapshot and clients enforce with the server's numbers, not their own file. A client's own values only apply in single-player or before a server answers. Edit the server's config, restart the world, and every connected player picks up the change.
Interface settings (hotkey, name plates) stay local to each player, as they should.
Every setting in the file carries a short description. Times are in seconds, distances
in metres, and shares - bonuses, chances, damage multipliers - are decimals from 0 to 1
(0.25 = 25%). Settings the mod no longer uses are removed from the file on the next start;
old minute-based settings are converted to seconds once.
| Key | Default | Meaning |
|---|---|---|
Combat.ClanPvpEnabled |
true |
master switch for all combat changes |
Combat.ProtectAllies |
true |
allied clans cannot hurt each other |
Combat.ClanlessUsesVanillaPvp |
true |
clanless players still use the vanilla PvP toggle |
Combat.ForcePvpFlagOn |
true |
report PvP as on so cross-clan hits land without the toggle |
Combat.PvpDamageMultiplier |
1 |
damage players deal to each other, fire, poison and spirit over time included; applied after armour and resistances (2 = double, 0 = none) |
Clans.MinTagLength / MaxTagLength |
2 / 5 |
tag length limits |
Clans.MaxClanSize |
4 |
players per clan, every rank counted; 0 = unlimited |
Clans.ShowTagInNamePlate |
true |
[TAG] on name plates |
Clans.ShowTagInChat |
true |
[TAG] in front of chat messages |
Interface.UiHotkey |
F6 |
key that opens the clan panel |
Trade.MaxTradePosts |
3 |
how many chests a clan may register as trade posts |
Trade.CaravanSecondsPerKm |
300 |
seconds per km between the two posts (1 km in 5 minutes) |
Trade.DeliveredCaravanShownSeconds |
900 |
seconds a delivered caravan stays on the Trade tab |
Trade.MaxAmountPerStack |
9999 |
quantity cap per item type |
Trade.EscrowTimeoutSeconds |
60 |
how long the server waits for a client to hand goods over |
Trade.DeliveryRetryIntervalSeconds |
5 |
how often a caravan waiting for space tries again |
Raiding.RaidingEnabled |
true |
master switch for raids |
Raiding.WardClaimRadius |
150 |
metres of base a Clan Ward claims |
Raiding.MinClanWards |
3 |
Clan Wards a clan starts with and the lowest its limit falls; +1 per Ward captured, −1 per Ward lost, no ceiling; 0 = no limit |
Raiding.FriendlyWardMinimumDistance |
305 |
metres between two Clan Wards of the same clan |
Raiding.OtherClanWardMinimumDistance |
505 |
metres between Clan Wards of different clans |
Raiding.WardMinimumDistanceFromSpawn |
200 |
metres between a Clan Ward and the world spawn |
Raiding.RaidDefenderPresenceRadius |
250 |
a defending clan member must be online and this close to start a raid |
Raiding.RaidMaxDurationSeconds |
1800 |
the Ward must be captured within this, or the defenders win |
Raiding.WardCaptureSeconds |
300 |
seconds of control for a full capture (and a full reclaim) |
Raiding.RaidCaptureRadius |
50 |
metres of the capture zone around a raided Ward |
Raiding.RaidCooldownSeconds |
7200 |
before a clan can raid or be raided again |
Discovery.PlayerWardDiscoveryRadius |
200 |
a clan member this close to an enemy Ward discovers it |
Discovery.PlayerWardDiscoveryCheckIntervalSeconds |
5 |
how often that is checked |
Ravens.RavensPerClan |
3 |
Scout Ravens each clan owns |
Ravens.RavenSecondsPerKm |
300 |
seconds per km, each way (1 km in 5 minutes) |
Ravens.RavenScoutRadii |
250,500,1000 |
the scout radius choices, metres |
Ravens.RavenRadiusCostMultipliers |
1,1.25,1.5 |
feather multiplier for each radius |
Ravens.RavenFeatherCostPerKm |
10 |
feathers per km from the Ward to the spot; 0 = free |
Ravens.RavenFeatherItem |
Feathers |
what a flight costs, and all the Ward's store accepts |
Fire.FireSpreads |
false |
fire lit by a fire arrow spreads to nearby wooden pieces |
Fire.FireSpreadMetres / FireSpreadIntervalSeconds |
0.1 / 5 |
how far a spreading fire reaches out each step, and how often |
FreshStart.FreshCharactersRequired |
true |
first-time characters must be fresh, or they are turned away |
FreshStart.BindCharactersToServer |
true |
returning characters may not bring gear or skills gained elsewhere |
FreshStart.FreshMaxSkillLevel |
1 |
highest skill level a fresh character may have |
FreshStart.FreshStarterItems |
ArmorRagsChest,Torch |
the starting kit a fresh character may carry, one of each |
FreshStart.ReturnSkillTolerance / ReturnItemTolerance |
0.5 / 20 |
unseen skill levels and materials a returning character may bring (crash window) |
FreshStart.RequireClanWarsMod |
true |
players must run the same Clan Wars version |
FreshStart.ExemptCharacters |
(empty) | character names never checked, for admins and testing |
Server.RaidLogSize / TradeLogSize |
200 / 150 |
raid log entries kept, trade log lines kept per clan |
Server.VerboseLogging |
false |
extra logging |
The raid rules use key names of their own, so an existing config picks up the defaults above rather than older raid settings.
