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Vikings Village
A living Viking village: generated villagers with names, faces and daily routines, traders (TradersExtended), quest givers, a skald with Norse myths, a story saga, contracts, reputation, a quest journal (F4) and admin blueprint tools for buildings.
| Date uploaded | 2 weeks ago |
| Version | 0.2.2 |
| Download link | Northarun-Vikings_Village-0.2.2.zip |
| Downloads | 149 |
| Dependency string | Northarun-Vikings_Village-0.2.2 |
This mod requires the following mods to function
ValheimModding-YamlDotNet
Shared version 16.3.0 of YamlDotNet from Antoine Aubry and contributors, net47 package for use in Valheim mods. Maintained by the ValheimModding team.
Preferred version: 16.3.1denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.29.0README
Vikings Village
A living Viking village for Valheim. Generated villagers with their own names, faces, clothes and character walk around the village, work at the forge, the woodpile and the market, gather at the hearth in the evening and sleep at home at night. Traders sell their wares, the jarl and the others give tasks, the skald tells Norse myths, and a nine-chapter saga leads you through all of Valheim. Server-authoritative, EN/PL interface.
News, help and feedback: Northarun Discord.
Features
- Villagers made from the player model: man or woman, young, adult or elder, random skin, hair and beard, clothes by role (rags, leather, troll hide, capes, the fishing hat…). Old Norse names with patronymics or bynames (Sigrid Ulfsdottir, Bjorn Raven-Eye).
- 15 roles: villager, jarl, skald, gothi, smith, merchant, hunter, brewer, fisher, farmer, guard, child, and the workers — woodcutter, stonemason, forager, huntsman (hunts game with a bow) and beekeeper (collects honey from beehives) — who work around their stockpile and fill its chest. The fisher catches fish into the chest at the fishing spot.
- English and Polish: everything (dialogues, tasks, tales, bubbles) follows the game language; LanguageMode can force one.
- Village protection like a ward: non-admins cannot damage, remove or build pieces, dig or level the ground, or open chests (except the workers' stockpile chests) inside a village. The village name appears at the top of the screen when you enter.
- Villagers never get star levels, rarity or modifiers from Path of Valheiman, StarLevelSystem or CreatureLevelControl.
- Daily life: work by day (hammer at the forge, axe at the woodpile, hoe in the field, cooking, fishing, standing at the stall), the hearth, benches and chairs in the evening (they really sit down), home and sleep at night; drinkers and the skald stay in the tavern. When it rains they go inside. Villagers open and close doors.
- They talk: speech bubbles with gossip that changes as the world's bosses fall, greetings that depend on your reputation, chatter by the fire.
- Dialogue window with a typewriter effect and answers on keys 1–8.
- The Saga of the Last Hearth: 9 chapters, one per biome and boss, ending with the skald's song about you.
- 31 side tasks for the villagers (smith, hunter, brewer, fisher, farmer, merchant, gothi, skald, guard, child, guild work).
- 13 tales told by the skald: the Tenth World, the Making of the World, Yggdrasil, the Mead of Poetry, Sif's Hair, Thor's fishing trip, Utgard-Loki, the Binding of Fenrir, Brisingamen, the Death of Baldr, Loki's Punishment, Ragnarök — and your own saga. Read them again any time in the journal.
- Daily contracts (3 per player per day, matching your progress) on the village notice board or from the jarl.
- Village reputation: Stranger → Guest → Friend → Kin → Hero. Higher reputation unlocks better wares at the traders.
- Saga journal (F4): tasks with progress, pinning (up to 3 tasks shown on screen), contracts, tales, village standing.
- Traders use TradersExtended: each shop (smith, merchant, hunter, brewer, fisher, farmer) gets its own ware list,
coins, buyback and repairs. Default lists are written once to
config/shudnal.TradersExtended/vv_*.buy.yml— edit them in the TradersExtended editor (Ctrl+P). Without TradersExtended the shops still work with the default wares. - Guards patrol and fight monsters near the village; they come back after a while if they fall. Other villagers cannot be hurt and monsters ignore them.
