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MidgardPlus
30 legendary weapons with their own models and powers, 4 new bosses, companions with jobs, villages, Hugin's rumours, farming, storage, portals, ships and QoL. 1,000+ settings, all vanilla until you turn them on. Steps aside for mods it replaces.
| Date uploaded | 6 hours ago |
| Version | 1.51.1 |
| Download link | OdinTheRed-MidgardPlus-1.51.1.zip |
| Downloads | 473 |
| Dependency string | OdinTheRed-MidgardPlus-1.51.1 |
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: 5.4.2350ValheimModding-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: 2.30.0README
MidgardPlus
By Odin the Red. One mod to rule them all.
Website and launcher | Discord | Ko-fi
MidgardPlus brings things to Valheim that no other bundle has: thirty legendary weapons with their own models and powers, four bosses of my own, companions who take jobs in your base, villages to trade with, and a raven who tells you where the legendaries sleep. Around all of that sits everything a big quality of life pack does, from farming and storage to portals, ships and admin tools. It has more than 1,000 settings, and every one of them starts at vanilla. Install it and your game plays exactly as before. Turn on only what you want.
- 30 Jarl legendary weapons. Axes, swords, a greatsword, knives, spears, an atgeir, hammers, bows, crossbows, staffs, shields and gauntlets, each with its own model, five or more powers, a charge bar and growth with every life it takes. Sixteen of them are new in 1.50.
- Four bosses of MidgardPlus's own. Mosskin, Vordr of the Reeds, the Gravejarl and the Red One, each with his own stages and attacks. The game's bosses come back for cinematic replays too.
- Companions with jobs. Call warriors, gatherers, builders, gardeners and healers with a horn. They level up, wear your gear, keep your garden, cook in your kitchen and follow you through portals.
- Villages and Hugin's rumours. Hearthguard villages with villagers and a trader whose prices follow your standing. Hugin brings rumours of where the legendaries sleep and marks the search area on your map.
- Raids, the Saga Book and bounties. Sieges with a war horn, a shrine that calls a horde in waves, 68 deeds with titles to wear and 45 named bounties across eight lands.
- Everything a quality of life bundle does. Farming, storage, extra slots, mounts you can ride, longship upgrades, crafting carts, tiered portals, building tools, new skills and a long list of everyday comforts.
- The F9 admin panel. Every setting with its explanation, commands with search, spawning, presets and player management, and changes reach everyone on the server within a second or two.
- A launcher in four languages. English, Russian, Spanish and Brazilian Portuguese, with every setting as a real control and its explanation beside it.
- Steps aside for the mods it replaces. Already running one of them? MidgardPlus leaves that job to it.
It started as a handful of settings so I could tune Valheim without stacking twenty mods that fight each other. It is a lot more than that now.
A lot of it started as a message from a player. If something breaks, feels wrong or is missing, tell me on Discord.
Take only what you want
- Everything starts at vanilla. Nothing changes until you switch it on, so you can run MidgardPlus for one thing and leave the rest alone.
- Want bigger stacks and nothing else? Raise
Stack size multiplier. Want longer days? SetDay length in seconds. That is the whole change. - Each big feature has its own switch, and edits to the config apply while the game runs. Try a number, change it again, no restart.
- Updates never surprise you. A setting that arrives with an update starts off, and server owners can turn on "Lock settings between updates" to keep their exact setup from patch to patch.
- It steps aside for the mods it replaces. If you already run a mod that does one of these jobs, MidgardPlus leaves that job to it, says so once in the log and keeps your setting saved. See the list below.
What is inside
Every feature here starts off. Turn on what you want in the config, the launcher or the F9 panel.
Companions with jobs
- Call warriors, gatherers, builders, gardeners and healers with a horn. They level up, wear the gear you give them, follow you through portals and stay saved with the world.
- Jobs. Lead one to a Garden sign and it keeps that garden, harvesting and planting again from your ghost plans and your seed barrel, seed beds too. Lead one to a kitchen and it cooks, fuels the oven and taps the fermenter. A Household board shows who does what, and the harvest goes into the right barrel or signed chest.
- Builders mend your pieces and keep fires and smelters fed. A feeder keeps everyone fed.
Thirty Jarl legendary weapons
- Legendary weapons named for the Jarls who back MidgardPlus: axes, swords, a greatsword, knives, spears, an atgeir, hammers, bows, crossbows, staffs, shields and Odin's Galdr Gauntlets, worn as fists that throw eitr.
- New in 1.50: Odin's Gelgja, a staff that looses Fenrir for a price in blood, Tyrfing, a cursed greatsword, Laevateinn, which strips resistance for the whole party, and sixteen more of Odin the Red's own: Glapsvidr and Svipall, the Thrymludr, Vegtamr, Skofnung, Hnikarr, Ridill, Naegling, Mistilteinn, Draugadrottinn, Dainsleif, Angurvadall, Biflindi, Thrudhendr, fists as quick as Thor's lightning, Hlautvid, gauntlets that cast stone, edge and ember as lots, the Naudfjotrar, need-fetters worn on the hand that bind, heal, seal and judge, and the Norna-hjol, the Norns' wheel, which spins into a new weapon every time.
- New in 1.49: the Galdr Gauntlets and Zero's Winter Yew, an ice bow that needs no arrows. Hugin and Munin and the Fetter and the Wing have all new powers, the older Jarl weapons get new ones too, and the Stormgrinder wakes Thor's own powers when it finds you worthy.
- Every legendary bow shoots arrows of light, and legendary shots fly further.
- Each one has five or more powers of its own, grows as it takes lives, and turns up where the other Jarl weapons do. Admins can spawn them with
midgardplus legend.
Bosses, raids and the War horn shrine
- Replay bosses in cinematic fights, with new phases, intros and four new bosses of MidgardPlus's own: Mosskin, Vordr of the Reeds, the Gravejarl and the Red One.
- Upgraded sieges take over every raid: a siege book you can rewrite, faction and seasonal sieges, a war horn before the attack and rewards when your base holds.
- The War horn shrine calls a horde in waves, ending with a warlord.
The Saga Book, deeds and bounties
- The Saga Book opens on J: creatures slain land by land, finds, lands walked, the bosses and their tales, and 68 deeds with rewards and titles to wear.
- Bounties from a Bounty board and the village trader: 45 named, starred hunts across eight lands.
Farming, storage and slots
- Farming. A ghost on every spot a click will plant, crop rows that line up with the field beside them, bulk harvest, replant after harvest and seed beds where crops grow without tilled ground.
- Storage. Quick stack, store all, restock, sort and a trash button that can recycle. Chests follow signs or names you give them, food, seed and meat barrels show what they hold, and stations fuel themselves from the chests around them.
- Slots. Up to six quick slots with their own keys, a second utility slot, a trinket slot, misc slots for coins, keys and trophies, and slots that open boss by boss.
Mounts, ships, carts and portals
- Mounts. Ride your tamed wolves and boars on a saddle you craft and upgrade. Every mount levels up as you ride, comes to your whistle and pulls a cart. A taming rope holds a wild animal while you tame it.
- Ships. Longship upgrades fitted at the mast, sail colours, a tent, shields, a bigger hold and a surtling boost that pushes any ship, even into the wind.
- Crafting carts carry a workbench, forge, cauldron, stonecutter, artisan table or black forge.
- Portals and stations. Tiered portals, a destination picker, tames, carts and even enemies through portals, a toll for ore, portal stations and a travel stone you carry.
Skills, sharpening and crafting
- New skills: Ranching, Building, Tenacity, Endurance, Vitality, Exploration, Herbalist, Mining, Foraging, Sailing, Packhorse and more, with bonuses for the game's own Cooking, Woodcutting, Dodge and Sneak.
- Sharpening. Four whetstones. Grind a blade and it keeps a honed edge for a number of blows, and a Blacksmithing skill makes the edges keener.
- Bowcraft, a quiver bar, professions, passive boss powers and carry weight from skills.
World and admin tools
- World. Traders that sell more, bigger dungeons, creatures past two stars, loot, day length, recipes, stack sizes and weights, pressure plates and lifts, collectors, a map shared by the server, guild wards, locked tombstones and forests that grow back.
- Building. Free rotation with a gizmo, a world grid, extra snap points, excavation, flowing water, a build camera and builder plans.
- Admin tools. The F9 panel: every setting with its explanation, commands with search, spawning any prefab, presets, player management, and a panel you can drag to any size.
Everyday comforts
- Item and recipe browser, production timers on every station, a compact status list, a weather forecast, a better chat window, coloured durability and food bars, biome notices, item icons on hover and a HUD you can lay out yourself.
- Instant equip, hide your helmet, quiet ladders, a hip lantern, bright lanterns, damage numbers and knockback you can tune.
- Auto map pins for berries, mushrooms, dungeons, portals and more as you walk past, achievement goals with your progress on every part, crafting that leaves a reserve in your chests, and docks that stand in water without rotting.
Replaces these mods
MidgardPlus can stand in for all of these. If one of them is installed, the matching MidgardPlus feature steps aside by itself, so two mods never fight over the same job. Step aside for other mods is on by default, and Never step aside for keeps a job with MidgardPlus anyway.
- Suites: ValheimPlus, OdinsQOL, AllTheBases
- Admin: Server devcommands
- Companions: Offline Companions
- Saga and raids: Almanac, Custom Raids, Valheim Fortress (the shrine)
- Farming: PlantEasily, MassFarming, TreesReborn
- Storage: Quick Stack Store Sort Trash Restock, OdinsFoodBarrels, SmarterContainers, AutomaticFuel, AutoFuel, LazyVikings
- Slots: Equipment and Quick Slots, AzuExtendedPlayerInventory, ExtraSlots, InventorySlots
- Ships and carts: LongshipUpgrades, Surtling Boats, CraftyCarts
- Portals: TeleportEverything, QuickTeleport, FastTeleport, PortalStations
- Skills: the Smoothbrain skills (Blacksmithing, Cooking, Farming, Lumberjacking, Ranching, Building, Tenacity, Evasion, Vitality, Exploration, Mining, Foraging, Sailing, PackHorse, SmartSkills, Professions), the blacks7ar skills (Endurance, Herbalist, Hunting, SNEAKer, Fermenting), PassivePowers, CartographySkill, Pathfinder, SkilledCarryWeight, ReliableBlock
- Archery: BetterArchery, BowPlugin
- World: TradersExtended, Max Dungeon Rooms, StarLevelSystem, World Advancement Progression, Drop That, DropMoreLoot, RecipeCustomizer, LongerDays, ServerSideMap, ProtectiveWards, TombstoneLock, Venture Location Reset, Venture Multiplayer Tweaks, Venture Floating Items, TimedItemDestruction, UsefulPaths, Spearfishing, OdinTrainingPlace, BetterNetworking, SmoothSave
- Building: Gizmo, SearsCatalog, FenceSnap, PressurePlate, SimpleElevators, More Vanilla Build Prefabs, AdvancedTerrainModifiers, FreeBuilder, StructurallyImpossible, Venture Area Repair, InfinityTools, NoRainDamage, TarCollector, FeatherCollector, GuckCollector
- Everyday: VNEI, MyLittleUI, MinimalStatusEffects, HipLantern, Better Wisps, BetterLanterns, InstantEquip, Intermission, Chatter, BetterLadders, NoSmokeStayLit, ItemStacks, BiggerItemStack, Magni, the Zen mods (ZenUI, ZenMap, ZenPlayer, ZenCombat, ZenHoverItem, ZenItemStands, ZenWorldSettings)
The launcher also warns you before you install a mod that overlaps.
Languages
MidgardPlus follows your game's language in English, Russian, Spanish and Brazilian Portuguese: messages, hover text, the Guide, the F9 panel, setting descriptions, companion speech and the Saga Book. If a line reads wrong, tell me on Discord.
