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OdinTheRed-MidgardPlus-1.52.0 icon

MidgardPlus

A full Valheim overhaul: 35 legendary weapons that wake and grow, 7 bosses of its own, living villages with factions and sieges, companions with barracks, enchanting, painting, building and QoL. 1,100+ settings, all vanilla until you turn them on.

Date uploaded an hour ago
Version 1.52.0
Download link OdinTheRed-MidgardPlus-1.52.0.zip
Downloads 45
Dependency string OdinTheRed-MidgardPlus-1.52.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350
ValheimModding-Jotunn-2.30.0 icon
ValheimModding-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: 2.30.0

README

MidgardPlus

By Odin the Red. One mod to rule them all, and every part of it starts off.

Website and launcher | Player guide | Discord | Ko-fi | Megin, the add-on

MidgardPlus is a full overhaul for Valheim. It started as a quality of life pack and grew into a world of its own: 35 Jarl legendary weapons and the first Jarl armour set, all of them waking and growing with you, seven bosses of my own, living villages that grow into strongholds, five factions with sieges, diplomacy and a territory war, a loot system with runes, rune words and boss sets, the Vetrnætr season in October, companions who live in your barracks and work your base, an enchanting table and a painter's table, building tools, a map and compass that keep up with you, and a launcher in four languages. It has more than 1,100 settings, and every new feature starts off, so the game stays vanilla until you turn it on. Install it and your game plays exactly as before. Then turn on the parts you want.

Get the launcher at midgardplus.odinthered.dev. It picks your language for you.

A lot of it started as a message from a player. If something breaks, feels wrong or is missing, tell me on Discord.

What is inside

Every part below has its own switch, and every switch starts off. Turn on what you want in the launcher, the F9 panel or the config.

Quality of life you control

  • Farming. A ghost on every spot a click will plant, rows that line up, bulk harvest, replant after harvest and seed beds that need no tilled ground.
  • Storage. Quick stack, store all, restock, sort and a trash button that can recycle. Chests follow the signs you give them, barrels show what they hold, and stations fuel themselves from the chests around them.
  • Slots and carrying. Up to six quick slots with their own keys, a trinket slot, slots for coins, keys and trophies, a backpack that adds bag rows, and an item magnet that pulls drops to you.
  • Everyday comforts. Production timers, an item and recipe browser, a weather forecast, a better chat, a HUD you lay out yourself, instant equip and a hip lantern.
  • Want bigger stacks and nothing else? Raise one number and leave the rest alone.

Combat and the Jarl legendaries

  • 35 Jarl legendary weapons, named for the Jarls who back MidgardPlus: axes, swords, knives, spears, hammers, bows, crossbows, staffs, shields and gauntlets. Each has its own model and five powers: a shot, a large area attack, a secondary, a combo and a charged special. See them all on the weapons page and the lands they come from in the realms.
  • The newest: Trajan's Hróðvitnir, a wolf bow with TRAJAN84 in Valheim lettering and a black Fenrir that breathes fire; Ivanos's Valgaldr, a soul staff that raises a Morgen; Animus' Skjoldr, a frost buckler that calls the Wild Hunt; Boko's Vein Tearer, a vampiric crossbow; and Moumix's Wayfinder, a spear that stretches into an atgeir, with red lightning, blood and Blood Thunder.
  • They wake and grow. A legendary starts dormant. Awaken it in a boss's blood and it grows over 750 kills, its five powers waking in stages, and its look grows with it until it burns fully lit.
  • They live in the hard places. Each legendary drops only at or above its own tier, and every world draws a stretch where it turns up far more often. Hugin's rumours point the way, and midgardplus legend where tells you what drops it.
  • Trajan's Úlfheðnar, the first Jarl armour set. Helm, cuirass, greaves and cape, each found in a different land and each growing with kills, with wolf sight, pack hide, a hunter's stride, a red mantle of wolf spirits and set powers for the bow. See it in 3D.
  • Creatures can carry traits that change the fight. Whetstones give a honed edge, and archery gets a quiver bar and arrows of light.
  • The server picks how hard the legendaries hit, and every player picks how big their effects look.

Loot

  • Marked gear. Gear can drop Magic, Rare, Epic or Legendary, sometimes cursed, with about 70 kinds of marks: life steal, thorns, a last stand, faster swings and many more.
  • 24 runes and 14 rune words. Rare, Epic and Legendary pieces carry sockets. Set runes at the enchanting table, and the right runes in the right order speak a rune word.
  • 14 boss sets. Every boss drops pieces of its own set, with a power for two, three and four pieces worn.
  • Marks that awaken, rolled Norse names, sealed bundles from Haldor and Hildir, and a table that breaks down what you no longer want.
  • Runic looks. Enchanted gear shows its step in glowing runes and polished metal, with element runes for elemental marks, instead of a colour wash. Try it on the enchanting table preview.

Bosses

  • Seven bosses of my own: Mosskin, Vordr of the Reeds, the Gravejarl, Úlfarr the Unfed, Bókr the Ledger-Eater, Þögn the Unanswering and the Red One. Each rises from his own altar, with his own stages, attacks and great move. Meet them in the Bestiary section of the site.
  • Cinematic fights. An intro and a title card, the music, a ring of light around the arena, set pieces at every stage, and a death that is marked.
  • Replay the game's bosses at their altars, with new phases.
  • Trolls and bosses can smash the building pieces and trees around their blows, if you want a fight to leave a mark.