Raid damage
[Raiding.Damage] and its sub-sections set how hard each kind of attack hits each kind
of structure during a raid, as a share of Valheim's own damage from 0 to 1 (1 = vanilla,
0.1 = 10%). [Raiding.Damage.FireArrow] Wood is the fire damage multiplier for wooden
structures and furniture: it scales both the arrow and the fire it lights.
| Attack | Wood | Ashwood | Stone | Black Marble | Grausten / reinforced |
|---|---|---|---|---|---|
Ordinary weapons (GeneralWeaponStructureDamageMultiplier) |
0.1 | 0.1 | 0.1 | 0.1 | 0.1 |
Fire arrows (Raiding.Damage.FireArrow) |
1 | 0.25 | 0.05 | 0.05 | 0.05 |
War hammers (Raiding.Damage.WarHammer) |
1 | 1 | 1 | 0.75 | 0.5 |
Battering ram (Raiding.Damage.BatteringRam) |
1 | 1 | 1 | 1 | 1 |
Catapult (Raiding.Damage.Catapult) |
1 | 1 | 1 | 1 | 1 |
The ram and catapult sit at vanilla because their vanilla damage is already far beyond
any hand weapon. FurnitureDamageMultiplier (0.5) applies on top for furniture.
Materials come from Valheim's own building material: wood, core wood and ancient wood
are Wood; Ashlands timber is Ashwood; stone and ice are Stone; Mistlands
marble is Black Marble; iron and grausten are Grausten / reinforced. The
WoodPrefabs ... HeavyPrefabs lists move individual pieces between classes, for
modded or ambiguous pieces. War hammers are every two-handed Clubs weapon, plus
ExtraWarHammerPrefabs.
Older configs are upgraded once: settings still at an old default (clan size 20, claim
100 m, capture 12 m) move to the new ones, the old breaker-weapon list becomes
ExtraWarHammerPrefabs, and retired keys are removed.
How it works
Combat. In 1.0.7 the vanilla PvP gate sits in Character.RPC_Damage, with
early-outs on the attacker's side in Attack and Projectile. The mod:
- postfixes
Player.IsPVPEnabledto reporttrue, so cross-clan hits are not discarded before they are evaluated (all real decisions happen below); - prefixes
Character.Damageso a friendly hit never leaves the attacker's client; - prefixes
Character.RPC_Damageso the victim's own client re-checks authoritatively — a client with stale or tampered clan data still cannot hurt a clanmate; - postfixes
Projectile.IsValidTargetso arrows pass through friends.
Interface. The panel is built from Unity UI primitives at runtime, then styled
from assets harvested off the live game UI: body font from the inventory labels,
heading font from the rune-stone viewer, the wood panel sprite from the inventory
or trader window, and the button prefab cloned from the craft button (which is why
buttons keep their hover art and click sound). Every lookup is optional — if an
asset cannot be found the panel falls back to plain colours rather than failing to
open. Input blocking rides on Player.TakeInput, the cursor on
GameCamera.UpdateMouseCapture + ZCursor, both matching how vanilla windows do it.
Configuration. Rule-affecting settings ride in the public snapshot as a
SyncConfig, so every client judges damage with the server's numbers. Clients fall
back to their own file only until the first snapshot arrives. Damage scaling is
applied once, on the attacker's side, via HitData.ApplyModifier before the hit is
sent — applying it again on the owner would double it.
Capture. Ward capture is ticked by the server from where each player's living character actually is - its own networked object, which is gone or flagged dead while they are dead - never from anything a client reports. Progress is seconds of control, advanced by real elapsed time; sides are worked out from the alliances as they stand each tick. The server decides the outcome and rewrites the captured Ward's creator and permitted list, and clears the bed claims inside the base.
Bases and raiding. The server finds Clan Wards by reading ZDOs and keeps claims in
its database. Each client is sent its own clan's claims and those near it, never the
full list. Territory is enforced through PrivateArea.CheckAccess. Structure damage is
checked on both ends, but the raid multiplier is applied only on the side that receives
the hit (WearNTear.RPC_Damage), so an attacking client that skips the check gains
nothing. Material and attack type are each decided in one place.
Stable identity. Valheim gives every object a new id each time a world loads. The mod writes a permanent tag into each Clan Ward and trade-post chest and, after a load, matches its records back to the objects by that tag (records saved before tags existed are matched once by position), then updates every reference in one pass.
Networking. Four routed RPCs (ClanWars_Register, _Command, _Response,
_Sync) carrying JSON. Clients send commands; the server validates everything and
broadcasts a small public snapshot (clans, members, alliances, who is online) that
clients use for the combat rules, name plates and chat tags. Members additionally
receive a private structured view of their own clan's diplomacy and trade, which is
what the panel lays out — coalesced to at most one push per second. Clients never
mutate clan state.