Install
With a mod manager
Works with Gale, r2modman and the Thunderstore Mod Manager. Search for MidgardPlus and press Install. The manager brings in BepInEx and Jotunn for you and keeps the mod updated.
By hand
- Install the Valheim BepInEx pack and Jotunn from Thunderstore. MidgardPlus needs both.
- Put the
pluginsfolder from this package intoValheim/BepInEx/plugins/MidgardPlus/. - Start the game once. It writes
BepInEx/config/midgardplus.cfgwith everything at vanilla.
To remove it, delete the MidgardPlus folder. Nothing the game ships gets modified, so there is nothing else to undo.
The MidgardPlus Launcher (Windows)
Prefer a window to a text file? The launcher finds Valheim, installs BepInEx, Jotunn and this mod, and gives every setting a real control with the explanation next to it, in your language. It also has presets, a search box, export and import of settings, other mods in one click with a warning when they overlap, config backups, and a clean uninstall that keeps your settings. It updates itself.
Thunderstore hosts mods, not programs, so it lives on the site: midgardplus.odinthered.dev
It is not code signed, so Windows calls it an unknown publisher. Choose More info, then Run anyway.
Or use one line in PowerShell. It finds your Valheim folder and installs BepInEx, Jotunn and MidgardPlus. You can read the script first.
irm https://midgardplus.odinthered.dev/install.ps1 | iex
Linux and Mac
Linux has a one line installer on the site. Valheim has no macOS build; if you play on a Mac through CrossOver or Whisky you run the Windows version, so use the Windows steps inside that bottle.
Dedicated server
Install BepInEx, Jotunn and MidgardPlus on the server as well as on every player's PC. valheim_server.exe loads it the same way the game does and writes its own BepInEx/config/midgardplus.cfg the first time it starts. That file is the one that counts.
Multiplayer and servers
- The host decides. Join a server and it hands you its settings, which replace yours while you are connected. You get yours back when you leave. Keys and a few personal display settings stay yours.
- Everyone needs the mod, including the dedicated server, and everyone needs the same minor version, so 1.50.x plays with any other 1.50.x.
- Changes go live. Edit the server's cfg, or change a setting from the F9 panel, and everyone connected gets it within a second or two. No restart, no reconnecting.
- Anything that changes a shared world needs the server to allow it. Your own copy can't turn on free building, companions or flowing water on someone else's server.
- Update safety. If you join a server running an older MidgardPlus, any setting it doesn't know about stays at vanilla on your side.
If you change something and see no effect on a server, check BepInEx/LogOutput.log. On joining, MidgardPlus writes lines like these:
Applied N settings from the server.
This server sets N MidgardPlus setting(s) differently from yours. ...
followed by each of those settings with both values. That is the server's value winning, not another mod interfering.
Admin panel (F9)
Press F9 for the MidgardPlus panel. Everyone gets the Guide (what is switched on here and how to use it), the Leaderboard and the Supporters. Admins also get commands with search, spawning any item or creature, every setting, presets, and Players, where you make admins, kick and ban.
Admins are whoever the game already treats as an admin: single player, or a Steam ID on the server's adminlist.txt. To lock the panel to certain people, fill Admin panel Steam IDs with a comma list. The server checks this list itself, so nobody gets around it by editing their own cfg.
Settings overview
More than 1,000 settings in BepInEx/config/midgardplus.cfg. A dedicated server has its own copy in its BepInEx folder. The launcher and the F9 panel show every one with its explanation.
| Section | What's inside |
|---|---|
| 0 - Features | A switch for each big addition: companions, jobs, mounts, legendaries, portals, skills, the Saga Book, bounties, step aside |
| 1 - Quality of Life | Timers, the item browser, the HUD, chat, the status list, forecast, portals, map markers, keys, your own look settings |
| 2 - Player | Carry weight, health, stamina and eitr, regen, movement, rest, food, skills, equipping, ladders |
| 3 - Building | Free building, stability, ranges, world grid, snap points, the rotation gizmo, excavation, ground tools, plans, flowing water |
| 4 - Combat | Enemy and player damage, stars, loot, archery, damage numbers, knockback, dual wielding |
| 5 - Production | Yields, smelters, stations that fuel themselves, fermenter, beehives, fire, crops, planting |
| 6 - World | Day length, traders, dungeons, bosses, sieges, wards, collectors, recipes, the shared map |
| 7 - Companions | Limits, health, gear, levels, recall, ranges, guarding, feeder |
| 8 - Containers | Crafting from chests, house chests and chest names, barrels, container sizes |
| 9 - Crafting and inventory | Bag rows, slots, multi craft, repair, quick stack and sort, favourites, trash, recycling, item wear |
| 9 - Discord | A server webhook for joins, boss kills, deaths, milestones and who is online |
| 10 - Sailing | Tailwind, speed and turning per ship, longship upgrades, crafting carts, sea serpent alert |
If another program rewrites the cfg and drops settings, MidgardPlus puts them back from midgardplus.cfg.last-good with the values you had.
For launchers and tools
The package carries plugins/midgardplus-settings.json next to the DLL: every section, key, type, default, range, choice and description, generated from the mod's own code. Read it to show or edit settings before the game has ever been started, which is when midgardplus.cfg first gets its keys.
FAQ
The package has a faq folder with short answers on getting started, settings, servers, companions, building, world and items, languages and compatibility. The same answers, the full changelog and the launcher are on midgardplus.odinthered.dev, in your language.
Help and bugs
- Found a bug? Post it on Discord with what you were doing, your MidgardPlus version, and the lines from
BepInEx/LogOutput.log. The warnings and errors that mention MidgardPlus usually say exactly what went wrong. - Playing on a server? Say so, and include the join lines from the log. A version mismatch can look a lot like a bug.
- Have an idea? Same place. A lot of what is in the mod started as someone's suggestion.
I read all of it.
Credits
MidgardPlus is built on the open source tools nearly every Valheim mod stands on. Thank you to the people who make them:
- BepInEx, by the BepInEx team. It loads mods into the game.
- HarmonyX, by the BepInEx team, built on Harmony by Andreas Pardeike. It lets a mod change how the game's code behaves.
- Jötunn, by the Valheim Modding team. MidgardPlus uses it for custom items, pieces, locations and skills, for settings sync and for the mod compatibility check.
The MidgardPlus Launcher also uses SSH.NET and FluentFTP to reach rented servers.
Valheim is made by Iron Gate Studio. MidgardPlus is an unofficial modification.
Notes
The source code is mine.
MidgardPlus is All Rights Reserved. Please don't reupload it; link to it instead.
CHANGELOG
Changelog
1.51.1
The same update as 1.51.0, packed again. If you are coming from 1.50.1, everything listed under 1.51.0 below is new to you: the station pause key, the planting guide, Auto pin labels, Compass coordinates, the admin map, bigger mounts that grow, a smaller download and the fixes.
Get the launcher at https://midgardplus.odinthered.dev, it picks your language for you.
A server and everyone joining it need 1.51.1 together.
1.51.0
A working update. You can pause one station and leave the rest running, plant with a guide that shows where a crop will grow, and label your auto pins the way you like. Admins get a map that shows every place and takes them there on a click. Saddled mounts are bigger and grow with their level, the download is smaller, and three fixes from your reports are in. Thank you for sending them.
This is a minor version because the station pause is saved on the station and the admin map adds two network messages, so a server and everyone joining it need 1.51.0 together.
Get the launcher at https://midgardplus.odinthered.dev, it picks your language for you.
A smaller download
- The download is about 55 MB, down from 72. The models and textures inside are packed tighter, and the forms of Norna-hjol share one set of textures, so MidgardPlus.dll is 60 MB, down from 81. Nothing was taken out.
Fixes
- Companion gear comes back once. With Companions keep their gear on, what a fallen companion carried goes to the next one you call and nowhere else, and it stays that way after you log out and back in. What a dismissed companion leaves on the ground is all there is of it. Thanks to BlackDragonDeath for the report.
- The F9 panel says when a change is not in force here. On a server, your own options like the Clock and Show season on the HUD follow the server while you are connected, so the panel now says that your value is saved and what the server has, instead of only saying it changed. A setting that is sitting out for another mod says so too. With Lock settings between updates on, every change the panel makes is written to the lock straight away. Thanks to Frankly Franky for the report.
- Keep food after death holds on next to other death mods. Your plate is now read before any other mod handles the death, and it stays remembered until the food has held on your new body. If you stand up without it, it is put back, with your health to match, and an empty plate never replaces a fuller one. Thanks to NightGod for the report with Gentle Death.
Stations
- Station pause key. Look at a smelter, kiln, furnace, fire, cooking station or fermenter and press Left Alt and P to pause that one station, so Stations fuel themselves takes nothing from the chests for it until you press it again. The pause is saved on the station, so everyone sees it and it lasts, and the hover text shows it with the key. With Smelters fill nearby chests on, a paused station still empties what it makes into them. The text of Stations fuel themselves now says that it starts at once. Thanks to Earendr for the report.
Farming
- Planting guide, snap and restriction. A ring shows the room a crop or sapling needs, green where it grows and red where it would be stunted, with rings on its neighbours and on anything in the way, and a warning when a new plant would stunt one already there. Snap moves it to the nearest spot where it grows, packed against your other plants, and Alt with Shift or Ctrl and the wheel nudges it in fine steps. Restriction stops you planting where it would never grow and says what is too close. Works with rows, grids, crop rows and seed beds. All off, as they start. Thanks to Pecs for asking for it.
Admin tools
- MidgardPlus commands on the F9 panel. The MidgardPlus group on the Commands tab now has All legendaries, Fill the bar, Give a legendary with a list of every one by name, Save a report, and the rest of the midgardplus commands, so you don't have to type them. They follow the same admin rules as the console.
- Admin map on the F9 panel. Under Cheats and you on the Commands tab, admins get three new switches. Show every place puts bosses and altars, traders, MidgardPlus places and the homes of the legendary rumours on your big map as named pins, with dungeons and villages one click away. Reveal the whole map lifts the fog. Click to teleport takes you anywhere with Left Ctrl and a left click on the map, or onto a pin when you click one. The pins and the lifted fog are yours alone, are never saved to your character or the shared map, and go away when you switch them off. All three start off, need Admin devcommands on, and a server sends its list of places only to its admins. Teleports go in the Admin change log. In the console it is midgardplus map all, fog and click.
New to switch on
- Compass coordinates. A small line under the compass shows where you stand, like X 1234 Z -567 Y 42, and keeps up as you move. It sits with the Compass readout line when both are on. Needs Compass on. Off, as it starts.
- Auto pin labels. Choose what the pins from Auto map pins say beside their picture. Name writes what it is, as it always has. Short keeps only what a picture cannot tell you: a portal's tag and which kind of dungeon it is. None shows the picture alone. A pin you renamed keeps your name, the pins already on your map follow the choice, and it is yours alone. Needs Auto map pins on. Asked for by NightGod.
Mounts
- Saddled mounts are bigger and grow as they level. With Mounts on, a saddled wolf stands 1.5 times a wild one and reaches 2.2 times at riding level 5, a boar 1.8 to 2.6 times, a lox or asksvin 1.1 to 1.4 times, and everyone on the server sees the same size. The saddle, your seat, its bite reach, its footsteps and your camera grow with it; health, damage, speed and stamina do not. Take the saddle off or turn Mounts off and it is its old size again. Large mounts need wide doors. Two new server settings under Mounts: Mount size, a multiplier from 0.5 to 2, and Mount growth with level, which is on. Mounts itself is off, as it starts.
For add-on makers
- The add-on API. MidgardPlus now has a public API that other mods can build on, with its own settings, text, bars, casts and saga events. It does nothing until an add-on is installed, so nothing changes in your game today.
The launcher
- Start your server from Play. On My server, pick your .bat or .cmd once under Start the server from the launcher, and Play, now labelled Start server, runs it from its own folder in its own window. Asked for by Earendr.