The living world: villages, factions and sieges

  • Villages. Villagers who talk, tell their village's saga and old tales and send you on errands, a market whose prices follow your standing, lore stones, and rumours that mark places on your map.
  • They grow. A village grows from a hamlet to a village, a town and a stone stronghold, faster when you trade there, run its errands and hold off raids. It puts up new buildings and walls itself in.
  • Five factions. The Hearthguard, the Ashen Host, the Wolf Clans, the Sea Kings and the Troll Kin, each with its own look, oath and capital. Swear an oath at a village banner, take enemy villages by assault, and fight in a territory war the server settles at dawn.
  • Diplomacy. Press Insert for the diplomacy window: trade agreements, pacts, alliances, tribute, demanding tribute, war, and asking allies for help.
  • Sieges on your base. The threat comes from your wealth, base size, trophies and fame. Factions grow envious of a rich player, and tribute calms them. A war horn before the attack, waves, faction and seasonal sieges, a score out of 100 and rewards when your base holds. A siege book lets a server rewrite any raid.
  • Deeds and bounties. The Saga Book keeps 68 deeds with titles to wear, and a Bounty board offers 45 named hunts across eight lands. The War horn shrine calls a horde in waves, ending with a warlord.

Vetrnætr

  • An October season event. Soul Candles drop from the undead and from the night, Haldor and Hildir keep a stall of ten keepsakes, and a collection log in the F9 guide ends with a trophy. What you find stays after October. Read more.

Companions

  • Call warriors, gatherers, builders, gardeners and healers with a horn. They level up, wear the gear you give them and follow you through portals.
  • Jobs. They keep your garden, cook in your kitchen, mend your pieces and keep fires and smelters fed.
  • The barracks. A barracks table lists every companion you have and gives them orders, keeps full loadouts exactly as you hand them over, and a server can tie how many companions you keep to the barracks you own. Tell one to put its weapons away and it does.
  • Tames and mounts. Tame any beast big enough to ride and anything that flies, modded ones included, ride any tame big enough and fight from the saddle with your own weapon. Ride saddled wolves and boars that level up and attack through them, give your tames pet packs to carry your loot, and have every tame around you follow you with one key.

Crafting and stations

  • The enchanting table. Carve runestones, draw a piece's marks again, raise it a step towards Legendary, set runes, lift a curse or break a piece down, and see the result before you pay.
  • The painter's table. Paint a helmet, chest, legs, cape or shield in a main and an accent colour, with saved schemes and patterns, and paint the pieces you build too. Everyone on the server sees it.
  • Station queues. Tell a smelter, kiln, furnace, cooking station or fermenter what to take from your chests, how much and in what order.
  • Craft from nearby chests, craft several at once, crafting carts that carry a workbench or a forge, transmog, new skills and professions.

Building

  • Free rotation with a gizmo, a world grid, extra snap points and structural support you can tune.
  • Excavation: dig pits, trenches, mounds and flat ground in exact shapes in one go. Flowing water fills the hole you dig.
  • Builder plans: place blue ghosts for free and let a builder companion raise them from the materials in your chests.
  • A build area in one direction, growing from the piece you aim at.
  • Glass, round, Dvergr and marble pieces, a raised hearth floor, pressure plates, lifts and collectors.

Exploration and the map

  • A compass that can hold true north, with your pins, your coordinates and your party as beacons in their own colours.
  • The map. Auto pins for dungeons, berries, portals and more as you walk past, carried maps you can draw roads on, and a map the server shares.
  • The world. Saga stones, forgotten caches, dungeons that grow with each boss and Hugin's rumours.
  • Travel. Tiered portals with a destination picker, portal stations, a travel stone you carry, longship upgrades, anchors that hold a ship in place, first person on deck, and a jump that pulls you out of the water onto a dock or a ledge.

Multiplayer and server control

  • The host decides. Join a server and its settings replace yours while you are there. You get yours back when you leave.
  • Changes go live. Edit the server's config or change a setting in the F9 panel, and everyone connected has it within a second or two.
  • The F9 panel. Every setting with its explanation, commands with search, spawning, presets, player management, and a Player guide and an Admin guide in four languages. The player guide is also on the site.
  • Guilds and parties, guild wards, a server leaderboard, Discord posts for joins and boss kills, and a launcher that can set up a rented server.

Performance

  • Lighter graphics trades looks for frames on older cards: shadows, grass, detail, effects and snow, each one your own choice.
  • Smoother saves on big worlds, network settings for a server with a good line, and legendary effects each player can turn down.
  • MidgardPlus spreads its own work over frames and writes in the log when something takes too long.

Everything starts off, and you choose

  • Install it and nothing changes. Every new feature starts off, so the game stays vanilla until you turn it on. Run MidgardPlus for one thing and leave the rest alone.
  • Want longer days? Set Day length in seconds. Want bigger stacks? Raise Stack size multiplier. That is the whole change.
  • 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.

The add-on: MidgardPlus: Megin

Megin is a separate download, MidgardPlus_Lodge on Thunderstore, that adds a full RPG layer on top of MidgardPlus. Join Ullr's hunters at their hall, wake the inner might in you and build your own powers piece by piece. Choose a path, take quests and contracts in every land, hear the elders' tales, pass the trial gate and climb the 200 floors of Himinbjörg. Plan your powers with the power builder. It needs MidgardPlus, and like everything here it starts off. Get it on Thunderstore or from the launcher's Midgard add-ons page.