- Architect (admins): ready-made buildings made of vanilla pieces (jarl's longhouse, house, tavern, smithy, market stalls,
shrine square, watchtower, palisade with gate, well, pier, village green, farm plot, worker huts) and three complete village
templates (Hamlet, Market town, Fishing village) with every marker and role already set; the ground can be levelled under the
footprint (key L). You can save your own buildings to a blueprint and load PlanBuild
.blueprintand.vbuildfiles.
Integrations (all optional)
- Marketplace — coin rewards go straight to the player's bank account.
- Favor of the Gods (1.0.1+) — the gothi's tasks and later saga chapters give favor with your patron god; the shrine square uses the five shrines.
- Guilds (1.2.5+) — the jarl gives guild tasks that grant guild XP.
- World Advancement Progression — boss progress is read from the player, so private keys work.
Building a village (admins)
- Hold a hammer and open the new Village tab. Markers are only visible to admins holding a hammer.
- Put down a Village stone in the middle and press E on it to name the village and set its radius (default 50 m).
- Build houses (or open the Architect — the Architect: ready-made buildings entry in the Village tab, Ctrl+F4 or
vv architect— and place ready-made buildings; those already contain the markers). - Place a Villager's home inside each house. Press E on it to choose the role, name, sex, age and character, roll a new face, or remove the villager together with the home.
The villager walks out of the house. Or type
vv spawn smith(any role) where you stand. - Place work spots: forge, woodpile, field, cooking, fishing spot, market stall, post (jarl, skald, gothi). Press E on a spot to decide who works there (or leave it for anyone). Put evening gathering spots next to hearths, benches and chairs. Put patrol points for guards. Place the notice board for daily contracts.
Villagers are simulated by the player who owns the area, like any creature. Keep about 12–20 per village.
Commands
vv journal · vv list · vv roles · vv spawn <role> · vv remove [name] (villager and home; nearest within 10 m without a name) · vv removeall [radius] · vv architect · vv place <blueprint> · vv capture <name> [radius] ·
vv reload (reload content files for everyone) · vv players · vv rep <player> <n> · vv give <player> <quest> ·
vv finish <player> <quest> · vv flag <player> <flag> · vv reset <player>
Your own content
All dialogues, tasks, tales, speech bubbles, contracts, roles, clothes and names are YAML files. The defaults are copied to
config/VikingsVillage/defaults on every start (for reading). Put your own files in config/VikingsVillage/custom — they
override entries with the same id. vv reload sends the new content to every player without a restart. A short reference of
conditions, actions and objectives is in custom/README.txt.
Blueprints live in config/VikingsVillage/blueprints (.vvb, .blueprint, .vbuild).
Configuration
Client: language (English/Polish), journal key (F4), architect key (Ctrl+F4), pinned tasks on screen, typing speed, speech bubbles. Server: village protection and chests, workers harvesting for real, worker yield and stockpile limit, default village name, extra admins, villagers per village, side tasks at once and their rotation, guard return time, how often villagers speak, reputation tiers, coins to the bank, reward multiplier, contracts per day, favor and guild XP rewards, saga announcements, blueprint size limit.
Data
Player sagas are kept by the server in config/VikingsVillage/<world>.dat (with a .bak copy), every action is logged in <world>.log.
CHANGELOG
Changelog
News, help and feedback: Northarun Discord.
0.2.4
- Villagers sleep in their beds instead of vanishing at night: each one lies down in a free bed near their home (every member of a family house has their own) and is visible while asleep; without a bed they lie down at their home marker. In the morning they get up next to the bed.
- Construction sites from any blueprint (admins): in the Architect press B while placing a building — instead of the finished building, a construction site is placed in its outline (levelled ground, corner stakes, material piles, construction chest). The cost is the sum of the recipes of the building's pieces (setting ConstructionSiteCostMultiplier, default 1). The blueprint itself is stored in the chest, so when the players have delivered everything the building rises even if nobody online has the blueprint file.
- The huntsman hunts reliably: hits no longer depend on the arrow projectile's physics — the arrow flies for the show and the hit (85%) lands after its flight time, so game actually goes down and the huntsman brings the meat and hides to his lodge chest.