Map privacy. ZNet.SendPlayerList is replaced on the server: it still builds the
vanilla list, then writes a separate copy per peer with the game's own
WritePlayerInfo, keeping positions only for the viewer's clanmates and taking them
from the server's record of each peer rather than the player's visibility setting.
Clan bases are not in the public snapshot either: each client is sent its own clan's
Wards and those near where it is, for the territory rules, and nothing else.
Scout Ravens. A flight is simulated on the server from timestamps, so a restart changes nothing. The server takes the feathers straight out of the launching Ward's store (its saved inventory, the way caravans unload into trade posts) and refuses the flight if they are not there; the circle is searched when the Raven returns.
Trade. The server holds escrow and shipments, but only a client that is standing at the chest can physically move items, so item transfer is a two-phase handshake: the server asks the client to hand goods over and only records the trade once the client confirms. If the client never confirms, the offer times out and escrow is refunded.
Receiving needs no client at all: the server writes arriving goods straight into the destination chest's ZDO. It first fits the whole load into a copy of the chest at its real size and writes only if everything fits, and it skips a chest someone has open until they close it.
Limits and notes
- Not runtime-tested. Everything is compiled against, and statically verified against, the real 1.0.7 assemblies — every patched method, parameter name and reflected field was checked to exist — but the mod has not been run in-game here, because that would mean writing to the Valheim folder. Please smoke-test on a throwaway world first.
- Tamed creatures, summons and traps belonging to a clanmate are not covered — only player-vs-player damage is filtered.
- Base protection is territorial: it covers everything inside a clan Ward's claim, whoever built it, and nothing outside one.
- Valheim lets the client that owns a piece's data apply the damage it takes, and hit data - damage, attack type, the weapon an attacker holds - is written by the attacker's client. The mod applies raid multipliers on the receiving side and distrusts siege-type claims from hand weapons, but a modified client that owns a piece, or forges its own hit data, can still misbehave.
- Respawning happens on the player's own client. The server validates the bed and the game's own bed check refuses one that is no longer the player's, but a modified client could still spawn wherever it likes, as it can in vanilla.
- As in vanilla, structure damage, building and chest access are resolved by the client that owns that piece's data. Both that client and the acting player's client enforce the rules from the server's snapshot, but a client modified to ignore them can still misbehave on data it owns. Raid starts, defender presence, Ward capture, ownership transfer and caravan delivery are decided on the server alone.
- Melee swings at a clanmate still play hit effects (the vanilla hit-detection early-out is inlined and not worth patching); no damage, stagger or knockback is applied.
- Trades move plain stackable items at quality 1 — the trade system is meant for materials, not enchanted gear.
- Clan membership is per character, not per Steam account, because Valheim's stable player id is the character id.
- The chat tag matches the speaker by character name, so two characters sharing a name would show the same tag. Name plates use the player id and are exact.
- The panel scrolls with the mouse wheel; it has no scrollbar.
- Shouting in chat still shows a spot to everyone (map pings reach only your own clan), as in vanilla — both are things a player chooses to do.
CHANGELOG
Changelog
1.1.3
- Clans without a cartography table are greyed out in the challenge opponent list.
- Clan leaders can withdraw an alliance offer before it is answered.
- Updated the mod page, Field Manual and Valheim Plus guide with the Hall of Champions, moshpit falls, clan boats and carts, and clanless combat.
- The controller's highlight now shows on bed, portal and other list rows.
- Centre-screen notices wrap on wider lines instead of a narrow column.
- Moshpit and raided-camp shields stop you at the edge like a wall instead of setting you back outside.
- A server paused for economic recovery can be inspected and released with a new tool, and the pause notice no longer floods chat.
- Fixed a server stall while a chest with a pending trade or wager stayed open.
- Admins are told on joining which Clan Wars features are off on their world, and players are told when a server is not running Clan Wars.
- The server does less work each second for players standing still and while nobody is online.
- A trade escrow timeout set below zero no longer cancels every trade at once.
- Features switched off in one world are no longer reported to admins in the next world of the same session.
- The start-up log is shorter; the detail lines about art, panels and voices now need VerboseLogging.
1.1.2
- Redesigned clan challenges with opponent, team and wager sections on one expanding panel.
- Wagers stay in your inventory until you confirm, with item icons and adjustable quantities.
- Fixed withdrawn challenges losing wager items before a world save.
- Winnings and returned wagers now stack compatible items and can be claimed separately.
- Restricted clan-battle setup to one player at a time at the cartography table, without changing map sharing.
- Added centre-screen notifications for received and accepted clan challenges.
- Added cancellation for either clan before combat begins, returning both wagers.
- Updated translations and controller navigation for the new battle controls.
1.1.1
- Allowed Moshpit Portals in no-portal worlds while keeping ordinary portals disabled.
- Fixed wager chests accepting deposits into the winnings row, including with Valheim Plus stacking changes.
- Fixed withdrawn clan challenges not returning their wagers.