The creator program

Stream or make videos with MidgardPlus? The creator program is open. Trajan84's full kit, his bow and armour in 3D, shows what a creator's Jarl gear looks like. Read about it and apply.

Compatibility

  • MidgardPlus needs BepInEx and Jotunn. A mod manager brings both in for you.
  • Everyone needs the mod, the dedicated server too, and everyone needs the same minor version, so 1.52.x plays with any other 1.52.x.
  • It steps aside by itself for the mods below. Step aside for other mods is on by default, and Never step aside for keeps a job with MidgardPlus anyway.
  • The launcher warns you before you install a mod that overlaps.
Mods it can stand in for
  • 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)

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

  1. Install the Valheim BepInEx pack and Jotunn from Thunderstore. MidgardPlus needs both.
  2. Put the plugins folder from this package into Valheim/BepInEx/plugins/MidgardPlus/.
  3. Start the game once. It writes BepInEx/config/midgardplus.cfg with 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 1.52.x plays with any other 1.52.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 1,100 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

1.52.0

The biggest update I have made for MidgardPlus. Three new bosses, Úlfarr, Bókr and Þögn, so there are seven of our own now. Every legendary wakes and grows: it sleeps until a boss's blood wakes it, then climbs over 750 kills, unlocking its five powers one by one while its look grows with it. Five new Jarl weapons join them, and Trajan's Úlfheðnar is the first Jarl armour set. The world is alive now: villages grow from hamlets to strongholds, five sides fight over the land, sieges answer to your wealth and fame, and a diplomacy window lets you deal with every faction. Loot is new from the ground up, with about 70 marks, 24 runes, 14 rune words and 14 boss sets. October brings Vetrnætr, the Winter Nights. I added barracks for your companions, an enchanting table you can see into, armour and building paint, pet packs, ship anchors and a lot more, and fixed what you reported. Thank you for sending it all.

This is a minor version because the new bosses, weapons, villages, loot and pieces are new to the network, so a server and everyone joining it need 1.52.0 together. Everything new starts off, so your game stays vanilla until you turn it on. The one exception is the legendary setting described below.

Get the launcher at https://midgardplus.odinthered.dev, it picks your language for you.

Three new bosses

Úlfarr, Bókr and Þögn each rise from an altar of their own. Read about all seven in the Bestiary section of https://midgardplus.odinthered.dev/

Úlfarr the Unfed

  • A new boss for after Moder. Úlfarr the Unfed is the Red One's third wolf. Two eat from his hand; this one was told to wait by two fires on a mountain and was never fed again. A gaunt wolf on two legs, about four and a half metres tall, heavy with dark hanging fur and a long mane, glowing ice along his spine, shoulders and claws, and a broken chain at his throat. Turn on Ulfarr boss to meet him. Off, as it starts.
  • How to call him. Once Moder is down, cook an Unfed Portion at a cauldron from a Fenring trophy, 10 wolf meat, 10 freeze glands, 10 silver and 5 wolf fangs, and lay it on the Feeding Stone: a flat stone between two fires that do not go out, inside a ring of standing stones in the mountains. Hugin tells you about him when Moder falls and marks the nearest stone on your map. One portion is one fight.
  • The fight. 14,000 health and 110 a claw for one player, fast, weak to fire and barely troubled by frost. Every part of the fight has its own switch, all off as they start. Ulfarr stages gives him three: the Hunter, the Pack at 65 percent and the Fires Go Out at 30. Ulfarr pounce makes him leap on whoever stands furthest away, with a ring on the ground before he lands, so hanging back with a bow is the most dangerous place to be. Ulfarr pack brings starved wolves and Ulvs out of the snow. Ulfarr frost breath and Ulfarr frost burst give him the Fenring cultists' spells, all frost. Ulfarr cold aura is his last trick: within 20 m his cold goes through wolf fur and frost mead alike, and only standing by a fire stops it, so a campfire built in the middle of the fight is worth the wood. Ulfarr snowstorm closes the weather in.
  • What he leaves. 50 silver, 40 wolf pelts, 40 wolf fangs, 30 freeze glands, a Fenring trophy and an Ulv trophy, and for every player there his own trophy and the Unfed's Pelt, a wolf cape of his fur. With Loot rarity on he also leaves an Epic piece of Plains gear, and a Legendary one 55 times in a hundred.
  • The rest. He works with Boss scaling, Cinematic boss fights (his own intro, arena, stage cards and a great move called the Long Winter), Passive boss powers and the Saga Book, which has the Wolf-Feeder deed and a bounty for him, and the mountain saga stones carry a new verse, The Third Wolf. Admins call him with midgardplus ulfarr, send him away with midgardplus ulfarr clear, and use the Summon Ulfarr button on the F9 panel.