- Send my log. On Help and tools. It gathers your log and the MidgardPlus report, strips your Windows user name, Steam, Xbox and PlayFab IDs, IP addresses, PC name and emails, shows you every file before anything is written, saves a zip and opens Discord. Nothing is sent for you.
- Settings pages, from Earendr's feedback. Setting cards start closed on one line with their state, and search opens the ones it finds. Each Game settings page has Reset this page to vanilla and Undo to last saved. Check my settings opens the whole list of what you changed, each with Back to vanilla. Settings that hold a list, like Carry weight from skills, get a row per entry. Bosses get a sub-menu with a sub-menu per boss. A server can bring in the player's own changed server settings it still has at vanilla.
1.50.1
The legendaries now play the way your server wants them to: as made, grown alongside your world, gentler, mightier or at your own number. Restock reaches your slots, and house chests keep your gear where it belongs.
Legendary balance
- Legendary balance is a new server setting that sets how hard the legendaries hit, powers, finishers and block included. As made, as it starts, keeps them exactly as they were built.
- Progression ties them to your world: 35 percent before any boss falls, rising with every boss beaten until the Fader, when they stand at full strength. A legendary found early helps you along without taking the early game away from you.
- Gentle holds them at 60 percent, close to the game's own best weapons, and Mighty lifts them to 150 percent for anyone who wants to be the storm.
- Custom uses Legendary strength, anywhere from 25 to 300 percent.
- Legendary finisher needs growth keeps the full bar finisher asleep until the weapon has grown to full strength from its kills. The bar shows how many kills it has taken so far, and every other power works from the first swing. Off, as it starts.
Restock and house chests
- Restock fills your slots. Arrows in the ammo slot, meads in the quick slots and food in the food slots are topped up from nearby chests along with the rest of your bag.
- House chests keep gear with its kind. A chest signed Iron gathers iron bars and iron scrap, and your Iron Pickaxe goes to the chest signed Tools or signed with its own name. Weapons, tools and armour follow their group word or their exact name.
This is a patch version: nothing new travels over the network, and the new settings are server settings that sync to everyone who joins.
1.50.0
Nineteen new Jarl weapons, each built around one idea no other weapon in MidgardPlus has, among them a staff that looses Fenrir for a price in blood, a cursed greatsword that will not be sheathed hungry, a spear whose job is to make everyone else's weapon hit harder, Thor's own fists, which get there before their thunder, gauntlets that cast stone, edge and ember as lots, need-fetters that bind, heal, seal and judge, and the Norns' own wheel, which spins into a new weapon every time. That makes thirty Jarl weapons to find. Odin's Galdr Gauntlets now have their hands, and Zero's Winter Yew wears the charred skulls he asked for. Fixes from your reports ride along too. Thank you for sending them.
This is a minor version because the new weapons, Fenrir and their projectiles are new to the network, so a server and everyone joining it need 1.50.0 together.
Fixes
- Companion gear. A companion's saved gear comes back once, to the next one you call, and never a second time when another is dismissed. A companion that falls with nobody to take its things leaves them on the ground where you can pick them up.
- Item drawers with backpack mods. Taking from a drawer takes out only what your bag really kept, whatever other inventory mods are loaded.
- The Wishbone. Wishbone finds works on its own, no key needed. The Wishbone hunts the game's own treasure and silver together with the finds you chose, pings for whichever is nearest, and names it in the top left. Wishbone target key narrows the hunt to one kind.
- Rarity on upgrade. An upgraded item keeps its rarity and marks, found by the slot it sat in.
- Haldor's pockets. When your bag is already at its row limit, the Buy button tells you why, and no coins change hands.
- Network pacing. When another networking mod already owns the game's send code, MidgardPlus steps aside for it and names that mod once in the log, so the two never fight over the same numbers.
- Settings groups. The F9 settings group names load cleanly, with no warnings in the log.
- The hip lantern. It shows at your hip and lights your way day or night, in a cave or at home in your base.
- Fields you planted stay yours to clear. Mushrooms, yellow mushrooms, thistle, dandelions and berry bushes from Plant anything grow into the real thing, and the real thing comes back after every pick. Now the cultivator's remove key (middle mouse) takes them out: a ripe one you planted gives back what it cost to plant, and one that was picked and is growing back can be cleared by aiming at the spot where it stood. Wards still protect what they cover. Nothing you plant grows on top of one that is already there, picked or not: the ghost turns red and tells you, rows skip that spot, and a sapling already planted on top waits for room instead of doubling up. Reported by MuscleBearGamer, with TylerS76 finding the missing middle click.
- Coins fit the misc slots, next to keys, trophies and fish. Reported by NightGod.
- Health follows your plate after a death. Auto eat's pause near a workbench or on a boat no longer holds back your maximum health, and a new body reads its health from an empty plate straight away. Reported by NightGod.
- Keep gear on death steps aside for Landoria GentleDeath, which splits the tombstone itself. Reported by NightGod.
- The hot tub is a fire. With Stations use nearby chests, the hot tub follows the Fires entry in the station list instead of counting as a smelter.
New to switch on
More features, each off or at the game's own number until you change it.
- Auto map pins. Berry bushes, mushrooms, thistle, dungeons and caves, portals, the ships you leave, wild beehives and loose deposits go on your map as you walk past, one pin per patch, and come off once the thing is gone for good. Each kind has its own switch, pins you clear stay cleared, and the server map share never sends them. The compass can show them too, and Compass readout names the marker nearest the middle with its distance and bearing.
- Achievement goals. Every Valheim achievement with this character's progress on each part, from every creature to every thing to craft, eat or build, with up to three pinned on your HUD as goals. It opens on O.
- Crafting leaves in chests. Crafting, building and repairing from nearby chests always leave a reserve of each thing behind, and Crafting leaves per item sets your own numbers, like Wood:50.
- Wood in water stays sound. Docks, piers and stilts standing in water stop taking wet wear, while rain still wears unroofed wood on dry land.
- What stations hold. Set how much ore, wood, flax, barley and soft tissue each smelter, blast furnace, kiln, eitr refinery, spinning wheel, windmill and hot tub holds, and the coal or sap each bar or eitr burns. Lowering a number never takes anything out of a station.
- Beds, falls, tames and wards. Sleep without setting your spawn with Left Shift on a bed, cap how much one fall can take, keep tames alive against everything but the butcher knife, and keep the world's spawns away from an active ward.
- Building. Protect built pieces from creatures, players or everything, keep boats and carts from damage, set support strength and reach by material, light fires on wooden floors, and repair every connected piece of a building with one press.
Odin's Galdr Gauntlets
- Both gauntlets are on your hands now, crystal and rune sigil and all, and the sash is gone.
Zero's Winter Yew
- Real skulls at both tips, charred black with ember cracks, their eyes burning red under a crown of ice. Frost crusts the whole bow and grows thickest toward the skulls, and the dark leather grip and forged steel crystals around the handle hold it all together.
Odin's Gelgja
A staff cut from the setting that holds Fenrir, with the fetter running slack.
- Van. Every cast throws the wolf's poison slaver.
- Gagged Jaws. The secondary attack bites ahead for poison.
- Mire of Lyngvi. Hold the secondary and a bog rises around your foes.
- Thviti. Enough marks on a foe slam it down and pin it.
- Loose the Wolf. With the bar full, hold the form key and Fenrir hunts at your side. He takes a share of your health on the spot and all healing is refused until he is bound again, and then it comes back. No cooldown: the price is the limit.
Odin the Red's Tyrfing
A cursed greatsword with no element at all, so nothing in the bestiary shrugs it off.
- Blood Debt. Go too long without drawing blood and it starts taking your stamina, and it will not leave your hand until it kills.
- Blood Arc. A crescent that cuts through a whole line and sharpens on every body.
- Dvalinn's Ransom. Every kill cuts once for each body in the ring.
- Bare the Blade. A lunge nothing interrupts.
- Three Evils. The last blow of a heavy chain hunts the strongest thing on the field.
- Svafrlami's Doom. Your own healing locks shut while every blow takes a share of what a body can hold, then the sword splits the ground.
Odin the Red's Laevateinn
A rune cut twig that opens what nothing else can hurt, for the whole party.
- Nine Locks. Throw spears that stand where they land.
- Sinmara's Chest. Setting the ninth bursts them all at once and strips resistance where they cross.
- Runecut. A thrust that learns a kind of creature for good.
- Vidofnir's Fall. Every few thrusts take a step off whatever the target guards best, so everyone hits harder.
- Gates of Death. A doorway of grey light where nothing keeps a resistance and everything takes more.
More of Odin the Red's weapons
Sixteen more, each with its own model, its own powers, the charge bar, the glow and element of a Jarl weapon, growth with every life it takes, and a place in the world where it can be found.
- Glapsvidr and Svipall. Twin curved blades, frost on one and the aurora on the other, that grow stronger with every blow you avoid until one real hit takes it all.
- Þrymlúðr. A Dvergr slug gun, one thunderous slug a wind, where the reload is the fight.
- Vegtamr. The way-tamer's atgeir, weakest at your own hearth and strongest where nobody has been.
- Sköfnung. The mound sword that sleeps in the sun and wakes in the dark.
- Hnikarr. A siege crossbow that stills the gale and ends the argument with one bolt.
- Riðill. Regin's knife, made for the work after the fight.
- Nægling. The sword Beowulf broke on the dragon, nailed through a block of iron, and better every time it breaks.
- Mistilteinn. The one sprig that never swore, grown through the old barrow blade.
- Draugadróttinn. The lord of the draugar, a staff that stands your dead back up.
- Dáinsleif. The dwarf's axe that keeps a ledger, and what it opens stays open.
- Angurvaðall. The axe whose runes lie dim in peace and burn when war is coming.
- Biflindi. The painted tower shield that throws every blow back as fire.
- Þrúðhendr. Thor's strength-hands, all speed: lightning in every punch, a flash step through the line, and a pillar of lightning when the bar is full.
- Hlautvið. Gauntlets that cast lots of stone, edge and ember, charged in the hand and loosed as a crushing blow, a spectral blade or a fireball.
- Nauðfjötrar. Five chains on one hand, each marked with the need-rune, that bind, heal, seal and judge.
- Norna-hjól. The Norns' wheel on an ash haft. The heavy attack spins it into one of nine weapons, from Urdr's scythe to Skuld's bow, and whatever it lands on must be used up before it turns again.
1.49.0
One mod to rule them all. This is the biggest MidgardPlus yet: sixteen packs of new features, a big quality of life pack among them, each doing the job of a mod you may be running today. There are new Jarl weapons for Zero and for Odin, whole new powers for the knives, the swords and the Stormgrinder, arrows of light for every legendary bow, and new powers for every Jarl weapon. Server owners get more control too: the F9 panel runs the server, and admins can set how big legendary effects may get. We also fixed a few bugs found by our community. Thank you all for the reports.
A note on timing: I am away from tomorrow until Sunday, so today is the last day for hotfixes this week. Anything found after today gets fixed from Sunday on.
Every new setting starts off, so your world plays exactly as before until you switch something on. Each new feature also steps aside by itself when the mod it replaces is loaded, says so once in the log and keeps your setting saved, so two mods never fight over the same job.
Get the launcher at https://midgardplus.odinthered.dev, it picks your language for you.
This is a minor version because the new pieces, items and messages, the Winter Yew, the Galdr Gauntlets and the new chains, feathers, knives, wolves and bolts are new to the network, so a server and everyone joining it need 1.49.0 together.
Fixes
- We fixed a few bugs found by our community, among them in the bag, the seals, the Wishbone, upgrading rare gear and the keys around the F9 panel. Thanks to everyone who reported them.