- Two roles that looked the same: the market-stall Hunter is now called Hide Trader (Handlarz skór, Người buôn da thú) — he sells hides and arrows at the market and does not hunt. The one who hunts is the Huntsman (role
huntsman, Huntsman's lodge) — he moves in once the village is a Village (level 2). The home marker now says so when its role waits for a higher village level, and cycling a work marker's role with E also shows the role id. - Villagers no longer get stuck on the way to far or hard-to-reach work spots (e.g. a fisher whose home is far from the pier): when no path is found they first walk straight towards the spot, and if that does not help either, they appear there when nobody is looking (after 20 s even when someone is).
- Fixed: the Huntsman's lodge and the Village level asked for "CoreWood", which is not an item — it is RoundLog (Core Wood). All item names in the content were checked against the game's prefabs.
0.2.1
- Vietnamese translation (Tiếng Việt) — the whole mod: windows, messages, all dialogues, the saga, the Path of the Newcomer, every side task, all 13 tales of the skald, speech bubbles and the skald's performances, contracts, roles, bynames, village levels and construction sites. Written in the tone of a Norse saga — villagers address the player in an archaic way ("ngươi" / "ta"), system messages stay neutral; Norse titles (Jarl, Skald, Gothi, Blót) are kept. Choose it with LanguageMode = Vietnamese (Auto picks it when the game itself runs in Vietnamese). The mod's windows switch to a system font that has all Vietnamese accents (Segoe UI / Arial / Tahoma), since Valheim's own fonts lack some of them. Content files carry the new fields with the
_visuffix next to_pl. - Construction plots — villages grow building by building (the Hamlet and Market town templates): the buildings of the next levels are placed as construction sites — the ground under the whole future building is levelled, corner stakes mark its outline, a wood stack and a stone pile wait, and a construction chest stands in the middle. The chest keeps nothing and opens no window: hovering over it shows the progress and every material still missing (with how many you carry), and E hands over at once whatever the building still needs from your inventory (the rest stays in your bags). The server counts the progress for everyone. When everything is in, the whole server hears about it, the stakes and piles disappear and the building rises exactly on its plot. Everything is part of one designed plan — inside the village, nothing collides.
- Hamlet: the smithy (Village). Market town: the smithy, the hunter's and the fisher's stalls, the stonemason's yard, the huntsman's lodge and the beekeeper's apiary (Village); the shrine square (Stronghold).
- Each building has its own list (
village_buildingsincontent/08_village.yml), tuned for about 4–5 players online — e.g. smithy: 600 wood, 750 stone, 100 resin, 125 copper, 60 tin, 200 coal; huntsman's lodge: 450 wood, 200 core wood, 80 deer hides, 75 resin; shrine square: 1500 stone, 100 obsidian, 60 silver, 100 iron, 250 coal, 3 thunderstones. Reputation: 1 per 50 items (Village buildings) / 30 (Stronghold). - The jarl raises the village only when every building of the next level stands: his Village development screen lists the plots with their progress, and once all are built the option Proclaim the village a … appears. Villages without plots for a level (the Fishing village, own blueprints, the Hamlet's Stronghold) still grow through the material list at the jarl.
- Templates must be placed again to get the plots (Buildings v9).
- Village levels are a shared goal (material list at the jarl, for villages without plots): Village needs 2000 wood, 1600 stone, 250 resin, 200 leather scraps, 120 deer hides, 150 flint, 600 core wood, 100 copper and 50 tin; Stronghold needs 1200 fine wood, 150 bronze, 250 iron, 800 coal, 50 troll hides, 300 ancient bark, 40 guck, 100 silver, 40 wolf pelts and 80 obsidian. Reputation for deliveries: 1 per 50 / 30 items. The development screen lists the materials in two columns.
- Quests audited for Settlements (villages without the skald and the gothi yet):
- Saga, chapter 1: the hearth blessing needed the gothi, who only comes with a Stronghold — the saga could not start in a new village. Until there is a gothi, the jarl blesses the fire himself (own lines).
- Saga, chapter 2 and Path of the Newcomer, step 5: the skald comes with a Village — until then the brewer in the tavern tells the stories (own lines). Texts of the path updated.