Bókr the Ledger-Eater

  • A new boss after Yagluth. On the plains the Red One kept a ledger, and a Fuling chief found his tribe's name on every page. He could not pay, so he ate it. Bókr has his own body, a swollen chieftain with great horns and a spiked crown, pages nailed to his hide, glowing tally brands, the ledger chained to his back and a burning tally maul. Once Yagluth has fallen, bind a Torn Ledger at an artisan table from a Fuling berserker trophy, ten black metal, twenty linen thread, twenty needles and ten tar, and lay it on the Reckoning Stone, a marked stone ringed with Fuling stakes on the plains. Hugin marks the nearest one on your map. He has 20,000 health, twice Yagluth, hits for 150, is weak to frost and shrugs off pierce.
  • Three stages, each power its own switch. With Bokr stages on, the tribe answers at 60 percent: Fulings, archers and a shaman who keeps a shield over him until you kill the shaman, and he eats a page to heal for every Fuling you leave standing. At 30 percent he spends Yagluth's fire, a nova around him when you stand close and meteors from the sky. Boss scaling calls more Fulings and more meteors for a bigger group, and the Cinematic boss fights settings cover him too.
  • What he leaves. Black metal, needles, tar, linen thread, Fuling totems, a berserker trophy, and for each player his own trophy and a page of the ledger, which you can read. With Loot rarity on he leaves an Epic piece of Mistlands gear, and a Legendary one 70 times in a hundred. There is a new saga verse on the plains stones, The Eaten Pages, the Debt-Collector deed and a bounty in the Saga Book, and a Summon Bokr button on the F9 panel for admins (midgardplus bokr, and midgardplus bokr clear). Bokr boss is off, as it starts.

Þögn the Unanswering

  • A new boss after the Queen. The Dvergr mage who carved a fourth horn to tell the Red One no, in his own robes, a sculpted mask and circlet, a braided beard, crystal pauldrons and a cloak, with a spell crystal on a grand staff. Once the Queen is dead, carve a Fourth Horn at a black forge from a Dvergr trophy, a Sealbreaker fragment, three black cores, twenty soft tissue and twenty refined eitr, and sound it at the Quiet Cairn, a ring of leaning black marble in the Mistlands that Hugin marks on your map. One horn is one fight.
  • The fight. 24,000 health and 150 a blow. He pokes with his staff and casts fireballs and ice bolts, poison bites him and frost barely does. With Thogn stages on he goes through three: at 65 percent the towers answer him, Dvergr stand with him, a mender heals him and he raises a ward that turns most of every blow; at 30 percent they leave him, seekers come instead, he adds the fire shower and the ice ring, and nobody near him can call on a Forsaken power.
  • What he leaves. Refined eitr, black cores, carapace, soft tissue and a Dvergr trophy, and for each player his own trophy and the Unanswered Horn, worn where the Wishbone goes, which brings your eitr back a quarter faster and halves your noise. With Loot rarity on he leaves an Epic piece of Ashlands gear, and a Legendary one 70 times in a hundred. He has The Last Word deed and a bounty in the Saga Book, works with Boss scaling, Per player boss progression and Cinematic boss fights, and admins call him with midgardplus thogn or the button on the F9 panel. Thogn boss and every one of his stages and powers start off.

Village folk tell you where all three wait once their way is open. Every boss of ours now rises only from its own altar or an admin's command, and one that turns up any other way leaves quietly.

Legendaries that wake and grow

See every Jarl weapon at https://midgardplus.odinthered.dev/#weapons and the lands they come from at https://midgardplus.odinthered.dev/realms/

  • A legendary starts asleep. A new one hits at a quarter of its full strength, its powers are greyed out in the tooltip, and it gains no kills. To wake it, fight a boss with it: hit the boss yourself with the legendary in hand (or the legendary shield on your arm), get it under half health, and be there when it dies, within two minutes of your last blow. The weapon only has to be in your bag when the boss falls. It wakes with a burst of light in its own colour.
  • Then it grows with every kill, up to 750. A creature is one kill, a one star creature two, a two star creature three, and a boss sixty. Damage climbs from a quarter to full strength along the way.
  • The five powers wake in stages. The projectile wakes with the weapon, the secondary at a quarter of its growth, the combo at half, the large area attack at three quarters and the charged special when it is whole. Each stage is announced with a flash. Bars, passives, form switches and arrowless shots work from the start.
  • The look grows with it. The glow is a faint ember while it sleeps, brighter when it wakes and full when it is whole, and its effects grow from smaller to full size. Everyone around you sees it.
  • Every legendary has all five powers. I went through all 35 and filled every gap: Hall Fire on Hornbearer's full horn throw, Hlautvid's lots waking one by one, Naudfjotrar's Fetter Links, Norna-hjól landing only on faces that are awake, and Hróðvitnir's Wolf Pyre.
  • What you already grew stays grown. A legendary from before 1.52.0 that has kills on it counts as whole and keeps every power, and its growth carries over to the new 750 kill climb.
  • Legendaries start dormant is a server setting under World and it is on. Turn it off and every power works from the first swing, with growth starting at a quarter.
  • Legendaries live in the hard places. A legendary drops only from creatures and chests at or above its own tier, so the early lands never hand out an endgame weapon. Every world draws a stretch about 1400 m across for each legendary and for each piece of a legendary armour set, the same stretch Hugin's rumours point to, and inside it the find comes four times as often. Everywhere else it keeps a tenth of its chance, set with Legendary drops outside their place. Type midgardplus legend where and a weapon's name to see exactly what drops it, at how many stars, and its chance inside and outside its stretch.
  • For admins: midgardplus legend grow max (or a percent) sets the growth of the legendary in your hand, midgardplus legend awaken wakes it, and midgardplus legend test all gives a fully grown test copy of every legendary, with buttons for both on the F9 panel. Test copies are marked, cannot be sold, earn nothing and fade when dropped.

Trajan's Hróðvitnir

Trajan84's black and red wolf bow, with TRAJAN84 cut in Valheim's own runic lettering on an iron plate on the limbs.