- Allowed hoe path-making outside clan territory.
- Closed claimed-building damage exploits involving summoned trolls, area attacks, fire and siege weapons.
- Improved French, Polish and Russian translations, including colour names, durations, distances, counts, hover text and notices.
- Removed labels above War Map pins to reduce clutter.
- Updated the Field Manual and Valheim Plus compatibility guide.
1.1.0
- Redesigned the clan panel with distinct page artwork, gold dividers and clearer tables.
- The clan panel has more room for content and a fixed two-line area for the latest message. Long messages cannot move the layout.
- Clan creation fits on one row, including the colour dropdown and Found clan button. Invitations appear above it.
- Text fields use empty-field hints instead of adjacent labels. Typing replaces the hint without changing the layout.
- Each mouse-wheel step moves a page within the current clan tab. Guides scroll separately at a readable font size.
- Compact trade, base and boss layouts show more information before scrolling.
- The Hall fits all eight milestones and the selected reward card, with new bronze, silver and gold medallions and distinct earned, locked and selected states.
- War Map scouting and raid summaries have separate bounded panels. Its expandable legend scrolls within the remaining space.
- Respawn and moshpit portal destinations use two-line cards with clear availability, distance and selection. Portal destinations are grouped into Moshpits and Home.
- Respawn and moshpit portal controller mappings appear in their own panel at the bottom centre of the map.
- Raid and battle HUD text has a background and hides while the map or clan panel is open.
- French, Polish and Russian translations cover the new labels, relic effects in the Compendium, boss altars on the War Map, grave notes, clan battle messages and bed rest times.
- Raids have their own page, with an alert above the tabs when your clan is raiding or being raided.
- Long translated labels wrap without overlapping the redesigned panel's controls.
- The controller stays inside the trade chest picker while it is open.
- The controller shortcut opens the clan panel from the inventory.
- Players without a clan now fight by the same rules as everyone else.
- Boats and carts now belong to the clan that built them, wherever they are.
- Boat sails fly the colour of the clan the boat belongs to.
- Falling in a moshpit battle is no longer a death: the loser kneels for a moment and gets up whole.
- The loser of a moshpit battle hands their relics to the winner, as many as the winner can carry.
- Leaving a moshpit battle only forfeits it.
- Moshpit battles can no longer end in a draw.
- Moshpit battles keep a record for every character, and qualifying wins earn milestones.
- Each moshpit milestone gives a permanent combat reward and a permanent economic reward.
- The Hall of Champions shows your moshpit record, the milestone ladder and the server's leaderboard.
- A Hall of Champions button joins the inventory's row of buttons; the Battles tab opens it too.
- The inventory key closes the Hall of Champions.
- The controller's highlight scrolls into view in the clan panel.
- Guides no longer describe controller buttons.
- Moshpit milestone rewards are listed in the Valheim Compendium, under Active effects.
- Russian translation.
1.0.95
- The clan panel shows only what you can use; a guide beside it explains every page.
- Show or hide the guide with H, Triangle/Y, or the Guide button.
- Moshpit Portals: learned at Moder's fall; one per territory, to travel to any moshpit.
- Every moshpit has its own Moshpit Portal, in a stone room at its north gate.
- Nobody walks into or out of a moshpit any more: its portals are the way in and out.
- Moshpits are free of creatures, and tames are kept out.
- Clan battles: the challenged clan names its own fighters when it answers.
- Clan battles: a clan with several tables uses the one nearest its Clan Ward.
- Nobody leaves or is kicked mid-battle, and a clan can't disband with a battle arranged.
- Commence no longer pulls fighters out of duels or dungeons, or starts during a raid.
- Only fighters are bound by the battlefield; other clanmates can't fight on it.
- A clan battle with no field in its age's biome moves to an earlier age instead of ending.
- Clan battle fields follow each boss's own biome, not where relics are set to land.
- A clan disbanded for inactivity settles its clan battles first.
- A cartography table can't be hammered down while its wager chest holds anything.
- The Battles tab's Open chest button works only within reach of the table.
- Relics never land where players have built, dug or died.
- The respawn map's bed list scrolls when it's too long for the screen.
- Chat tags, map pings and clanmates on the map go by player, not by character name.
- Every shielded camp in sight shows its dome.
- Log lines are always in English.
- Controller: alt button + Use opens clan battles at the cartography table.
- Controller: hold the alt button and tap Hide to open the clan panel from anywhere.
- Controller: trade post buttons get their own window in the chest; Circle cancels naming.
- With a controller, Cross presses only the highlighted button.
- Circle steps back out of whatever is open, then closes the panel.
- Text fields open Steam's on-screen keyboard in Big Picture mode.
- War Map with a controller: Triangle/Y switches maps, L1 selects, R1 sets where to scout.
- Respawn map with a controller: the stick moves the map; L1 picks the bed in the crosshair.
- Fixed the Open Clan UI button being out of reach with a controller.
- Fixed L1 and R1 no longer changing tabs once a text field had been highlighted.
- Fixed the trade post button stealing Take all's controller press.