- New in quests: a talk objective can name several roles (
target: gothi|jarl) with own lines for each (text_jarl). - Side tasks of the smith, hunters, fisher, stonemason, beekeeper, skald and gothi simply appear together with these villagers. Saga chapter 9 is given by the skald — by then a village is expected to be a Village.
- Work area separate from the stockpile chest: new marker Work area (hammer, Village tab; E sets the role — woodcutter, stonemason, forager, huntsman). The worker of that role gathers or hunts around the nearest such marker (up to 250 m from his stockpile, working range 60 m) and still carries everything to the chest at his stockpile. Without a work area he no longer gives up when nothing is near the stockpile: he looks at 45 m, then 90 m, then up to 150 m around it (only loaded areas — near players).
- Ordinary villagers keep the village fires burning: villagers without a trade (role villager) now have chores — by day and especially in the evening they walk around the village and refuel hearths, fire pits, torches and fire baskets that are below half: wood from the woodcutter's stockpile, coal from the chest by the charcoal kiln (or any stockpile), resin from any stockpile — and if no stockpile has resin, the village's own supply, so torches never go out.
- Charcoal from the kiln: the same villagers take wood from the woodcutter's stockpile and feed the charcoal kiln (e.g. in the smithy); the coal goes into the chest next to the kiln. They keep at most half a stack of coal there (kiln queue included), so the woodcutter's wood is not burnt away. That coal feeds the fire baskets.
0.2.0
- Village levels: Settlement → Village → Stronghold. Every village starts as a Settlement. In the jarl's new Village development option players hand over materials (Village: wood, stone, resin, leather scraps, deer hides; Stronghold: fine wood, bronze, iron, coal, troll hides —
content/08_village.yml). The progress is shared by everyone and kept by the server (<world>.villages.txt); when it is complete the village grows and the whole server hears about it. The level shows next to the village name on entering.- Roles now have a level: a Settlement has the jarl, villagers, children, farmer, woodcutter, forager, merchant, brewer and guards; a Village adds the smith, stonemason, hunter, huntsman, fisher, beekeeper and skald; a Stronghold adds the gothi. Homes of higher roles stay empty until the village grows — tuned for the Hamlet and Market town templates.
- Trade caravans visit only villages (level 2+), strongholds more often.
- Admin:
vv level [1-3]shows or sets the level of the village you stand in. Villages from earlier versions start as Settlements — set them withvv levelif they should keep all their people.
- Caravan raids (server event): a caravan can be ambushed on its way (RaidChance, default 35%) — beyond the village border, out of reach of the village guards. The whole server gets a message and an event marker on the map. Raiders match the world's progress (greylings and greydwarfs → skeletons → draugr → fulings), one more for every extra player nearby. Drive them off within RaidMinutes (default 8) and the caravan comes in to trade; every defender within 50 m gets coins (scaled by world progress) and reputation. Otherwise the caravan is robbed and turns back. Admin:
vv raid. - Reputation is slower to earn: new tiers 300 / 1000 / 2500 / 5000 (old default 100/300/700/1500 is migrated), a daily reputation limit (DailyReputationLimit, 150) for side tasks, contracts, deliveries and caravan defence, and at most 4 side tasks per day (DailySideTasks). The saga and the Path of the Newcomer are not limited.
0.1.11
- Trade caravans (first version): every IntervalMinutes (default 90 real minutes, ±20%) a caravan comes to a village where players are — a caravan trader with rare goods from distant lands (amber, rubies, troll hides, thunderstone, and with progress copper, tin, obsidian, needles, sap… — TradersExtended list
vv_caravan) and two escorts. They walk in from outside the village, stop by the village stone, call out their wares, and after StayMinutes (default 15) leave the same way and disappear. Everyone gets a message when a caravan is on its way, arrives and leaves. New roles Caravan Trader and Caravan Escort with their own dialogue (EN/PL). Admin commandvv caravansends one to the nearest village at once. Settings in 5 - Caravan. - The huntsman hunts and stores the game: animals no longer see him as an enemy (deer and hares used to flee long before he got close); he runs to 28 m and shoots from there, looks for game up to 80 m from the lodge, and — the main bug — a killed animal vanishes at once, which he used to treat as "lost"; now he walks to the carcass, picks up the meat and hides and carries them to the lodge chest.