  • Blood Arrows. It needs no arrows: every draw looses a black shaft with a red wake.
  • Crimson Volley. Every fifth draw is a crimson beam.
  • Pack Howl. The secondary attack fans out seven wolf shafts.
  • Marked Prey. Your hits mark a foe for six seconds, and the bow's fire hits it half again as hard.
  • Wolf Pyre. A foe it kills bursts into fire around it.
  • Black Fenrir. Fill the bar and hold the Legendary form key. A huge black wolf with burning red eyes rises beside you and breathes fire on everything in front of it, hunting your marked prey. The breath starts short and grows longer and wider with the bow.
  • Name in Fire. Crouch and hold the Legendary form key to write TRAJAN84 in fire.
  • Hrodvitnir draws blood (off, as it starts): the bow spends arrows when you carry them, and with none each shot costs 1 health, never the last.

Ivanos's Valgaldr

LordIvanos's black thorn staff, crowned with a horned demon skull and a red soul crystal.

  • Angry Souls. Every cast tears loose blood red souls that hunt the nearest foe and burst in blood, one at first and three when the staff is grown.
  • Soul Chains. The secondary binds foes together, and a blow to one carries to the rest.
  • Soul Tap. Chained foes bleed their life into you.
  • Raise the Morgen. Crouch and hold the Legendary form key. Pay 40 percent of your health and all your eitr, and a black Morgen with red eyes fights at your side, longer and stronger as the staff grows.
  • Blood Ritual. Fill the bar and hold the Legendary form key. Pay some health, a blood nova bursts around you, and for twelve seconds a red circle burns at your feet while your souls, chains and healing double.

Animus' Skjoldr

Animus's buckler: green iron plates and riveted bands, the Helm of Awe glowing on its face, a rim of aged green black iron with ice shards breaking out of it, and a snarling wolf at its heart whose eyes wake as the shield grows. Near full growth the rim lights in frost green and pulses.

  • Rime Shards. A perfect parry fires shards of ghost ice back at your attacker.
  • Wolf's Lunge. Attack while blocking to dash forward.
  • Rime Trail. Four quick blocks send frost ahead of you.
  • Spirit Nova. Blocks fill the spirit bar. Full, your next block bursts frost around you, leaves a field of rime, and raises the Ward of the Dead on you and your group.
  • The Wild Hunt. Blocks also fill a second bar. Hold the Legendary form key and the ghost wolves of the hunt run at your side.

Boko's Vein Tearer

Boko's vampiric crossbow: black, with bat wing prods, a fanged bat skull at the muzzle, glowing veins and a blood gem at its heart.

  • Vein Bolts. Every bolt opens a vein that bleeds the target.
  • Blood Thirst. A small, capped share of the damage you deal heals you.
  • Night Leeches. The secondary looses leeches that hunt bleeding foes.
  • Vein Rupture. Every fourth bolt into a bleeding foe spills the whole wound at once.
  • Blood Bloom. A bleeding foe that dies bursts and opens the veins of everything near it.
  • The Red Feast. Fill the bar and hold the Legendary form key, and a blood vortex drinks from everything inside it.

Moumix's Wayfinder

Grey living metal grown beneath the roots of the world tree, with a shard of red lightning set in its haft. In the hand it is a spear; ask it and it stretches into an atgeir.

  • Two forms. The Legendary form key turns the spear into an atgeir and back.
  • All In. Crouch and strike for extra lightning, at the price of taking more harm while it swings.
  • Blood Thunder. A landed all in blow bursts red lightning over the foes around it and bleeds them.
  • Life Slash. Every few blows, one heals you for a share of its damage and opens a bleed.
  • Living Current. Lightning runs in your blood: you move a little faster and lightning harms you less.
  • Bloodstorm. Fill the crystal and hold the Legendary form key. Red lightning strikes the foes around you, bleeds them and drinks.

All five come from the world, not the forge. With Supporter legendaries in loot on, Hróðvitnir drops from Fenrings, cultists, Charred archers and mountain cave chests, Valgaldr from the Morgen, Charred mages and the chests of the Charred fortress, Skjoldr from ghosts, draugr elites and sunken crypt chests, and the Vein Tearer from wraiths, draugr elites and sunken crypt chests. The Wayfinder sleeps in a stretch of its own like the rest, and Legendary rumours point to all of them.

Trajan's Úlfheðnar, the first Jarl armour set

Made for Trajan84 to run beside his bow in black and red. See it in 3D at https://midgardplus.odinthered.dev/#ulfhednar

  • Four pieces, four lands. The helm, cuirass, greaves and cape are each found in a different land, every piece in a stretch of its own that Hugin's rumours point to.
  • It grows with kills. Every piece wakes small and grows keener with every hunt, like the legendaries.
  • Wolf Sight (helm). Foes your arrows hit glow red through walls for a few seconds.
  • Pack Hide (cuirass). Less damage for each tamed beast or packmate near you.
  • Hunter's Stride (greaves). While drawing a bow you move faster and quieter.
  • Red Mantle (cape). Near death, the red cloth tears loose into wolf spirits that hurl your foes back.
  • Wolf Hide. Each piece resists an element, slightly at first and fully once it has grown.
  • Set powers. Wear more of the set for Pack Embers, which adds fire to your bow hits, and with Hróðvitnir in hand Úlfheðinn Fury, which makes your shots howl and pierce after a run of kills.