- Fixed new building pieces not being learned while standing off your clan's land.
- Fixed clan battles, wagers and winnings being lost when the server restarts.
- Fixed the Battles tab never showing your winnings or your fighters.
- Fixed a fighter's own config deciding how long they may stand on their clan's ground.
- Fixed fighters being stranded when the game refused a battle teleport.
- Fixed ore riding a missed clan battle's trip home to your cartography table.
- Fixed an owed moshpit fall repeating while you fight a clan battle.
- Fixed open-air beds being claimable on servers that require shelter.
- Fixed resting beds showing as ready on the respawn map.
- Fixed clan tag length ignoring the server's settings.
- Fixed the trade post limit reading differently on the Rules page and the server.
- Fixed the War Map offering raids the server would refuse.
- Fixed peaceful clans being unable to damage their own buildings.
- Fixed a typo in the Raven cost setting making the Rules, War Map and charge disagree.
- Fixed a relic turning invisible when its pendant couldn't be built.
- Fixed relic timers under a minute reading "0m".
- French: fixed doubled tag brackets and the counter-offer, trade post and raid wording.
- Fixed translation rewriting unrelated text containing "and".
- Fixed typed text being shown translated.
- Fixed a bad number making the clan file unreadable.
- Config descriptions: the commence window covers clan battles; the roster caps at 10.
- Internal tidying: lighter shields and logs, fewer server messages, cleaner reloads.
1.0.94
- Clan battles: challenge any clan to a wagered fight, arranged at your cartography table.
- Both clans wager, or neither; the winner takes both wagers.
- Fifteen minutes on neutral ground, with guarded standing ground for each clan.
- Your clan's ground is green, theirs red. You can walk out of yours, but nobody walks in.
- Stand on your own ground too long and you are set down just outside it.
- Fallen fighters return after ten seconds; nothing is lost on the field, and no corpse run.
- Pick which of your clan fights, from whoever is online.
- Wager from the top row of the table's chest; winnings are laid in the row below.
- No room for your winnings? They wait, whole, until you make space.
- Ground you cross during a battle stays under the fog of war.
- Log out mid-battle and you come back to it; if it ended, you come back to your table.
- Gamepad support for the clan panel, the War Map and the respawn map.
- Reach the Open Clan UI button from your inventory with L1 and R1.
- Peaceful players cannot loot other clans' graves, and their own graves are protected.
- Cartography tables, carts and boats on claimed land are for that clan only.
- Fifteen claimed beds per player; the oldest claim goes when you pass it.
- A bed rests five minutes after you wake in it. The default spawn never rests.
- Trade posts now show the whole chest when another mod has enlarged it.
- Fixed crypt and ruin doors refusing to open inside another clan's land.
- Fixed trade posts unregistering themselves.
- Fixed a Peaceful player dying when a raid started around them.
- Clan battles and the newer screens are now in French and Polish.
- Fixed boss altars showing on the War Map before you had found them.
1.0.93
- Valheim's raid circle now shows only to the raided clan, and to anyone standing in it.
- Fixed relics duplicating when put in a chest, and copies never being cleared away.
- Fixed a trade post showing as empty right after it was set.
- Fixed your own pin names showing on the War Map.
1.0.92
- Pick where to respawn on the map: click a bed or the default spawn, then Respawn here.
- The respawn map can be dragged and zoomed, and beds have their own pin.
- The War Map shows the world spawn and every boss altar you have found.
- Right-click the War Map to send a Scout Raven; left click just selects.
- Bows and crossbows have their own PvP damage setting, and arrows no longer stagger players.
- New recorded voices for all ten Odin-Sent Relics.
- Improved Polish translation and French terms.
- Peaceful clans' Wards and camps now show on the War Map.
- The Peaceful shield is more see-through.
- Retired or disbanded clans lose their trade goods.
- Fixed outsiders sometimes building on, or hammering down, pieces in another clan's claim.
- Fixed relics duplicating when put in a chest just before logging out.
- Fixed a relic being lost when a Peaceful player briefly held it.
- Fixed the moshpit shield not appearing.
- Fixed caravans showing "In transit" long after delivery.
- Fixed the trade window showing a full chest as empty.
1.0.91
- Post-raid protection now applies only to the defending clan. Attackers may raid again immediately, while protected targets cannot be raided. Invalid raid attempts do not remove protection, and offline time counts.
- Added automatic leadership succession for inactive Leaders. The longest-serving eligible Officer, or Member if needed, becomes Leader; one-person clans keep their Leader.
- Added automatic retirement for inactive clans. Retirement removes Clan Wards, Outpost Flags, claims and clan links while preserving beds, buildings, containers, items, portals, ships, carts and creator information.
- Older saves receive an inactivity grace period before succession or retirement begins.
- Trade refunds and pending shipments survive clan retirement. A full or missing destination chest no longer blocks retirement; undelivered goods remain safely pending on the server.
- Readable, full-text wrapping for clan panels, centre notices and Ward chest titles, with expanding rows, accessible scrolling and separate controls for long labels and trade offers.