Companions
- Companions take jobs. Lead one to a Garden sign and it keeps that garden, harvesting and planting again, seed beds too, or to a kitchen and it cooks. A Household board shows who does what, and the harvest goes into the right barrel or signed chest. Steps aside for Offline Companions.
Farming
- See where you plant. A ghost on every spot a click will plant, red where the crop cannot grow, with a count and the grow time. Crop rows line up with the field beside them, and Alt and the wheel size the planting area.
- Bulk harvest, Replant after harvest, and the Seed bed, where crops grow without tilled ground. Steps aside for PlantEasily and MassFarming.
Storage
- Quick stack fills the open chest too, follows chest signs and groups by kind. Store all, Restock, Sort by and a Trash button that can recycle. Food, seed and meat barrels with a lid that shows what they hold. Steps aside for Quick Stack Store Sort Trash Restock, OdinsFoodBarrels and SmarterContainers.
Slots
- Up to six quick slots with their own keys and a quick slot bar on screen, a second utility slot, two misc slots for coins, keys, trophies and fish, and slots that open boss by boss. Slots refill from your bag and one key eats from every food slot. Steps aside for Equipment and Quick Slots, Extra Slots and the other inventory slot mods.
Archery
- A quiver bar with a key for each kind of arrow, Left Alt and 1 to 4, a draw bar on the weapon readout, and arrow recovery that knows arrow kinds and the arrows left in a kill.
- Bowcraft: draw speed and stamina, crossbow reload and recoil, critical arrows, archery XP, a crouched draw, crosshair colours and an aim trajectory, all steadied by the Hunting skill. Steps aside for BetterArchery and BowPlugin.
Sharpening and Blacksmithing
- Four whetstones, rough, fine, dragon and runed. Grind a blade for a few seconds and it keeps a honed edge for a number of blows, with a glint everyone can see.
- The Blacksmithing skill rises as you craft, upgrade, repair and sharpen, for keener edges, extra durability and cheaper repairs. Steps aside for Blacksmithing by Smoothbrain.
Skills
- New skills: Ranching, Building, Tenacity, Endurance, Vitality, Exploration and Herbalist, with a herb table and dandelion and thistle tonics. Bonuses for the game's own Cooking, Woodcutting, Dodge and Sneak, and food that raises stamina regen.
- Passive boss powers, professions, smarter skill gain, reliable block and carry weight from skills. Each steps aside for the Smoothbrain, blacks7ar or other mod it replaces.
Mounts
- Ride your tamed wolves and boars on a saddle you craft and upgrade. Every mount, lox and asksvin too, levels up as you ride, adds to your carry weight, comes to your whistle and pulls a cart with the cart hitch key.
- A taming rope holds a wild animal while you tame it. Creatures another mod already saddled are left alone.
Ships and carts
- Longship upgrades fitted at the mast: a hinged mast, a lantern, sail colours and patterns, a tent, side shields, a bigger hold and a surtling brazier. The surtling boost burns cores to push any ship, even into the wind.
- Crafting carts carry a workbench, forge, cauldron, stonecutter, artisan table or black forge. Steps aside for LongshipUpgrades, Surtling Boats and CraftyCarts.
Portals
- Choose which tames follow you through a portal, take carts through with their load, let enemies give chase, pay a toll for ore, and travel faster by tier. Portal stations and a travel stone you carry. Steps aside for TeleportEverything, QuickTeleport, FastTeleport and PortalStations.
World
- Traders sell more and hold goods back until a boss falls, dungeons grow bigger, creatures roll past two stars, skills wait for bosses, and loot, night length, recipes, stack sizes and weights are yours to set.
- Pressure plates and lifts, tar, feather and guck collectors, forty more of the game's own pieces, leviathans that rise again, forests that grow back mixed, a map shared by the server, guild wards, locked tombstones, a training yard, spearfishing, fires that need lighting and smoother saves.
- Each part steps aside for its own mod, from TradersExtended and Max Dungeon Rooms to PressurePlate, ServerSideMap, ProtectiveWards, TombstoneLock and the Zen and Venture mods.
Raids
- Upgraded sieges take over every raid: a siege book you can rewrite, faction and seasonal sieges, a war horn before the attack, and rewards when your base holds.
- The War horn shrine calls a horde in waves, ending with a warlord. Steps aside for Custom Raids, and the shrine for Valheim Fortress.
Saga Book and bounties
- The Saga Book opens on J: creatures slain land by land, finds, lands walked, the bosses and their tales, and 68 deeds with rewards and titles to wear.
- Bounties from a Bounty board and the village trader: 45 named, starred hunts across eight lands. Steps aside for Almanac.
Admin tools
- The F9 panel takes over from Server devcommands: admins on a server can use its commands, search them with suggestions, spawn any prefab, save and load settings presets, and drag the panel to any size. Steps aside for Server devcommands.
- The F9 panel keeps the look you know on every tab. The new tools sit quietly inside it: one command line under the feeds, the new commands as ordinary buttons in the groups they belong to, and your aliases and keys at the bottom.
- F9 Game settings fold into groups: each section folds open and shut with a count, and big sections split by feature, so all the Mounts or Companion settings sit together under one heading. Only changed now means changed from vanilla, Only switched on shows the features you have on, search opens every group it finds something in, and the panel remembers which groups you left open.
- The panel resizes from its corner and from its right and bottom edges, and stops at the edge of the screen. Rows with long text grow to fit, and button text shrinks to fit in every language.
Quality of life
- Stations fuel themselves. Smelters, kilns, blast furnaces, spinning wheels, windmills, eitr refineries, fires, torches, hot tubs, ovens, cooking stations and fermenters take what they need from the chests around them, and with Smelters fill nearby chests on they empty back into them, so nothing on a cooking station is left to burn. Kilns can stop at a set pile of charcoal, and chests can always keep a few of everything for you. A kitchen with a cook companion is left to the cook, and builders leave these stations to the chests.
- Timed torches that rest by day and light at dusk, and ovens that never run out of wood.
- Production timers on every station, a compact status list with names and time left, a weather forecast under the clock, and a better chat window with times and coloured shouts and whispers. All of them move with the HUD layout key, beside the quiver and the quick slot bar.
- Coloured durability and food bars, your shots counted on the hotbar, biome notices, a bag that opens at once, item icons when you look at things and MidgardPlus tips on the loading screen.
- Item and recipe browser on Left Alt and I: every item in the game, where it comes from and what it goes into.
- A build panel you can drag and grow, a rotation gizmo with rings, tilt and roll by holding the mouse thumb button or Z and turning the wheel, a key for the rotation step and one to lay a piece flush on a slope, and snap points on fences and stakes.
- Chest names on Left Alt and N. A name is read like a House chests sign, so smelters, stations and quick stack put things where the name says.
- Damage numbers for everyone, only you or nobody, knockback you can tune, bare fists that never hit your pieces or tames, instant equip, weapon swaps on the run, hide your helmet and quiet ladders.
- A hip lantern in the trinket slot, so your belt stays on. With Equipment and quick slots on, the panel keeps its trinket slot open for it beside both utility slots. Bright and wisp lanterns, and a wider Wisplight.
- Mounts get two more settings, how fast a mount tires and how fast a fed one gets its breath back.
- Each part steps aside for its own mod, from AutomaticFuel, VNEI, Gizmo and SearsCatalog to MyLittleUI, MinimalStatusEffects, HipLantern, Chatter, Intermission and the Zen mods.
Odin's Galdr Gauntlets
A new Jarl weapon: a pair of ornate eitr gauntlets worn as fists, built on the Deep North gold fists, with a glowing crystal on the back of each hand and a rune sigil in each palm. They carry Odin's name until their own Jarl is named, and admins can spawn them with midgardplus legend gloves.
- Galdr bolt. Every punch looses a bolt of galdr.
- The Elivagar torrent. Hold the secondary attack and a torrent pours from both palms.
- Ymir's Fall. A secondary attack in the air brings you down as Ymir's Fall.
- The rune flurry. Every fifth punch in a chain looses a flurry of runes.
- The Heart of Ginnungagap. With the bar full, hold the legendary form key to gather the heart above your head and throw it.
Zero's Winter Yew
A new Jarl weapon, named for Zero, who backs MidgardPlus and only ever reaches for a bow. Ullr keeps his hall in the Yew Dales where the snow never goes, and Zero cut this longbow from the heart of the oldest yew there, frozen through to ice, with a snarling wolf of rime at either tip. It needs no arrows: every draw looses an arrow of ice light. It turns up where the other Jarl weapons do, and admins can spawn it with midgardplus legend zero.
- Ice Arrows. An arrow drawn past half shatters into up to five shards of ice when it hits.
- Frost Wolves. Tap the secondary attack and three frost wolves (four once the bow is fully grown) run down the nearest foes, bite, and chill everything around them.
- Hoarfrost. Three arrows in the same foe within four seconds freeze it through, and it bursts into eight shards that fly out all around.
- Blizzard Volley. Hold the full draw a little longer and let go: thirty hailstones fall across 11 metres where you aim and slow everything under them. Once every 8 seconds.
- Ice Lance. Arrow hits fill the bar. Full, hold the full draw long and let go: a lance of ice pierces everything in its path, freezes and shatters each foe it passes, and ends in a frost nova.
- The draw bar marks where the blizzard and the lance are ready.
- While you carry it, Ullr's Stride makes you a little faster and the cold bites you less.
Sajakain's twin axes now carry his name in every language.
Hugin and Munin
The knives have all new powers, built on Odin's two ravens.
- Raven Feathers. Every swing looses a feather out to 22 metres, red from one hand and gold from the other, and every hit leaves a blood mark.
- Blood Marks. Blows, feathers and knives mark a foe, up to five marks. Marked foes bleed every second, and the fifth mark opens the veins for a heavy hit.
- Shadow Step. The secondary attack blinks you behind the foe you aim at. Feathers burst out where you land and mark the foes around you.
- Knife Flurry. Every fourth blow that lands in a chain throws eight knives in a fan.
- Murder of Crows. A marked foe that dies bursts into ten feathers that fly out and mark every foe close by.
- Hugin and Munin take wing. With the bar full, hold block a second and let go. For six seconds the ravens circle overhead and dive on your foes with feathers and knives, then open the veins of every marked foe.
- The knives are the size of real daggers now, twice what they were, and their element sits on the blade instead of beside it.
The Fetter and the Wing
The swords are built around their chains now.
- Chain Dart. Every swing throws a chain of lightning out to 26 metres. It binds the foe it hits, lashes out to two more close by and drags them together.
- Chain Hook. The secondary attack throws a hook out to 30 metres. It yanks a foe to you. A boss or a heavy foe pulls you to it instead, and a hook in stone or wood pulls you across.
- Chain Whip. Every fourth blow that lands in a chain throws six spectral blades down the chain, and one more along the chain to every other bound foe.
- The Reel. When a chained foe dies, or four foes wear your chains at once, every chained foe within 25 metres is hauled into one knot and thunder breaks around it.
- Gleipnir. Blows fill the bar, and a perfect parry adds more. Full, the next secondary attack binds and roots everything within 12 metres, then every chain explodes in thunder, more chains for more damage, with a nova and a ring of twelve blades.
- The swords are the size of real swords, 1.8 times what they were, a little longer than the game's own one handed swords.
New powers for the older Jarl weapons
- Úlfrinn's Fang. On every third blow that lands, the storm wolf leaps on from foe to foe with lightning. On every fifth swing it howls, and a line of lightning runs out ahead of you. And the Wild Hunt: blows fill a bar, and when it is full, hold attack and two storm wolves (three once the axe is fully grown) fight beside you for 25 seconds while lightning howls 9 metres around you.
- SweatyT's Talon. Thunderhead: once every 5 seconds an arrow that lands calls a thunderhead onto its prey, lightning 8 metres around that leaps on to more foes. Raven Scatter: with the bow at rest, the secondary attack shakes seven storm bolts loose in a fan out to 20 metres, for 25 stamina.