A new loot system

Everything here needs Loot rarity on, and every part has its own switch, all off as they start. See it before you play at the enchanting table preview: https://midgardplus.odinthered.dev/tools/enchant/

  • About 70 new marks. Loot rarity more marks opens the whole set: life steal, blows that land true, more health, stamina and eitr, faster swings and draws, thorns, a chance to shrug a blow off, a last stand that keeps you alive, more from mining and chopping, and many more, each fitting the piece it lands on.
  • 24 runes and 14 rune words. With Rune sockets on, Rare pieces get one socket, Epic two and Legendary three. The twenty four runes of the elder row drop from creatures in their own lands and from every boss. Each rune adds a power of its own, different on a weapon and on armour, and the right runes in the right order speak one of 14 rune words, a power bigger than any one rune.
  • 14 boss sets. With Loot sets on, every boss, the game's own and ours, drops pieces of its own set. Wear two, three or four pieces and each step wakes a set power.
  • Sealed bundles. With Haldor gambles on, Haldor and Hildir sell a sealed bundle: pay coins and open a piece of gear from the lands you have reached, at a step it rolls when you open it, with a small chance at Legendary.
  • Marks that awaken. With Marks awaken on, Epic and Legendary pieces can carry a sleeping mark. Fight with the piece and it wakes, then keeps growing with every hundred kills up to its ceiling.
  • Rolled Norse names. With Loot rarity names on, a marked piece gets a name of its own from the old tongue, like the Grim Edge of the Ash, and every player sees the same name.
  • Break down at the table. With Enchanting breaks down gear on, a marked piece you no longer want breaks into runestones, and any runes set in it come back to you.
  • Runic looks. Loot rarity glow now shows the step on the gear itself instead of a colour wash: glowing runes along the blade, the limbs of a bow or the rim of a shield, silver for Magic and Rare, gold among them for Epic and bright pulsing gold for Legendary. A mark with an element shows its own element runes, and the metal looks more polished with every step.

Vetrnætr, the Winter Nights

Turn on Vetrnætr for an October season event, from 1 to 31 October by the server's date. See it at https://midgardplus.odinthered.dev/#vetr

  • Soul Candles. Undead and anything killed at night can drop soul candles, more with stars. Bosses drop 3 to 6 candles and a keepsake the killer has not found yet.
  • Ten keepsakes. A skull lantern, a Dísir shrine, a raven candelabra, a witch cauldron, a Hel stone, a watcher that turns its head, a bone throne and grave hangings to build with the hammer, and a mask and a wisp jar to wear.
  • A stall at Haldor and Hildir. Both sell keepsakes for candles while it lasts.
  • A collection log and a trophy. The F9 guide keeps your log, with a trophy for finding them all.
  • Everything you find stays, works and can be built after October.

A living world

Everything here needs Village on, and every part has its own switch, all off as they start.

  • Village growth. A village grows a level every few days (Village growth days, 3), faster with your trade and errands, up to level 5: a cooking spit and table, a market stall, a workshop, a fourth house, then beehives and banners at the gate, with one more villager each time. The trader gives 2 percent off per level. A lost raid costs a level.
  • From hamlets to strongholds. Hamlets near home, villages further out, towns with a great hall, a smithy and watchtowers in the harder lands, and stone strongholds with towers, a gate and a keep in the hardest. Raiders, defenders, loot and coin grow with the tier, and villages by the water get a dock.
  • Village folk talk. Press Use on a villager to talk. Elders, smiths, farmers, guards, children and travellers greet you by the village's level, who holds it and where you stand with them. Ask about the place and its own saga, for news of dungeons, altars and other villages, for work, or for one of seven old tales. Every village has a lore stone with its saga. With Village rumours mark the map on, news puts a search circle on your map near what they told you about.
  • Errands. One a day from each village: bring what it needs, clear a camp, thin the beasts, or hold the next raid, paid in coin, standing and growth.
  • A better market. The village trader has tabs for materials, food and mead, arms and gear, the village's own wares by land and level, and a Sell to the village tab, with every discount spelled out.
  • Faction oaths. Press Use at a village banner to swear to whoever holds it. Sworn to the Hearthguard, their villages trade with you for 10 percent less and buy for 10 percent more; sworn to the Ashen Host, the undead leave you be and the Hearthguard turns on you.
  • More factions. The Wolf Clans, the Sea Kings and the Troll Kin take villages of their own, each with its own oath, greetings, lore and look. With Wolf clans turn at night on, Wolf Clan villagers become fenrings after dark.
  • Faction looks and walls. Every side dresses its villages its own way, banners, braziers, totems, pelts or bonfires, and each village has a centrepiece of its own. With Village walls on, grown villages and every faction seat stand behind a wall with a gate that shuts when a siege starts.
  • Settlement assaults and village raids. Sworn players can sound the war horn at an enemy banner and take the village through three waves of defenders, the last led by a champion, for a reward chest and the village itself. The Ashen Host raids Hearthguard villages, and holding the line pays.
  • The territory war. With Factions raid each other on, every side presses the weakest enemy village near its land each day. Be there and you can fight on either side; stay away and the server settles it at dawn by strength. Tribute at the banner, 50 coins, stiffens a village's defence for three days.
  • Capitals. Arinheim, Nastrond, Ulfheim, Brimvik and Utgard are the faction seats, pinned on every map from the start, walled and hard to take. When one falls, the whole server hears it.
  • For admins: the villages console command lists, grows, flips, raids and settles villages.