- Expanded English, French and Polish support across relic descriptions, hover prompts, map labels and announcements, with English fallback and live language switching. Names, countdowns and keyboard or controller bindings keep their original values.
- Added multilingual automatic Ward and Outpost names while preserving existing and custom names.
- Added Peaceful clans and protected claims. Only the Leader can make the clan permanently Warbound, either with Enter the War or by starting its first raid.
- Warbound clans do not automatically conscript their roster. Each member remains Peaceful until choosing Join the War; Peaceful players cannot fight, capture raid ground or carry Odin-Sent Relics.
- Own Clan Wards and Outpost Flags can now be selected directly on the War Map.
- Protected relics now keep the same gold selection highlight as unprotected relics.
- Active caravan pins now move along their post-to-post route and survive post renames.
- Officers and Leaders can rename Outposts. Ward and Outpost names share one case-insensitive, server-wide unique-name pool.
- Optimized the dark-blue shield domes and improved their fit to uneven or dug terrain. Existing domes remain in use if the replacement asset cannot load; Odin-Sent Relic shields are unchanged.
1.0.90
- New painted map pins and territory rings: your clan in green, allies in blue, enemies in red.
- Map pins are bigger, and every War Map pin now shows on the minimap too.
- A raid's pin now takes the place of the Ward or Outpost being raided.
1.0.89
- The Commence button now lights up as soon as you step into the moshpit, and the Battles tab shows how far away you are.
- The download now includes the Field Manual and a Valheim Plus Conflict Sheet, both easy to read on a phone.
- Beating a boss now shows one notice for everyone, naming the relics that fell from the sky.
- New Logs tab: the Trade, Raid and Battle logs and the Boss History, all in one place.
- New Rules tab explains every rule set, using your server's own settings.
- New Enemies tab lists every enemy base and camp your clan has found, each one a click from the War Map.
- The Raids tab is now called Bases, and lists your allies' bases and camps too. Every base and camp there has a View on War Map button.
- Search for a player by name when challenging someone at a moshpit.
- Your clanmates' map pings now show on the War Map.
- A boss Vegvisir always opens the Normal Map, so the boss's marker is there to see.
- The Open Clan UI button in the inventory no longer covers the armour box.
- F6 now opens the clan panel from the inventory, and Tab no longer opens the inventory underneath the panel.
- Clan Wards and Outpost Flags show their clan colour brighter and truer, and no longer glow.
- Clan-coloured gear keeps more of its own colour under the clan's.
1.0.88
Moshpits are here! Five ancient stone arenas now stand on the Plains of every world. Walk up to a moshpit's Vegvisir, challenge anyone online, and settle it one on one. Track your challenges and results on the new Battles tab, and find every moshpit on the War Map.
- Clan Wards and Outposts can no longer be built right next to the spawn, boss altars or traders.
- Relic craters are now smooth bowls instead of deep pits.
- Fixed camp shields sometimes staying up after they should have lifted.
- Fixed raids, relics and the clan panel freezing after loading a second world without restarting.
- Odin has new voice lines for Thor, Tyr, Ullr, Loki and Freyja.
1.0.87
Raiding a camp. A camp far from home now gets a warning, and its raiders a real chance.
- A camp can be raided while a member of its clan is online anywhere on the server; defenders no longer need to stand near it.
- The camp's shield. A protective dome gives defenders time to arrive when a camp raid begins. Only the camp's own clan can walk in, nobody can hurt anybody through it or inside it, nothing on the camp can be broken, and the capture does not move. The countdown shows at the top of the screen, and a blow the shield stops says so.
- Camp raids include the opening shield period and a shorter capture phase than main-base raids.
- Everything said about a camp raid - the capture display, the protection message, the Raven's report, the War Map - now calls it a camp and uses a camp's sizes.
- Fixed: the War Map could say Raid Unavailable for a raid your clan was free to start.
Trade.
- Only goods that stack go by caravan: materials, food and ammunition. Weapons, armour, tools and relics can no longer be put into a trade. Before, gear arrived as a plain new item that had lost its quality and everything crafted into it, and a traded relic was lost for good.
- A trade post must stand on your clan's own land, inside one of its Clan Wards or Outposts. A chest out in the wild or in someone else's base can no longer be made one, and a post on ground your clan has lost can no longer pay for a trade.
- The goods for a trade are now taken out of the trade post by the server itself, and only out of that post. Fixed: paying for a trade could take goods from a different chest, and in some cases duplicate them.
- Fixed: breaking an alliance or disbanding a clan could destroy goods the other clan had already put up for a trade. They now go home as a returning caravan.
- Fixed: cancelling an offer at the moment it was accepted could lose the other clan's payment.
- Fixed: a counter-offer was chosen from one chest and paid from another.
- Fixed: an accepted counter-offer still showed as countered.
- Caravan times now follow where the two posts stand, not where they stood when the route opened.
Relics.
- Fixed relics disappearing permanently on logout; they now always remain in the world.
- On a world set to keep items on death, a dying holder's relic now drops to the ground, as it already did on worlds that lose them.