- SweatyT's Stormwing. Wingbeat: attack while blocking and the eagle drives you 5 metres ahead behind the shield, with lightning for every foe in the way. 24 stamina, once every 5 seconds. Rolling Thunder: four quick blocks roll lightning 28 metres along the ground ahead. A perfect parry counts as two.
- NightGod's Crescent. What falls to it brings stars down on the foes around it. A perfect parry brings on an eclipse, a burst of spirit that staggers everything near you. The Moonturn Cut: every tap of the form key turns the blade and cuts a full circle of fire 5 metres around you, 6.5 metres into the great form, for 18 stamina. The Full Moon: land five blows in a row and eight crescents fly out all around you.
- Tera's Hornbearer. Every fourth stab that lands looses an amber ember that bursts in fire. Every third kill sends the horn round the guests: you and those beside you heal, and amber fire bursts around you. The Hall Horn: every third throw that bites sounds the horn where it struck, amber fire 10 metres around.
- Odin the Red's Stormgrinder. Spark of Gungnir: a swing looses Odin's spear along your aim, lightning out to 32 metres, and forks on to three more foes. Anvil Strike: every third blow in a row comes down like a hammer on the anvil, blunt and lightning 5 metres around, and ends in eight bolts flying out and a strike from the sky. Call the Storm: hold attack a second and 24 bolts fall across 14 metres, mostly on your foes, while your sky turns to thunder. The Thunderer's Wrath: with the bar full, hold attack a second. The sky darkens, lightning hunts every foe within 22 metres for ten seconds, and it ends in judgement and a ring of sixteen bolts. The storm is your own sky only and clears when it ends. The new powers wake when the hammer finds you worthy, as before, and its lightning now sits on the hammer head. Thunder's Answer: what dies under it is answered by thunder 7 metres around the fallen.
- Úlfrinn's Fang leaps now fly as homing lightning bolts, and Sajakain's Ember and Rime throw six embers or ice shards all around on every fifth blow that lands.
- Every legendary bow shoots arrows of light in its own colour. It draws and fires with an empty quiver and uses no arrows.
- Admins can spawn Stormgrinder (Test) with every power awake, to try the whole hammer. It never drops and never shows in the Vault.
- Legendary effects you can turn up or down. The explosions, beams and sparks start on Tame: still big and pretty, but they no longer drag your frames down in a busy fight. Want the full loud boom? Pick Full under My legendary effects in the F9 panel or the launcher. Light is for weaker machines. Admins set the server's level and can stop players picking Full on a crowded server. Only the look changes, never the damage, and it switches at once.
- The Elivagar torrent pours out of a ball of light. Hold the secondary attack and a glowing orb in the gauntlets' colour gathers between your palms, pulses while the beam streams out of it, and is gone the moment the torrent stops.
1.48.0
Sorry for a second update so soon after 1.47.0. I am out of town from now until Sunday, and I would rather you had these fixes in hand than have them sit on my machine until I am back.
There will be no patch this Wednesday. I am away, and the next one comes after I am home.
Four more Jarl weapons, a red and gold sash on every legendary, two things the Discord asked for by name, and the bag rows fix that 1.47.0 promised and did not carry.
Get the launcher at https://midgardplus.odinthered.dev, now in English, Russian, Spanish and Brazilian Portuguese on the web as well as in the launcher itself.
This is a minor version because the new weapons are new to the network, so a server and everyone joining it need 1.48.0 together.
Your bag stops growing on its own, and one that already grew comes back down
This is the one a lot of you have been living with. It was mine, it needed no other mod, and it is fixed properly this time.
- What was happening. The equipment panel keeps its gear in rows at the bottom of your own bag. Three places in MidgardPlus counted those rows as bag rows you had filled, and asked the game for a bag that big. The game writes that number into your character file, so it came back every time you loaded, and it could only ever go up. That is why taking your megingjord off and putting it back changed the count, why it happened with no other mods, and why going back to an older MidgardPlus did not undo it: the bigger bag was already saved on your character.
- It stops now, and a bag that already grew reclaims its rows by itself a moment after you load in, with a line in the log saying how many rows came back and how many stacks were moved.
- Nothing is ever dropped to do it. An item is only moved when there is somewhere for it to go. If your bag is too full for the rows to be given up, they are kept and the log says how many free cells it needs. Anything of yours sitting in one of those rows is counted and kept, whatever else happens.
- Reported by Zyfell, Pecs, GGen, Goldi and Gus. Pecs found that taking the megingjord off and on moved the count, which is what led me to it.
- Separately, MidgardPlus now also stands its own Extra inventory rows and Bag rows past 9 down when it sees one of six other slot mods already adding rows. 1.47.0 announced that and the rule never made it into the build that shipped.
The Stormwing is actually in the game
- SweatyT's Stormwing now appears. 1.47.0 announced the storm eagle buckler, and the weapon was built, but it was never added to the list of weapons the game is allowed to load, so it could not drop and could not be spawned. The log said five of five weapons were ready and meant five of six. It loads now, and so does everything after it.
Four more Jarl weapons
- Odin the Red's Hugin and Munin, a pair of daggers named for the ravens of thought and memory.
They have five ways to fight, and all of them come from what the two birds are for.
- Hugin flies ahead and you follow, stepping clean through the world to land behind your enemy. Strike again quickly and Munin carries you back to the ground you left.
- Hugin is thought, and reads the foe. The first time Hugin cuts a kind of creature he learns what it fears most, and tells you. From then on both knives add that damage to every blow, and more of it where the weakness is real. A creature that shrugs off everything is cut plainly.
- Munin is memory, and keeps the ground you left. Every blow Munin lands marks the spot you were standing on, up to four at a time. Step, and every mark bursts where it stands, one after another, not around you. The road then clears and has to be walked again.
- The ravens keep the debt. Every wound something else deals you while the knives are in hand is written down, and the next foe you cut pays all of it back on top of the blow, in beaks. The debt fades if you wait too long to collect.
- Odin's Stormgrinder, a one handed hammer that only the worthy may lift. Its weight is measured against the bosses you have felled, your skill with clubs and the name you have made. Carry too little worth and it drags in your hand and refuses to leave it. Earn enough and it flies true and comes home.
- Odin the Red's Fetter and Wing, a matched pair of one handed swords, the Lord of the Gallows written as a weapon. The Fetter locks a chain on everything it cuts, up to five, and the fifth roots the foe. The Wing cuts every chain at once for lightning. The secondary attack sends the chains out all around and hauls everything off the ground, and what goes up takes the fall. Every fourth blow that lands, the chains drag the blades back across the wound a beat later. A full bar is the Nine Nights: everything near you hangs in the air while nine bolts come down one at a time.
- The Stormgrinder was rebuilt after its first head read as a mallet. The head is squared and flared now, with flat striking faces, a Thurisaz rune cut into each one, knotwork channels carved around the cheeks and lightning running in real trenches rather than drawn on the surface. The head is a third of the weapon instead of a quarter, and the haft is shorter and thicker to match.
Every legendary wears the sash
- A red and gold sash hangs from the butt of every Jarl weapon, cut as cloth rather than as stiff ribbon: sixteen rings down its length, five strips, a real curl and sag, and a deeper red against softer gold.
Asked for on the Discord
- Queue weapon changes. A weapon change pressed during a swing is kept and happens the moment the swing ends, instead of being thrown away. Queued weapon change window sets how long a kept press waits before it is dropped. Off as it starts. Asked for by HatchnetDuskrynn.
- Re-equip after swimming. What the water took out of your hands is given back when you reach the shore. Off as it starts. Asked for by HatchnetDuskrynn. It sits beside Weapons in water, which stops the water taking anything in the first place.
Where the Jarl weapons sleep
- Every Jarl weapon now names the place it is found, and Hugin will tell you where to look. Legendary rumours turns it on, and Legendary rumours on the map puts the place he names on your map so you can go and find it. Both off as they start.
Fixes
- A legendary costs stamina to swing. The Jarl weapons were built without a stamina cost, so they swung free while every other weapon in the game paid. They cost what their tier should cost now, and a heavy swing costs more than a light one in the same proportion the weapon already used.
- A bound key fires even while you are holding another one. A MidgardPlus shortcut only answered when its combination was the only thing held, so walking forward, crouching or holding a controller button swallowed the press.
- A window that will not close says which one it is. When the game would not give your keys back, the log now names the stuck window instead of leaving you to guess.
- The Gravejarl is measured as he stands, not as his mesh was authored, so he is the size he is meant to be.
- The blast furnace learns every ore the moment the setting says so, instead of waiting for a reload.
- The free stamina rewrite only goes in when something actually asks for it. The code that makes a tool cost nothing was being woven in whether or not any setting wanted it, so it sat in the stamina path for everybody. It now goes in only when a setting has asked for free stamina.
The launcher
- The two rumour settings have a card of their own, in every language the launcher speaks.
- The launcher carries cards for Queue weapon changes, its window, and Re-equip after swimming, so you can find them without hunting.
The website speaks four languages
- midgardplus.odinthered.dev is now in English, Russian, Spanish and Brazilian Portuguese. Flags in the top right, and your choice is remembered. The Russian page also had a fault that put the same release note on it again every ten minutes until the page was twenty seven megabytes; it is one megabyte again with every entry kept.
1.47.0
Three new Jarl weapons, the Legendary Vault, replay bosses that hit like bosses and fight like a set piece, MidgardPlus in Spanish and Brazilian Portuguese, and a round of fixes from the Discord.
Get the launcher at https://midgardplus.odinthered.dev, which offers it in your own language.
This is a minor version because the Vault slots, the new weapons and the boss moments are new to the network, so a server and everyone joining it need 1.47.0 together.
Three new Jarl weapons
- Tera's Hornbearer, a one handed spear with a horn at its throat and a leaf of amber and gold at its tip. The secondary attack throws it through everything in its path and it flies back to your hand. Hits fill the horn, and a full horn splits the next throw into three spears. A perfect parry with a shield fills a quarter of it. When a throw comes home, hold attack to pour the Horn-Fire Beam from the tip.
- SweatyT's Stormwing, a storm eagle buckler to match the Talon. Blocks fill its storm bar and a perfect parry looses lightning feathers at the attacker. With the bar full, a perfect parry opens the Eye of the Storm, a beam from the eagle's eye, and an ordinary block lets out a thunderclap that leaves the Storm Nova, a ring of storm fire, and wraps you and your allies in the Aegis of the Pack.
- Sajakain's Ember and Rime, a pair of Berserkir axes for Sajakain, one of the first to back
MidgardPlus. Ember burns with fire, Rime bites with frost that slows, and the combo takes them in
turn. Each carries its element openly: flame on one head, mist and shards on the other, growing
brighter the more you kill with them. They have five ways to fight.
- Every swing throws a round of its own, a fireball off Ember and an ice ball off Rime.
- Somewhere between the seventh and tenth swing they wake. Hold attack and they pour a braided beam of fire and frost in front of you. It spends no bar and cools for fourteen seconds.
- The secondary attack throws both axes in a V, out to 34 m through everything in their path, and they fly home to your hands.
- Where they cross on the way back, the ground catches fire in a ring that lingers, and lances of ice come down through the flames from twenty two metres up. The ring widens and more lances fall as the pair feeds.
- A full bar turns the next secondary attack into the twin cast: Ember lobs a cluster bomb that breaks into shards of fire, and Rime looses a volley of ice.
The Legendary Vault
- New supporter weapons now arrive without a mod or server update. They come in a signed pack from the MidgardPlus website, and the game refuses anything not signed by Odin. A server sends its own pack to everyone who joins, so everyone there uses the same weapon.
- All three Jarl weapons in this release ship inside the mod, so everyone has them the moment they
update. The Vault is the road the ones after them travel.
midgardplus vaultshows the pack it is carrying and its signature. - Legendary vault offline keeps a game from asking the website at all. Off as it starts.