Smarter sieges

  • The threat comes from what you own. With Sieges grow with your wealth on, the server scores each base out of 100 from its wealth, its size, the bosses beaten and trophies on its stands, your fame and the factions that hate you, and how many players build there. Quiet, Noticed, Coveted, Hunted and Infamous bases draw more raiders, more stars and faction raiders from the sides that like you least.
  • Factions grow envious. With Factions envy wealth on, a faction whose envy line your hoard passes lowers your standing once a day. Before you would turn hostile it warns you and waits a day.
  • Tribute calms them. Stand in one of its villages and type midgardplus siege tribute to pay 100 coins for 5 standing, twice a day, or carry and store less.

Faction diplomacy (Insert)

  • A window for every side. Turn on Faction diplomacy and press Insert, open it from the Factions page of the F9 panel, or ask a village elder to speak of treaties. Each faction shows its banner, seat, land, wars and friends, how it sees you and why.
  • Trade agreements give you better prices at its traders.
  • Pacts keep its patrols, war bands and base raids off you.
  • Alliances bring its fighters when a raid hits your base and let you rest at its seat, and you can ask your allies for help with a war band of their own.
  • Tribute, demands and war. Pay tribute to raise your standing, demand tribute when you are feared, declare war or break a treaty.
  • Every side answers from a willingness score you see before you ask. Treaties belong to each character, are kept by the server beside the world and end on a set day. Killing one of a side you have a treaty with breaks it.

New places in old worlds

  • New places in old worlds catches an old world up on villages of every tier and the Mosskin, Gravejarl, Vordr, Red One, Úlfarr, Bókr and Þögn altars, explored land included. In explored land it only builds on flat, dry ground in the right land, away from your buildings, wards, tombstones, tames and dug ground, and only once nobody is near. Back up your world first. Admins check and run it with midgardplus places, or from the F9 panel.
  • Villages keep out of the sea. New villages stand on dry ground above the water, and a village an old world drowned is left as a ruin.

Crafting and building

  • The enchanting table window. Use the table and put a piece from your bag in its slot. Raise a step, reroll, keep the marks you want while the rest are drawn again, inscribe the exact mark you want, strengthen one, remove one, lift a curse, set runes or break a piece down, and see Now and After side by side before you pay. The piece floats above the table in its rarity colour. Needs Enchanting and Loot rarity.
  • The painter's table and armour painting. Turn on Armour painting and build the Painter's table from the hammer: wood, raspberries, blueberries, coal and resin. Paint a helmet, chest, legs, cape or shield in a main and an accent colour, solid, two-tone or trim only, and watch your own character wear it before you press Apply. Save up to six schemes, Paint all worn in one go, and remove paint for free. The paint lives on the item, stays on your body when you fall, and everyone sees it. Armour paint cost sets the price, free as it starts.
  • Building paint. With Building painting on and the hammer out, hold the paint key and right click a piece you built to colour it, or every matching piece within 4 m. You see it on the building before you pay, wards are respected, and every player sees it, including those who join later.
  • The barracks. A new table in the hammer's furniture tab lists every companion you have out, near or far, with role, level, health and where it is, and those that fell. Call one to you, have it stay, guard the barracks or leave its work, rename it, change its role or dismiss it. With Companions need a barracks on, each barracks houses Companions per barracks (2).
  • Loadouts. Customise and gear opens seven slots. As given makes a companion wear exactly what you put on it, and No weapons keeps its hands empty.
  • Companions can be unarmed. Look at your companion and press the unarm key (V): once to take its weapons, twice for everything you gave it, a third time to gear up again.

Mounts and pets

  • Saddled wolves and boars. They move, run, turn and jump again at any size, a big mount's legs keep pace with the ground, and riding a wolf or boar you attack through it, with its bite or tusks where you look.
  • Pet packs. Craft a pack at a workbench and give it to a tamed wolf, boar, lox or asksvin. It carries a pair of crates you can open, more on a lox, and what is inside falls in a floating crate if the animal dies.
  • Lead tames. Set Lead tames radius and press Left Alt and H: every tame around you follows, press again and they all stay.
  • Tame any creature. Turn on Tame any creature and every beast big enough to ride, and everything that flies, can be fed and tamed: lox, seekers, drakes, birds, dragons and the creatures other mods add. Trolls and the other walking folk stay wild, and so do bosses, faction fighters and villagers.
  • Ride any tame big enough. Any tame at least the size of a boar takes a boar saddle and carries you, modded creatures included.
  • Fight from the saddle. Swing your own weapon or draw your bow while you ride, on wolves, boars, lox, asksvin and anything else you saddle.
  • Tames eat from the feeder. Creatures added by other mods now eat their own food from nearby chests, like the tameable deer one of you sent in.