- Relics can no longer be hung on armour stands.
- Fixed: Freyja's eitr discount was applied twice.
- Fixed: Frigg's building reach could stay raised if placing a piece went wrong.
- Fixed: taking a copied relic out of a chest could undo what a player had just put in.
Portals. Fixed: naming a portal after one inside a distant base could still carry a rival straight into it. The server now knows where every portal leads and closes the ones that land on a clan's ground you may not use.
Tames. A tame or summon can no longer strike into or out of the spawn sanctuary or a shielded camp, or break anything on a clan's land. A clanmate's tame can still hurt you: nothing records which clan a tame belongs to.
Joining.
- Character-check exemptions now identify players by their unique ID rather than an easily copied name.
- A character let in while its save could not be read is now remembered, so it is not turned away later once reading works again.
- Gaining a forsaken power is now reported straight away, like items and skills.
- Fixed: in the first moments of joining, a connection could act for another player.
Clans.
- Clan names, Ward names and trade post names can no longer carry text formatting.
- Kicking, promoting and demoting reach the right player when two share a name, and inviting by a name that matches two players exactly is refused rather than guessed.
- Joining a clan is locked during a raid, as leaving already was.
- A refused action no longer repeats its message on every click.
- An allied clan's camp is no longer called an "Allied Ward".
Your clan records are safer. If the clan database cannot be read when the server starts, it is no longer replaced with an empty one. The server keeps a copy of the damaged file and loads the backup; if neither can be read, clan play stops, the log says so plainly, and nothing is saved over the files until they are put right.
Faster and quieter. A server with no camps no longer pays for counting camp pieces, feather counts are read once rather than for every player, and warnings no longer repeat more than once a minute.
1.0.86
Beds need no roof. Lay a bed anywhere, claim it, and wake there. Valheim normally refuses a bed that is not under cover and out of the weather; here it does not, so a camp under the open sky is a camp all the same. Sleeping through the night still wants a roof, as it always has - that is about resting, not about where you come back.
Trade fixes.
- Fixed: a caravan unloading into a chest somebody was using at that exact moment could undo what they had just put in. Now it waits and tries again.
- Fixed: an item the trade window listed could not always be taken out again, or spent on a Scout Raven.
- Fixed: a single open offer stopped every trade post being removed, not just the one the offer needed.
- Fixed: a caravan's marker vanished from the map if its destination post was renamed while it was on the road.
Other fixes.
- Fixed: scrolling a list in the clan panel also pulled the camera in and out behind it.
- Fixed: the woodcutting and mining bonuses could pay out on things other than the tree or rock you struck.
- Fixed: an item renamed by another mod could be mistaken for an Odin-Sent Relic.
- Fixed: a fire could leave nearby wood unburnt where a lot of pieces stood close together.
- Fixed: an allied clan's camp was drawn on the map as though it were your own.
- Fixed: the Decline button on an incoming trade could sit on top of the row beneath it.
- Improved joining compatibility when a Valheim update changes the character save format.
- Inviting somebody by part of their name no longer reaches the wrong player when two names match.
Faster. A round of work on the things that cost a busy server the most:
- Relics no longer search the whole world every few seconds while anyone is wearing one.
- Killing a boss no longer sweeps every object in the world, over and over, during the fight.
- The first time a world starts with the character check, it no longer stops the game while it reads the world.
- The War Map draws its markers far more cheaply.
- Your clan's details are built once a second instead of once a second for every player, and a trade post's chest is read once rather than once per clanmate.
- Fixed a slow memory leak around the world spawn's dome.
1.0.85
A round of bug fixes and tidying across the whole mod, most of it around Clan Outposts.
Camps are properly camps. A Clan Outpost now holds its ground the way a base does - beds and crafting stations on it belong to the clan that holds it - and everything said about a raid on one calls it a camp rather than a base.
- Fixed: a clan forgot every camp it had found whenever the server restarted, and a raid already running on a camp ended as though the Flag had been destroyed.
- Fixed: a base or camp your clan had already found could be discovered all over again after a restart, announced twice and pinned twice on the map.
- Fixed: rivals could claim beds and use crafting stations inside your camp.
- Fixed: a raid on a camp drew base-sized rings on the War Map.
- Fixed: disbanding a clan left its Flags standing for good.
- Fixed: capturing a camp did not take the losers' trade posts, and the camp kept its old name.
- Fixed: two of a clan's camps could end up with the same name.
- Fixed: the "capture contested" ring never appeared on the map.
- Relics no longer fall on a camp.
Joining. The character check no longer lets anyone through in the first seconds after a server starts - you are asked to try again in a moment instead. And a character coming home is no longer turned away for gaining an item it had all along.
Under the hood. Clan messages are now checked against the connection they arrived on. One part of the mod running into trouble no longer stops the rest of it for that frame - raids, caravans, Scout Ravens and discovery keep going - and it can no longer fill the server log at sixty lines a second either.