Where the Jarl weapons are found
- Turn on Supporter legendaries in loot (World, off as it starts) and they begin turning up on their own. No chest and no creature ever gives more than one.
- Mountain chests, in the ruined towers and the frost caves, about 2 in a hundred.
- Fenrings about 1 in a hundred, and cultists about 2 in a hundred.
- They cannot be crafted or upgraded, and a forge repairs them. An admin can always call one by name,
spawn MP_Legend_UlfrinnsFang, or list and take them withmidgardplus legend. - Each weapon's tooltip now names what it does in the room it has, and ends by saying how many powers it could not fit and where to read the rest.
Replay bosses are harder and pay for it
- More health: Mosskin 5000, Vordr 8000, the Gravejarl 10000 and the Red One 30000, and their blows land half again as hard. They are fought after the game's own boss of the same biome, and now they feel like it.
- Better spoils: double materials, and with Loot rarity on an Epic piece of that biome's gear every time, with a chance at a Legendary one. The Red One always leaves both.
- Cinematic boss fights, a master switch that is off as it starts, with a setting for each part: an intro with a camera move and a title card, the game's own boss music, a ring that marks the arena and heals a boss nobody is fighting, a set piece at every stage change, one great move per stage across the whole arena with every strike marked on the ground first, magic around them in their later stages, and a death worth watching.
Building and the world
- Scroll to size the hoe and cultivator. Hold Left Alt and turn the mouse wheel to make the level, raise, path, paving and cultivator circle bigger or smaller. Off as it starts. Asked for by Lyferian.
- Winter freezes, with Freezing season to choose which part of the year. Winter outdoors counts as freezing, and shelter, fire and frost resistance protect you the way they do in the Mountains. Off as it starts. Asked for by MarkAlex.
- Ore pins mark every copper and tin node from any part of it, one pin per node, and leave your own pins and furniture alone. Reported by NightGod.
Fixes
- Chests show their real count again when another mod rewrote it to 0. Reported by fartfries.
- Boss fire, lightning and other effects fade away again instead of staying in the world, and one broken object can no longer stop everything around it from loading.
- You always come back after dying. The game waited for every object around your spawn point to appear before placing you, and one that never appeared left the loading screen up forever. It now spawns you after a few seconds and names what was missing in the log.
- The Sailing skill description says what it does: it uncovers more of the map around you at sea. The circles on the map were Explore radius at sea, which starts off.
- A legendary's tooltip fits the screen again. A weapon told you everything it could do with no thought for the room that took, and a pair of axes with ten powers ran off the bottom. Tooltips now hold what fits and say how many powers are left to read.
- Only the weapon that asked for it wears a mist. The Crescent's red and black cloud was being hung on every Jarl weapon, and because it hangs in the world rather than on the blade it left a stain on the ground behind whoever carried one.
- An element sits on the weapon, not on your hands. Flame and frost were fitted to a fixed box at the fist rather than to the weapon itself, so on a hand axe they drifted up past the shoulder. They are measured against the weapon now and ride its head.
- Dual wielded weapons keep their elements straight. Fire and frost sat on each other's blade, and the rounds thrown on a swing left the wrong hand.
- The extra empty rows in your bag are gone, the ones that appeared when the equipment panel was open. Reported by Zyfell.
Languages
- MidgardPlus speaks Spanish and Brazilian Portuguese in game, following the language you pick in Valheim's own settings, with Valheim's own names for items, creatures and bosses. Setting names, choices and descriptions in the F9 panel follow it too.
- The launcher speaks English, Russian, Spanish and Brazilian Portuguese. It picks your language from the game or from Windows the first time, and you can switch it any time in the launcher. Get it at https://midgardplus.odinthered.dev.
1.46.0
The Red One calls down the Allfather's lightning, enchanted weapons glow the way they should and everyone can see it, the trinket slot is open, Haldor's pockets work again, and there is a way to play new builds before patch day.
This is a minor version because the Red One's lightning, the new supporter weapon, the altar list and the glow other players see are all new to the network, so a server and everyone joining it need 1.46.0 together.
Patch days and the dev channel
- Releases now go out on patch days, Wednesday night and Sunday night. Thunderstore, Hexium and the launcher update then, and only an urgent crash fix goes out sooner.
- Between patch days there is a dev channel. In the launcher, Help and tools has a new Update channel card: leave it on Stable, or switch to Dev with a key from the Discord and the launcher offers the newest dev build as soon as it is out. Your stable files are kept aside, and Back to Stable puts them back in one click. The launcher tells you before you install a dev build that will not join the stable servers, and a dev build names itself on the main menu and in the log.
The Red One
- The Allfather's lightning. Turn on Red One lightning and at middle range he lifts the spear and sends a wave of red lightning down a wide fan in front of him, Eikthyr's charge in his colours, with thunder behind it. It can be dodged but not blocked. Up close he keeps to the spear. Off as it starts.
- His spear beam hits as lightning, the way its name always said. It was landing as plain pierce.
Weapons glow, and everyone sees it
- The Loot rarity glow shows on every weapon, bow and shield. It used to miss about half of them, the iron and bronze atgeirs, the iron sledges, the gold and Frostfire weapons and more, because it lit the weapon's own material and many of the game's materials never show that light. It is now a shell drawn over the whole weapon, so it shows on all of them, and weapons with their own markings, like the red runes on the Thunderblood Atgeir, keep them.
- Elements sit where the weapon works: on the blade of a sword, the head of an axe or mace, the tip of an atgeir or spear, along the limbs of a bow, sized to the weapon. Poison drips and glows instead of showing a drop or two.
- Other players see your glow and element, and you see theirs, if you have Loot rarity glow on.
- Reported by TylerS76.
Three Jarl weapons
The Jarls who back MidgardPlus on Ko-fi each have a weapon carried in their name. They are not theirs alone. Anyone can find one, anyone can carry one, and the Jarl's name rides on it wherever it goes.
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Úlfrinn's Fang, for Gamli Hersirinn Úlfrinn. A storm battleaxe with a wolf's head for the cheek, jaws open on the haft, a single crescent blade with a pale gold edge and nine runes lit from within. Every swing hurls a bolt of lightning off the blade out to 22 m, and the secondary puts a ring of lightning out around you. Carrying it makes you quicker and turns lightning aside.
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SweatyT's Talon, for SweatyT. A storm bow of dark hand carved wood with a raven's head at each nock and a wing spread along each limb. It asks for no arrows at all and looses lightning of its own. Every fifth draw looses a beam instead of a bolt. Fill its bar by hitting things, then hold the draw at full and a rain of shafts comes out of the sky where you are looking.
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NightGod's Crescent, for NightGod. A sword that will not hold one shape. Press the secondary attack and it opens from a quick one handed blade into a great two handed one, and presses back again. Every swing throws a crescent of night off the edge, fast and narrow in the lesser shape, slow and wide in the greater, and where it lands at range it opens. Fill its bar and hold the key and the night gathers on the blade; let go and it cuts far out in front of you, wider the longer you held it.
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They grow with what they kill. Every Jarl weapon starts at a little over half its strength and comes into the rest of it over two hundred kills. Its damage, its reach and the size of everything it throws all come up together, and the tooltip tells you how far along it is. The count lives on the weapon itself, so it keeps what it has earned through death, through relogs, and if it changes hands.
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Where they fall. In Mountain chests and the chests in the frost caves, about 2 in a hundred, and on Fenrings, about 1 in a hundred, and on cultists, about 2 in a hundred. No chest and no creature ever gives more than one. A server has to turn on Supporter legendaries in loot first, which is off as it starts. They cannot be crafted and cannot be upgraded, they repair at a forge, and no enchanting table can change what they are. Admins can hand one out with
midgardplus legend, or spawn one by name.
Equipment and your bag
- The trinket slot is open. Trinkets get their own cell in the Equipment panel instead of sharing the utility one, on by default, and it is switched on once for anyone already using the equipment slots, even with the settings lock on. A trinket you are wearing moves into it by itself. Asked for by Mando.
- Your look sits inside the Equipment window, as a portrait beside the gear slots, when Character preview is on. It turns when you drag it, as before.
- Haldor's Wider and Deeper Pockets work again. Their row was being taken back by Extra inventory rows. They now add their row on top of it, lost purchases come back by themselves, and Haldor tells you before you pay when a pocket would add nothing.
- Bag rows past 9, off as it starts, lets a bag grow up to three rows past the game's 9 so the pockets still fit with every other row. The bag and an open chest shrink to stay on screen, and lowering it again never drops what is in the extra rows.
- Pockets reported by TylerS76, and the bag limit was his idea.
Mosskin is half the size
- Mosskin is 1.4 by default now, about half his old bulk. Settings that still held the old 2.5 are moved to 1.4 once, and any other size you chose is left alone.
Altars
- midgardplus altars lists every Moss Ring, Oath Stone and Drowned Hearth with how far away it is and whether it has been built yet, and midgardplus altars pin puts them on your map. For admins and the host.
- The server now writes where the altars are when the world loads, and each time Hugin sends someone to the nearest one.
Smoother play
- Fewer hitches. Settings that follow the server are no longer worked out again on every join when nothing changed, the admin panel keeps its setting rows instead of rebuilding them on every keystroke, and the flowing water check is held to half a millisecond a frame.
Thanks as well to TylerS76 for asking for the mouse binds that came in 1.44.0, and to Cenom and Lucas Smaniotto for their reports and ideas.
1.45.0
Smoother play, water that pours from one hollow into the next and stays put in multiplayer, drawers that quick stack fills again, and Forsaken powers from the trophies on your own walls.
This is a minor version because the multiplayer water fix only holds when every player has it: a player still on 1.44.0 would go on draining water they cannot see, so a server and everyone joining it need 1.45.0 together.
Smoother play
- Fewer hitches while you play. Several things MidgardPlus did on the main thread now happen in
small pieces or not at all:
- checking your settings file for changes runs in the background;
- the look over flowing water sources every 10 seconds is spread across frames;
- working out pools takes at most 2 ms a frame on your machine;
- the hook that watches our keys only switches on once you use one;
- the check for what a building plan points at only runs while a plan is loaded;
- archery gets ready when you spawn instead of on your first shot;
- and a lot of small memory churn is gone.
- Water no longer eats memory as you travel. Every stretch of water that loaded left a copy of its surface behind, and pools each made their own. Now all pools share one surface, their meshes are reused, and copies are cleaned up when the water unloads. The glow and rage colours of the Gravejarl, the Red One and Vordr are cleaned up with them too.
- A tip if the game still stutters: turn on Detailed log. It now also works on your own machine, not just on a server, and writes a line naming anything of ours that took too long. Send me that LogOutput.log on Discord and I can see exactly what it was.
- Reported by TylerS76 and Mando.
Water
- Overflow fills each hollow on its way down. A pool that spilled used to run straight past a second hollow below it to the lowest ground it could see. Now the stream stops at the first hollow, fills it up to its lip and carries on from there, down through as many as 8 pools, until the source runs out of water. The last one holds what is left, and a stream pouring out of a pool is always drawn, even on gentle ground.
- A stream runs into other water and comes out the other side, instead of lying across a pool like a channel cut through it.
- Water no longer vanishes and refills in multiplayer. With water set to Whoever placed it, a player could take a source they had never loaded for a removed one and drain its pool for everyone, and a player who had walked away kept filling it. Now only the server, or the owner who has the source loaded, drains or fills it, and when the owner changes everyone agrees on what is there.
- Reported by Lyferian.
Item drawers
- Quick stack fills an emptied drawer. A drawer that remembers its item but is empty, or holds only single things such as dragon eggs, was skipped by quick stack and by chests that collect from the ground. It takes its item again now, as much as it has room for.