0.1.10
- Fixed empty dialogue options after logging out and back in: leaving to the main menu destroys the game's interface; the dialogue window was rebuilt, but its list still held the 8 destroyed buttons in front of the 8 new ones. Drawing the options stopped at the first destroyed button (NullReferenceException), so the new buttons stayed blank while clicks still ran the real options. The lists are now cleared whenever a window is built — the same fix for the journal tabs and the admin window.
- Dialogue options use a fixed font size (long ones slightly smaller) and are redrawn every time they are shown; after the game rebuilds its font texture, the mod's auto-sized texts are refreshed.
0.1.9
- Path of the Newcomer adapts to the server's mods: a step only appears when its mod is installed (Marketplace, Favor of the Gods, Guilds) and the path simply skips the others. With all mods present it flows jarl → merchant (Marketplace) → merchant tells about the gods → jarl (guilds, contracts, skald); without the Marketplace the jarl introduces the gods himself. New quest condition
step:<chain>:<n>— every earlier step of the chain done or skipped for a missing mod. - Name signs on every building (in English): Jarl's Longhouse, Tavern, Smithy, Viking House, Family House, Woodcutter's Hut, Stonemason's Yard, Forager's Hut, Huntsman's Lodge, Beekeeper's Apiary, stalls (General Goods, Hides & Game, Fishmonger, Farm Produce, Mead & Ale), Shrine of the Gods, Watchtower, Village Gate, Village Well, Farm — on the wall by the entrance or on a post.
- More decoration by role: braziers by the jarl's throne, clan banners, an armour stand and a mead barrel in the longhouse; barrels and a banner in the tavern; forge cooler, chopping block and coal pile in the smithy; a second wood stack and a chopping block at the woodcutter's, a stone pile and stonecutter at the stonemason's, a tanning rack and wolf rug at the huntsman's, barrels for the forager and the beekeeper; barrels and rugs in houses, a brazier on the watchtower, a bench and barrel on the farm, crates/chests at stalls.
- Tavern fixed: the cauldron stood on the edge of the hearth and fell, dropping its 10 tin — it now stands on the floor by the back wall; cauldron, fermenters and new decorations are placed by their real shape.
- Blueprint pieces no longer drop resources when they collapse or are taken down — village buildings were free, so they cannot be farmed for materials.
- The huntsman really hunts now: his shots used the player's bow animation, which never released an arrow for an NPC. He now fires real arrows (aimed ahead of moving game, with arrow drop), damage still set by HuntsmanArrowDamage.
- Buildings v8: generated blueprints refresh automatically.
0.1.8
- Path of the Newcomer — a five-step quest chain for new players, started at the jarl, that walks them through the server's own systems:
- The Jarl's Welcome — open the journal (F4); reward: a starter kit (hammer, stone axe, club, wooden shield, torch, rag clothes, cooked meat, raspberries, wood and stone) and coins.
- Coin and Trade — open the Marketplace (F7), then the merchant explains the bank, offers and the order board.
- The Gods Are Watching — use a god's shrine (Favor of the Gods): patrons, favor, the power on H, the weekly Blót.
- Banners and Brotherhood — open the guild window (F9): banners, territory, vault, levels.
- Sworn to Northarun — take a daily contract from the notice board and listen to the skald; reward: coins, a bow and arrows, meads.
- The steps are completed by actually opening the window (players who already used it get the step at once). The chain is always offered and does not count against the side-task limit.
- Special marker: the NPC with a newcomer step shows a turquoise ! / ? labelled Path of the Newcomer, with its own hover hint. Until a player finishes the path, a map pin marks the nearest jarl (server setting NewcomerMapPin). Finishing the path is announced to everyone (AnnounceSaga).
- Full Polish translation (Ścieżka Przybysza).
0.1.7
- Fixed terrain spikes from 0.1.6 levelling: the game's level operation adds the difference to the current height, which only refreshes after the terrain mesh rebuilds, so overlapping patches stacked up into spikes. Levelling now writes every terrain vertex exactly once, directly to its final height.