1.0.84
Portals belong to the clan whose ground they stand on. A portal inside a Clan Ward's claim or a Clan Outpost can only be used by that clan and its allies, at either end of the trip. Portals out in the wild work as they always have. A portal's name is only a word, and without this anyone who guessed it could step straight into the middle of a base.
Clan Wards are twice as tough. A Ward is what a raid is fought over, not one more wall to knock down.
Camps are found the way bases are. A Clan Outpost is discovered by a Scout Raven sent over it, or by walking near one. The whole clan is told and it appears on the War Map with its own pin, as a base does.
- A camp must now be found before it can be raided. In 1.0.83 any camp you could see could be raided at once.
- Fixed: a camp your clan had found was measured as though it were a Ward when placing new Wards and Flags, pushing them further apart than the rules say.
- Fixed: a camp was discovered over and over, and could appear twice on the map.
- Fixed: taking down one piece on a camp counted two against its limit.
- Fixed: breaking a Clan Ward left its claim holding the ground for a few seconds afterwards.
- A rival's camp now shows as a pin alone. How far it reaches is for its owners to know.
1.0.83
Clan Outposts. Camp away from home. The Clan Outpost Flag is free and every clan member knows how to raise one; it claims a smaller area that only your clan may build on.
- Your Outpost allowance grows with the number of Clan Wards your clan holds.
- Camps must stay apart from Wards and cannot overlap another camp.
- Camps have a building limit that includes pieces already standing when the Flag goes up.
- Raided like a base, with a smaller capture zone. Take a camp and everything on it is yours; break its Flag and the land is nobody's.
- Camps show on the War Map, and in the clan panel with how full each one is.
Building means holding ground. Pieces go up on your clan's land - a Ward or an Outpost - and nowhere else. Out in the wild anyone may still raise a Campfire, a Workbench, a wooden Cooking Station and a bed. Off your land, the build menu greys out the rest, so you can see where the line is before you reach it.
Chests stay shut on ground nobody holds. When the Ward or Flag over a place falls, its buildings stay standing and their chests stay closed - for everyone - until some clan claims that ground again. Beds are unaffected, and so are the chests the world puts down itself in ruins.
Pardon a character. Server admins can clear what the server remembers about one character, so its next join is judged as if it were the first.
1.0.82
Valheim 1.0.12. Clan Wars is built and verified against the current release of the game. Everyone on a server must run the same version of the mod, as before.
- Clan colours. Every clan flies one of fifteen colours, picked by its founder, and no two clans on a server share one. You wear it into battle: your cape and shield carry it outright, and your armour, helmet and weapons carry it while still looking like the metal and leather they are made of. Your Clan Wards fly it over the land you hold, so you can see whose ground you are standing on - capture a base and its Ward turns your colour. The colour follows the player rather than the gear, so two vikings in the same armour from different clans look nothing alike, and a shield taken from a rival carries none of their colour. Leave your clan and you look like everyone else again. Clans made before this update keep working and simply have no colour until their Leader picks one on the Roster tab, and a Leader can change it whenever they like. Relics keep their own look - and so do beards.
- A sanctuary dome at the world spawn. No player can harm another inside the sanctuary, and no blow crosses the edge either way - nobody can be attacked from outside their safety, and nobody can strike out from within it. A dark metal dome, lit from within by a soft golden light, rises over the stones to show where the peace ends; walk straight through it, it is only a sight.
- Player names are shown in capitals everywhere in Valheim - name plates, chat, the clan panel and its roster, a Clan Ward's hover, a bed, a grave, "crafted by" on an item, and the player list on the map. Valheim keeps a name exactly as it was typed when the character was made, so an oddly spelled name used to read that way everywhere. Only the showing of a name changes: what is stored keeps its original spelling, so nothing that matches on a name is affected, and items and beds that already carry a name are shown in capitals too.
- The mod page now carries this changelog.
1.0.81
- The mod page is now the Clan Wars Field Manual: everything a player needs, from installing to raiding and relics.
1.0.80
- Clan Ward limit grows with conquest. Capturing a Ward raises your allowance by one; losing one lowers it, without going below the starting allowance. Both clans are told their new limit.
- Reject alliance offers. Leaders get a Reject button next to Accept on incoming offers, usable even during a raid. Both clans are told.
1.0.79
- Added adjustable player-versus-player damage, including lingering fire, poison and spirit damage. Armour and resistances still protect as usual.
1.0.78 and earlier
- Fresh characters only. A character joining for the first time must be fresh, and characters are bound to the server; the check runs while connecting, before the world loads. Players must run the server's Clan Wars version.
- Loose relics hover above the ground or water, glowing and humming, and are picked up where they hover.
- Odin speaks in recorded voices when a relic is first claimed.
- Relics hang round the neck like the game's own trinket, on a leather cord with their own pendant.
- Carry at most two relics; relic pins on the War Map and minimap sit above the player and can be clicked.
- Chests found in dungeons and crypts can no longer be trade posts.
- Beds inside a Clan Ward's claim can only be claimed by that clan.
- Fire arrows can set wooden pieces alight.
- Clan Wards must stand away from the world spawn.
- The War Map hides the game's own pin panels and keeps its own legend.