- Reported by Cenom.
Forsaken powers at home
- Hang a boss trophy on an item stand you built and take its power there. Press Use on the trophy and you get that boss's Forsaken power, the game's own way, with the stones' own message and cooldown, so you can swap powers at home instead of walking back to the start. Holding Use still takes the trophy down. Only bosses your world has beaten count, or the ones you have beaten yourself with Per player boss progression on. The Sacrificial Stones are unchanged.
- Forsaken power stands need a workbench keeps it to your bases: the stand has to be inside a workbench's building range.
- Both are off as they start, and both are server settings.
- Suggested by NightGod.
1.44.0
Cleared dungeons and camps can come back, servers stop working in bursts, and water fills a box at any angle right into the corners.
This is a minor version because World recovery sends new messages between an admin and the server and marks places in the world, so a server and everyone joining it need 1.44.0 together.
World recovery
- Dungeons and camps you have cleared come back fresh. Turn on World recovery and a Sunken Crypt, an Infested Mine, a Dvergr tower, harbour or dig in the Mistlands, or a Fuling village that nobody has visited for a while is taken away and set down again by the game itself, the same way it makes new land. The chests get new loot from their own tables, and the ore, doors, spawners and dungeon rooms are new.
- A while is 7 in-game days by default, and in-game days only pass while someone plays, so a crypt you walked out of last night is not reset while the server sits empty. World recovery places lists what it looks after, and you can add burial chambers and troll caves to it.
- It is careful. A place is left alone, and the log says why, if anyone is near it, if anything a player built stands within 50 m of it or anywhere inside its dungeon, if a tombstone, a tame or a companion is there, if something a player carried lies there, or if a chest there holds things a player put in. Boss altars, traders, the start, Hildir's places, rune stones and MidgardPlus places are never reset at all.
- Admins can look before anything happens. In the F5 console, midgardplus recovery list shows what would be reset and why everything else is left alone, and changes nothing. midgardplus recovery now resets what passes every check within the distance you give, and midgardplus recovery history shows the last resets.
- Off as it starts, and a server setting. Start with midgardplus recovery list to see what it would do.
- Suggested by Cenom.
Servers
- The altar search no longer repeats, and it can no longer hold the server busy. Finding a place for Mosskin's, the Gravejarl's and Vordr's altars used the game's own full search, and it ran again on every settings change. In a world with no unexplored land left that suits an altar, it never found one, so it started over every time, and several could run at once. That is the kind of thing that pins a dedicated server's processor in bursts every few minutes. Now it looks only when the world loads or when one of those bosses is switched on, the searches take turns, and each step gives the server back its time after a hundredth of a second.
- Item drawers and boss effects do no display work on a dedicated server. Labels, icons and effects only matter on a screen, and a server has none.
- Reported by Mando.
- Detailed log now names anything slow on a server. With Detailed log on in the server's own settings, anything of ours that takes longer than 50 ms, and any frame longer than a quarter of a second, is written to the log with its name and time. If your server lags, please turn it on, play until it happens, and send me that LogOutput.log.
Water
- A box at any angle fills into every corner. Most boxes are not built square to the world grid, and a pool in one used to stop short of its corners and show the floor in steps along a slanted wall, with a few small patches drawn twice. The edge of a pool now sits where the wall really is, at any angle, right into the corners.
- A water source under its own pool no longer shows its square through the surface.
- On flat open ground water spreads as a round puddle up to 3 m out from the source, lying down on the ground at its edge, instead of making a three by three square.
- HearthBelow is named in the log when it is installed, beside Undertow.
- Reported by Lyferian.
Keys
- Mouse buttons can be bound in the launcher. Click a key box and press a mouse button: the side buttons (Mouse 4, side back, and Mouse 5, side forward) and the middle button all bind, with Shift, Ctrl or Alt held if you like. Left and right click only bind when you click the box itself, and the launcher warns you that they also attack, block and click in the game.
- A mouse bind works while you move. It used to fail whenever another key such as W was held, so a side button bound to quick stack or the bow zoom did nothing while you walked. Every MidgardPlus key now checks only its own button and its own Shift, Ctrl and Alt.
1.43.0
Vordr of the Reeds is a whole boss now, the one after the Elder. The Gravejarl has his proper body, and the item drawer finally takes dragon eggs.
This is a minor version because Vordr brings new things into the world and the drawer saves eggs in a new way, so a server and everyone joining it need 1.43.0 together.
Vordr of the Reeds
When the Red One's hall sank, one man ran and one man stayed to keep the fire. The reeds grew through him. He is still at his post.
- A new replay boss for the Swamp, after the Elder. A bog giant of sodden wood and roots with reeds through his back, waterweed hanging off him, the hall's iron on his shoulders, a helm over ember eyes, and the hall's fire still burning in his chest behind a broken breastplate. He is built on the abomination, so he hunts, hits and dies the way the game expects, and he stands up out of the bog the way it does.
- Calling him. Once your world has beaten the Elder, work a Drowned Ember at a forge from an abomination trophy, twenty guck, ten bloodbags, ten ancient roots and five surtling cores. Then find the Drowned Hearth, a sunken hearth ringed with broken stones at the edge of the water in the Swamp, and lay the ember in its brazier. There are five in every world, well away from the game's own altars and from the Oath Stones. Hugin marks the nearest one on your map once the Elder falls, and worlds you already play get theirs in land nobody has explored yet.
- The Elder has to fall first, and that is checked on your side and on the server.
- Three stages. The Warden, then the Water Rises, then the Fire Under the Water. As the water rises he can call leeches out of the water and blobs out of the mud, soak everyone near him, and leave the swamp's poison where his slams land. When the fire is lit, every blow he lands burns, and his weakness turns over: fire stops hurting him and frost starts. He tells you when it happens.
- The reed wall. A ring of the Elder's own roots bursts up around the fight so you cannot run circles round him, and sinks back into the ground on its own.
- What he leaves: iron, guck, chains, ancient roots, an abomination trophy, his own trophy and the Hearth Lantern, a lantern lit from the hall's fire that burns warmer than a lantern should.
- His stages and every power are off until you switch them on, twelve new settings for him. With them off he fights the same way from full health to the end. Vordr boss itself is off as it starts, as every boss is. The saga stones have a new verse about him, and everyone hears it when he rises and when he falls.
The Reed Warden
- The Extra bosses' fight at the Elder's altar is called the Reed Warden now, so it is never mixed up with Vordr of the Reeds. Nothing about that fight has changed but the name.
The Gravejarl has his proper body
- He bends at the joints. In 1.42.0 he was put back on his old body so he stopped melting, and he was stiff. The body under his mail had lost its weights before it ever reached the game. It has been rebuilt properly, and his body, armour and cloth now move with his bones the way Mosskin's do.
- He is dressed as he was drawn: the gloss on his plate, horns coloured down their length with a black plume, and the sheath at his side.
Dragon eggs go in the item drawer
- A drawer takes a dragon egg now, and other plain single things that never stack, such as Hildir's chests, keys and the Dyrnwyn pieces. It keeps them as a count, ten to a stack, so a drawer holds a hundred eggs. Crouch and use takes one out. Breaking or removing the drawer drops every one of them.
- Anything crafted, any equipment and the carried map are still turned away, because the drawer would lose the name of who made it or what is written on it, and the message says so.
- Bug #50, reported by Cenom.
Drawers build into a wall
- A drawer holds up the drawer on top of it. Drawers were made from the wood chest, which holds nothing up, so one set on another had no support and fell. They support like wood walls now.
- They line up exactly. New snap points in the middle of the top, the bottom and both sides line a stack or a row up square, and the corner points sit level with the picture boards, so a drawer set against another leaves its front clear to read.
- Asked for by Cenom.
Quick stack waits for you
- Quick-stack only with a bag or chest open, off as it starts. Turn it on and the quick stack key does nothing unless your inventory or a chest is open, so a stray press out in the world never empties your pockets into the nearest chest. It is your own choice, and it follows the server when the server sets player options.
- The quick stack and sort keys stay quiet while you type: in a text box, in the crafting search and in the admin panel, as well as in the chat, the console, a sign and the map as before.
- Asked for by Cenom.
Please test it
This release has not been played. It was built and checked, not tried in a real game. If Vordr gets stuck, a Drowned Hearth never turns up, the Gravejarl still looks wrong, or a drawer loses what you put in it, please tell me on Discord, with your LogOutput.log if you can.
1.42.0
Mosskin and the Gravejarl have their own altars out in the world, the Red One's sky spear can be seen coming, and water sits in its pools as one surface.
This is a minor version because the altars are new places in the world and the bosses send new messages between players, so a server and everyone joining it need 1.42.0 together.
Their own altars
- With Mosskin boss or Gravejarl boss on, you now find their altars in the world. Mosskin rises at the Moss Ring, nine mossy stones around an old runed stone out in the Meadows. The Gravejarl rises at the Oath Stone, a runed stone leaning into the Swamp inside a broken ring of half buried stones. There are five of each, well away from the game's own altars. Lay the Mossheart or the Jarl's Oathring on the middle stone, with Use or from your hotbar.
- Hugin marks the nearest one on your map once Eikthyr or Bonemass has fallen, and the item texts, Hugin and the saga stones all say where to go.
- Worlds you already play get them too. The first time the server starts with the boss on, his altars are placed in land nobody has explored yet, so nothing appears in the middle of your base.
- The vanilla boss still has to fall first, and that is checked on your side and on the server before either boss rises.
- Eikthyr's and Bonemass's altars are the game's own again. MidgardPlus no longer touches them for Mosskin or the Gravejarl. Only Extra bosses still answers at a vanilla altar, as it always did.
The Red One's sky spear
- You can see it coming and get out of the way. When he calls the sky, a red ring marks the ground under everyone near him, glowing and crackling for a second and a half. Then his spear falls out of the cloud onto the mark with red lightning and thunder, and it only hits whoever is still standing within a few metres of it. One or two more come down around him each time. Step out of the ring and it misses.
- Everyone sees what the bosses do. Their effects are sent to every player and drawn on each machine, so the whole party sees the same fight, and nothing is saved into the world afterwards.
- His ravens circle him and his feathers drift, which they were meant to do from the start.
The Gravejarl no longer melts
- His legs and body read as one mutated blob after a change that worked his skin out afresh from where each part of him sits. He is back to the body you saw in the first tests. He is still stiff at the knees and elbows, and a better rigged body for him is on its way.
Equipment slots make their own room
- Items in the rows the panel needs now move up by themselves: onto matching stacks first, then into empty cells, leaving your hotbar alone. Anything you are wearing stays on you, and nothing is ever dropped. It moves everything or nothing.
- When there is no room, it tells you how many cells to free. The game allows 9 inventory rows in all and the panel needs one of them. Free the cells it names and the slots turn on by themselves. Reported by Lucas Smaniotto.
Water
- A pool is one surface. Two sources filling the same box drew two sheets of water a few centimetres apart, with squares poking through the walls and seams across the top. Now all the water standing together is drawn as one sheet that runs up under the banks, stops at the inside of a wall and lies down at an open edge.
- Streams run smooth. A stream that turned used to read as a row of squares. Each run is now one ribbon that follows the ground, with waterfalls kept for the steep drops.
- A sealed box keeps its water. A waterproofed wall standing on a grid line was read as high ground and the pool poured over it; it holds now. The corners of a box stayed dry, and they fill now. And a pool no longer works itself out before the walls around it have loaded when you come back to it.
- Reported by Lyferian.
Please test it
This release has not been played. It was built and checked, not tried in a real game. If an altar never turns up, the spear lands somewhere odd, the Gravejarl still looks wrong, or water does something it should not, please tell me on Discord, with your LogOutput.log if you can.
1.41.0
Fixes for what you reported since 1.40.0, and six for the bosses. No new settings, and nothing changes for anyone who leaves the bosses off.