- Every building gets its own level ground: in village templates each building (house, stall, shrine square, tower…) stands on its own flat plot at the median height of the ground under it — buildings no longer need to share one plane. Between plots the ground blends smoothly; the pier is not levelled.
- New admin command
vv terrainreset [radius](default 30 m) restores the original terrain around you — use it to remove the spikes left by 0.1.6 before placing a village again. - Villagers no longer slide on their knees: every movement first ends the current gesture (kneeling, pointing) or gets the villager up from a bench; a gesture also ends when its pause is over.
- Shrine square: a full 14×14 m stone plaza — the five shrines stand well inside it instead of on the edge; benches for worshippers.
- Market stalls: a stone platform under every stall (poles and counter no longer hang in the air), a rug, a bench and a torch.
- More to use in villages: benches at the well, rest spots (table with two benches and a torch, an evening gathering spot) and fire baskets with benches in all three templates.
- Buildings v7: generated blueprints refresh automatically.
0.1.6
- Exact terrain levelling under blueprints: the ground under the whole footprint (plus 3 m around) is now set flat to the building's base — the bottom of the foundations and steps — in square patches without edge smoothing, so buildings no longer sink into the ground or hang in the air. Beyond that a 6 m gentle slope blends into the natural terrain. Pieces are placed a moment after levelling, once the ground collision is rebuilt, so they get support from the ground right away.
- A warning appears when the ground under a blueprint differs by more than 8 m (the game's limit for raising or lowering terrain).
0.1.5
- Terrain levelling works: uses the game's own levelling operation (the previous one was rejected by the game). The village sits at the median height of the ground under it, and trees, stumps, logs, rocks and bushes under the footprint are cleared.
- Village templates: a family house for up to three villagers; every work spot in the templates has a home with the right role. Generated houses have open doorways (no doors to get stuck behind). Ridge caps sit on the roof.
- Villagers live instead of chopping the air: plain villagers have no axe chores any more — they stroll, chat and rest; workers swing their tools in short bursts with breaks. Villagers stuck indoors walk to the nearest door, open it and go out; they no longer flee from sleeping or peaceful creatures and stop fleeing after 20 s.
- Admin diagnostics:
vv diag findflat [size]finds flat dry meadow nearby;vv diag place/check/npcsfor testing blueprints.
0.1.4
- Huntsman (new role, Huntsman's lodge): hunts deer, boars, hares and necks with a plain finewood bow within 55 m of the lodge, collects the meat and hides from the ground and stores them in the lodge chest. Game goes down in one or two arrows (HuntsmanArrowDamage, default 15) — animals are prey, monsters are the guards' job. He never shoots at players' tamed animals.
- Beekeeper (new role, Beekeeper's apiary with four beehives): tends the beehives within 15 m and carries the honey to the chest.
- Guards defend workers outside the fence: besides the village itself they now go after monsters near any villager working up to 30 m beyond the village edge (huntsman, woodcutter, stonemason…).
- The fisher now really fishes: at the fishing spot (e.g. the end of the pier) a fish goes into the nearby chest every minute or two.
- Three complete village templates in the architect — Hamlet (40 m), Market town (60 m, every building and role, market with 5 stalls, gate) and Fishing village (45 m, with a pier). Every building already has its markers and roles, the village stone gets the right radius.
- Terrain levelling while placing (key L; on by default for templates): the ground under the whole footprint is levelled to the building's base with smooth edges.
- New Farm plot blueprint (fenced field with work spots for the farmer and villagers); the village green has a woodpile work spot.
- Workers' and fishers' chests stay open inside protected villages.
- Buildings v4: generated blueprints refresh automatically.
0.1.3
- Fixed duplicated villagers (several copies standing frozen): homes found their villager by a network ID that changes every time the world loads, so after a restart they sent out a new one. Homes and villagers are now linked by a permanent key, a home waits a moment after loading before deciding, extra copies are removed automatically and villagers without a home disappear. Existing duplicates are cleaned up on their own.
- Only traders trade: the Trade option appears only for trading roles; a villager whose role no longer matches its body is replaced by the right one.