This is 1.41.0 rather than 1.40.1 because the Red One's wolves and the bosses' own weapons are new things in the world, so a server and everyone joining it need 1.41.0 together.
The equipment panel
- The panel is dark wood again, not yellow. It took its background from the largest framed image under your bag, and that turned out to be the gamepad selection highlight: a plain white sprite tinted yellow. So the panel came out bright yellow, or yellow and see through. It now wears the bag's own wood, and plain dark brown if that cannot be found. Reported by MiaWolf.
- A panel that cannot be drawn says so. It could fail without a word and leave you with no slots at all. Now it writes one warning to the log, tells you on screen, and shows the slot rows at the bottom of your bag instead, so nothing in them is lost or out of reach. If another mod that changes the bag is loaded, such as BetterArchery or another slots mod, the warning and the message name it. Reported by Lucas Smaniotto.
Altars
- Extra bosses off leaves every altar to the game. With it off, a boss trophy in your pack could still get in the way at an altar, so a vanilla summon such as Moder's egg stands did nothing. Now, with Extra bosses off, altars behave exactly as they do without the mod. Bug #49, from .ymc.
- Mosskin, the Gravejarl and the Red One no longer wait on Extra bosses. Each answers only to his own setting, and with that off the Use key goes straight through to the game's own altar.
- The Mossheart recipe is written down right. The texts still named an old recipe. The real one is a level four workbench, five ancient seeds, ten surtling cores, sixty greydwarf eyes, eighty resin and fifty fine wood, and that is what the setting, Hugin and the launcher say now.
The bosses
- Mosskin's damage setting reaches his blows. The troll he is built on keeps its punch, its log swings, its ground slam and its throw in random sets as well as in its own hands, and only the ones in its hands were being copied, so Mosskin damage changed nothing he actually hit you with. He now carries his own copy of every one of them, and ordinary trolls keep theirs untouched.
- Vordr no longer changes every abomination. He was tuning the abomination's own weapons, which every abomination in the swamp shares. He works on his own copies now.
- Boss scaling ranks the new bosses with the one they follow. With Boss scaling grows with the world on, Mosskin, the Gravejarl, the Red One and Vordr had no place of their own in the boss order and were scaled up the moment they rose. Each now takes the place of the vanilla boss he follows: Eikthyr, Bonemass, Fader and the Elder.
- The Red One's shrine is checked on the server too, so he rises only in a world that has put Fader down, whoever lays the Eye.
- Geri and Freki cannot be farmed. They drop nothing, come back 30 seconds after one falls, and answer him at most four times in each stage.
- Calling a boss at the console is for single player, the host or an admin. midgardplus mosskin, midgardplus gravejarl and midgardplus vordr now refuse anyone else on a server, and say so.
Commands with Keep achievements
- With devcommands on, cheat commands in the console or chat run straight away instead of stopping to ask for confirmcheats first. The game still marks the character as having used cheats, which only matters if you turn Keep achievements off later. Reported by Lyferian.
Stamina
- The hammer, the hoe and the cultivator work on an empty bar when Hammer, hoe and cultivator cost no stamina is on. The game still asked for more than nothing before placing, removing or repairing, and so did building a whole area, levelling a whole area and planting a row. A tool that costs nothing now works with nothing left.
- Running works on an empty bar when Stamina cost multiplier is 0.
- Reported by Lyferian.
Water
- Pools meet their walls. A pool was drawn as one square per metre on the world grid, so its edge only met a wall or a bank when that wall happened to sit on a grid line. Anywhere else the water stopped short and left a strip of floor showing, or ran on through the wall and stuck out the far side. Now every corner of a pool looks along the water line for the wall or the rising ground beside it and moves onto it, so the surface reaches the wall and tucks under the bank.
- A waterproofed box holds its water at the rim. With Waterproofed pieces hold water on, a sealed box set its water level 32 m above the source, because a waterproofed piece was treated as a wall that never ends. It now fills to the top of the piece and stops there, and no pool stands above its own rim.
- Reported by Lyferian.
Already fixed, please update
Lyferian also reported that repairs asked for Idols, that an attack set to cost no stamina would not swing on an empty bar, and that the Swimming skill rewards did nothing.
- Idols and attack stamina were fixed in 1.37.0, and the Swimming skill rewards in 1.39.0. If you still see any of them, check the version at the top of your LogOutput.log or in the launcher: anything older still has those bugs, so please update. The Repair cost description now says in so many words that Idols and the other Forge of Potential items are never charged.
- The swimming fault was a patch that never took hold after a game update. The checks run before every release now fail if any patch would not take hold, so that kind of break cannot slip through again.
Please test it
This release has not been played. The fixes were built and checked, not tried in a real game. If something here still looks wrong, please tell me on Discord, with your LogOutput.log if you can. Thank you to everyone who reported these.
1.40.0
The saga stones have been naming him since the first one you read. He is in the world now.
The Red One
- The last fight in the mod. He is built on the Charred warrior, so he moves with their reach and their footing, and he carries a spear on every one of their greatsword swings. Everything he lands is pierce, because it is a spear. He answers only in a world that has already put Fader down.
- Three stages. He starts as the Wanderer. At two thirds he whistles once and Geri and Freki come out of the dark at his heel, replaced as they fall, never more than two standing. At a third he lifts his hat, the sky goes out, and the spear comes down out of the cloud on everyone near him with lightning where it lands. His spear lands harder at every step.
- Two ravens circle him from the moment he stands up, the way they circle him on the stones. Feathers drift off him while he waits, and every stage breaks with a rush of light.
- He throws the spear at anyone who backs out of his reach, and there is a beam of lightning out of the point of it for anyone who stands off and shoots.
- He shrugs off lightning. He is the one who calls it. Fimbulwinter is what ends the gods, so the cold is what gets into him.
Calling him
- The Wanderer's Eye. He paid one of his own for a drink from the well. Work the price back together at a black forge from Fader's trophy, the Queen's trophy, the Red Cloak and ten flametal, and it will not close again.
- Lay it on the saga stone at the Red One's Rest. The shrine has been standing in the black forest and the mountains all along with his cloak in the chest, so one Rest supplies its own ingredient. The stone will not take the Eye while Fader still stands, and it tells you so.
- A bolt lands and he walks in from as far off as you set, pointed at the stone.
- Hugin finds you once Fader is down and tells you what is left and how the Eye is made.
What he leaves
- Gungnir. The spear that was never thrown without hitting, as a weapon you carry. Built on the carapace spear, every blow a thrust, with lightning behind every one of them.
- The Wanderer's Hat. His own hat with the grey beard still hanging off it. Hang it where you can see it from the door.
- Flametal, black metal and eitr, and the Queen's trophy back, so the Eye can be made again.
He is worth looking at
- Cloth that hangs like cloth. The coat and the cloak carry real folds and a broken hem, woven rather than flat, and the cloak swings on its own as he moves.
- A hat with a red band and a raven feather swept out over a brim with the grain of worked leather in it.
- A grey beard in locks, a shaggy fur mantle, weathered hands, dark oiled leather, and a spear with a steel head, a gold ferrule and gold runes cut up the blade.
- One red eye under the brim. He gave the other one away.
The Gravejarl stands up straight
- Every part of him was pinned to a single bone, so he creased at the elbows and the knees instead of bending. He bends now.
Everything he does is a setting
Eighteen of them, all off or at the value above: whether he is in the world at all, his health, damage and size, how far off he arrives, his three stages and where they fall, how much harder each one hits, his wolves and their health, the sky and what it costs, his throw, his beam, his ravens, his feathers, and what bites deeper into him or barely troubles him.
1.39.0
The Gravejarl has a new body that holds together, and both extra bosses now wait for the part of the game you have already won. The Swimming skill works again on Valheim 1.0.16.
Swimming works again on Valheim 1.0.16
- The Swimming skill rewards from 1.38.0 were doing nothing. Valheim 1.0.16 gave the player two versions of the method they hook, and asking for it by name alone was ambiguous, so the game refused the whole patch and the log said so every session. It now asks for the right one, so swimming faster, spending less and treading water are back.
The Gravejarl, rebuilt
The Gravejarl is a dead war leader in draugr mail, raised with a Jarl's Oathring at Bonemass's altar. He fights with sword, axe and bow, and with Gravejarl warband on he calls ordinary draugr up out of the ground around him.
- He came apart in play. His old rig tore into black shards however it was bound to the draugr elite he stands on. He is rebuilt the way Mosskin is built: armour, body, cloak, horns and embers placed on the draugr's own joints and rigged on eighteen bones named exactly as the draugr's, so every bone maps one to one.
- He faces the right way round. The draugr's skeleton is stored facing backwards and its animation turns it round. He was bound facing forwards, so each limb was pinned to a bone on the far side of his body. He now turns to match before he is bound.
- He keeps the proportions he was drawn with, and his tabard and armour skirt are held by his hips, so they hang straight instead of flaring out when his legs move.
- His weapons are in his hands. His own sword, axe and bow were never in the game's item list, so drawing one threw an error and they did not show. They are in the list now.
- His cloak and tabard swing with cloth physics, pinned above the chest and freer the lower they hang.
- His own sword, axe and bow glow, with a light burning on the blade. Ordinary draugr weapons are untouched.
- His rage shows. With Gravejarl rage phases on, each step turns his embers and his blade from blue to orange to red, brightens the light and makes him seven percent bigger.
Each boss binds on his own
- Mosskin and the Gravejarl each bind to their host with their own code, so a fix for one can no longer break the other. Mosskin keeps the bind he played right with in 1.35.0.
- A boss called at the console stands on the ground. midgardplus mosskin and midgardplus gravejarl made him at the height of your feet, so on rising ground he came up inside the hill. He now stands on whatever ground is there, as the altar summons already did.
Each boss at his own tier
Both were tuned far past the altar that raises them. They now start for one player at the tier of their altar, and Boss scaling adds health for every extra player nearby.
- Mosskin: 1800 health, three trolls, down from 3000. 60 a blow, about a troll's, down from 130.
- The Gravejarl: 3000 health, under Bonemass's own 5000, down from 3500. 40 a blow with the sword, down from 90. His axe lands about a third harder, so in his last phase it comes near 80 before armour: a fight you can lose, not one you cannot survive.
- Gravejarl size starts at 1, a draugr elite's frame, down from 1.5. He is meant to meet you at your own height.
- Gravejarl warband keeps at most 4 standing, down from 6, and waits 90 seconds between calls, up from 35, so each call is a wave you clear rather than a queue that never ends.
- These are the values a new settings file starts at. A file that already holds the old numbers keeps them, so set them by hand if you want the new ones.
Replay, after the vanilla boss
- Mosskin rises only in a world that has killed Eikthyr, and the Gravejarl only in one that has killed Bonemass. It is checked on your side and again by the server. Until then the altar says what must fall first, when you look at it and when you offer.
Their story
- Two new saga stone verses. The meadow stones gain The Troll Who Slept and the swamp stones The Oath That Sank: where each boss came from and what to lay on which altar to wake him.
- Everyone hears it when a boss rises and when he falls, one line to every player.
- Hugin lands once Eikthyr or Bonemass is dead, if that world has the matching boss on, and tells you what woke and how to raise it. Once per character, through the game's own tutorial.
All of this stays behind Mosskin boss and Gravejarl boss, both off as they start, so a world that leaves them off sees none of it. English and Russian throughout.
Please test them
Neither boss has been played on this exact build. If one looks wrong, gets stuck, hits too hard or too softly, or the altar refuses you after the right boss is dead, please tell me, with your LogOutput.log if you can.
Smaller
- A throw that keeps turning up while creatures draw weapons is now named in the log: who reached, for what, and the trace, at most ten distinct lines. It changes nothing about the game.
Older versions are listed on the MidgardPlus website: https://midgardplus.odinthered.dev/