- New roles with their own houses: the woodcutter chops trees, the stonemason breaks rocks and the forager gathers berries and mushrooms around their stockpile (up to 45 m), then carry the yield to the chest next to it (configurable amount and limit). Hit effects are visible to everyone.
WorkersHarvestForReal(off by default) makes them really fell trees and break rocks. New markers (woodcutter's stockpile, stonemason's stockpile, forager's basket), blueprints Woodcutter's hut, Stonemason's yard, Forager's hut, dialogues, 6 new tasks and work lines. - Full Polish translation: dialogues, tasks, all 13 tales, speech bubbles, the skald's performances, contracts and role names. The language follows the game (new setting LanguageMode: Auto/English/Polish). Server messages and speech bubbles reach each player in their own language.
- Villagers are excluded from monster levels and modifiers (Path of Valheiman rarity, StarLevelSystem levels/modifiers, CreatureLevelControl and similar) — no more glowing "rare" villagers. Already affected villagers return to normal after the area reloads.
- Village protection (like a ward): inside a village stone's radius players who are not admins cannot damage, remove or build pieces, change the terrain (hoe, cultivator, pickaxe digging), take beds, edit signs and item stands or open chests (except the workers' stockpile chests). Doors, crafting stations, fires and shops work. Settings ProtectVillages and ProtectChests.
- Village name on screen: entering a village shows its name at the top of the screen, like a new biome.
- Buildings v3 (worker huts); older generated blueprints refresh automatically.
0.1.2
- Performance: fixed two errors that flooded the log every frame (
Trader.UpdateNullReferenceException from village traders and "Setting linear velocity of a kinematic body" from sitting/sleeping villagers) — together over a million lines per session. - Journal moved to F4, architect to Ctrl+F4 — F5 opens the game console. Old F5 settings are moved automatically.
- Removing villagers: a Remove villager button in the home editor (click twice) removes the villager and the home marker. New commands
vv list,vv remove [name],vv removeall [radius]; Tab completesvvsubcommands. - Fixed naked, bald villagers that sometimes stood frozen: looks are written straight to the network data and repaired automatically if they ever go missing; sleeping hides only the meshes instead of switching the whole body off.
- Livelier villagers: those without a work spot (and workers on a break) stroll between the market stalls, the green, the hearth and work spots instead of wandering inside houses; traders walk around their stall; children run around the village. Gestures only happen standing still — no more sliding while emoting. Rain: villagers stand indoors instead of circling the room.
- The jarl alternates between holding court at his post (with short speeches) and making rounds of the village, commenting on what he sees.
- The skald performs at his post: short legends told in parts and jokes about players standing nearby.
- Longer workday: work until about 18:45, the evening gathering until about 21:00, then home.
- Fewer tasks at once: villagers offer at most 2 side tasks at a time (counting taken ones), rotating every 60 minutes (both configurable). The saga is always available.
- Buildings (v2): the house table no longer blocks the door, stone steps in front of every door, banners and wall torches hang flush on walls (no more breaking off), wall torches moved away from doorways, the watchtower has proper stairs on posts instead of the collapsing ladder. Generated blueprints from the previous version are replaced automatically; your own blueprints are left alone.
0.1.1
- Fixed: admins were refused ("Only server admins can do that") on dedicated servers. The client now asks the server whether it is an admin, the same way the server checks admin commands. Admin IDs in adminlist.txt work with or without the
Steam_prefix. - New server setting ExtraAdmins (platform IDs) for village admins outside adminlist.txt. A refused action now shows your ID.
- New entry Architect: ready-made buildings in the hammer's Village tab — clicking it opens the list of ready-made buildings (same as Ctrl+F5). The coloured poles in that tab are village markers, not buildings.
0.1.0
- First test version: villagers (12 roles) with generated looks, names and character; daily routine (work, evening by the fire, sleep at home, shelter from rain); speech bubbles; dialogue window; the nine-chapter saga, 31 side tasks, 13 tales, daily contracts, village reputation, saga journal (F5) with pinned tasks; traders via TradersExtended; guards; admin markers and villager editor; architect with ready-made buildings, blueprint capture and PlanBuild/.vbuild import; Marketplace, Favor of the Gods and Guilds integration.