Quality of life

  • Themed title screen. A Deep North title screen with an aurora over the snow and three of the Jarl weapons, behind your main menu.
  • Build area in one direction. The area grows from the piece you aim at, to your right and away from you, and the Area side key (Backslash) turns it to your left.
  • First person on ships. The camera glides in to your eyes on deck and back out when you step off.
  • Guides in F9. A Player guide and an Admin guide in the Guide tab of the MidgardPlus panel, in English, Russian, Spanish and Brazilian Portuguese. The player guide is also on the site: https://midgardplus.odinthered.dev/guide/
  • Ship anchors. Press Left Alt and Y aboard. The sail comes down and the ship holds its place through wind, waves and serpents until you raise it, and everyone sees it.
  • Hop out of water. Look at a dock, ledge, rock or boat side while swimming and press Jump to pull yourself up. Your swimming skill lets you reach higher.
  • Station queues. Look at a smelter, kiln, furnace, cooking station or fermenter and press Left Alt and O to tell it what to take from your chests, how much and in what order, with repeat. Needs Stations fuel themselves.
  • Item magnet. Drops within the radius drift to you, only what fits your bag and carry weight, with a toggle key and an only what you carry choice.
  • Backpack. A pack worn in the belt slot gives your bag one more row, up to three as you upgrade it.
  • Compass keeps north in the middle. A true north dial with the whole circle on the bar and a notch where you look.
  • Teammate beacons. Your party on the compass in their own colours at any distance, red while they are down or badly hurt.
  • Trolls and bosses smash the area. Their blows hit the built pieces and trees around where they land, never inside an active ward. Collateral damage share sets how hard.
  • Chairs are no shelter. A creature's blow knocks you out of your seat, and standing up never leaves you in or behind a wall.
  • Raised hearth floor. A half metre stone bed for a fire, so a campfire or hearth can stand on a wooden floor.
  • Map pin name switch. An Aa button on the big map hides or shows the names under your pins.
  • Quick stack asks first. It asks each chest's owner like the game's Place stacks, fills chests named for what they hold, tells you what moved, and Quick-stack takes the hotbar puts away what you are not holding.

Megin, the RPG add-on

Megin 0.3.0 comes out with this update, on Thunderstore as MidgardPlus_Lodge. Choose a path, take the lodge's quests and contracts in every land, hear the elders' tales, pass the trial gate and climb Himinbjörg, the tower of two hundred floors. Plan your powers with the power builder: https://midgardplus.odinthered.dev/tools/megin/

The creator program

Streamers and video makers who play MidgardPlus can apply to the creator program. Trajan84's full kit is the showcase, the bow and the armour both in 3D. Read about it and apply at https://midgardplus.odinthered.dev/creators/

Fixes

  • The stone oven (#80) cooks again with Production timers on.
  • Village traders and much more on dedicated servers (#81). Village trade, boss altars, faction fighters, extra bosses and the Red One's saga stones all work far from the world's middle on a dedicated server, where nothing is loaded (ServerFar).
  • Admin commands on dedicated servers reach the server and work there.
  • Loot tooltips list every mark from more marks, runes and awakening, not only the first eight kinds.
  • Naegling and Norna-hjól no longer log Unity errors on their first special.
  • Bag rows. MidgardPlus never resizes the bag while another inventory mod owns it, a bag grown by 1.46 to 1.48 settles once, moving items out of the extra rows, and the bag refreshes right after.
  • Legend grow rounds up, so midgardplus legend grow 50% really opens the combo stage at half.
  • The solo host counts as admin for their own world, so siege raid, dawn and rescan work when you host your own game.
  • Square ground tools (#35, #55). With square ground tools on, the cultivator tills and the hoe levels, paves and paths a square that matches its marker.
  • Craft from nearby chests (#46) covers recipes that take any one of several ingredients, like raw fish from any fish.
  • Ships and carts from plan mode (#79) are built for real instead of sinking through the world as ghosts. Thanks to Duskrynn for the report.
  • The seed bed (#77) and every piece a server switches on show up in the hammer without a restart.
  • Keys (#57). MidgardPlus keys no longer wait on a window that is already gone.
  • Day length (#4) applies on clients as soon as the server settings arrive.
  • Skip intro (#13) skips the opening film.
  • Everything floats (#21) only floats real items, so the client physics no longer freeze.
  • The blast furnace takes every ore (#45) holds in every session, on and off.
  • The area off messages (#54) name the real Build area, Terrain area and Planting row settings.
  • Vordr's and Mosskin's weapons join the game's item list, so drawing one no longer throws errors.
  • The cultivator clears anything a player planted as a piece, and anything that keeps growing back inside your own ward.
  • Repairing a loaded ship or cart is never refused by Hammer takes apart ships and carts.
  • Lightning rain leaves nothing behind on the network after a strike.
  • Extra bosses no longer raises Mosskin at Eikthyr's altar. Mosskin rises only at his Moss Ring.
  • The character preview sits beside your bag and never covers the chest, crafting or other tabs.
  • The equipment panel opens in its place when a chest opens or closes.

Balance

  • Boss material drops are cut to about one loaded bag per kill. Trophies, weapons and prizes are unchanged.

Lighter and smoother

  • Big fights are about a third lighter.
  • Rune and set effects are more than half lighter.
  • Legendary effects are about 40 percent lighter.
  • Less to carry. The legendary models are trimmed, the bundles load straight from the mod without a second copy in memory, and boss bundles let go once their bosses are built.
  • The settings panel no longer stalls the game. A change saves once and applies only what it touches, and switching tabs keeps the rows it has.
  • Less work every frame for legendaries, villages, companions, auras, hover text and the HUD, and the server writes the shared map and the leaderboard in the background.

The website

The launcher, 1.5.88

  • One click styles. Vanilla Plus, Quality of life, Adventurer, Builder, Hardcore or Server host. See every change before it is set and undo it all with one button.

1.51.2

Fixes from your reports.

Fixes

  • No Viking Left Behind. MidgardPlus now knows that mod's extra slots and leaves the bag to it: while it is loaded, the equipment panel, Extra inventory rows and Bag rows past 9 stand down, so your bag keeps one size when you join a server. Both editions of the mod are covered.
  • The equipment panel opens in its place. It waited a moment at the bottom of the screen before moving beside your bag. Now it appears where it belongs.
  • Feather and guck collectors stay what they are. Once placed, both worked and read as a tar collector. Each one now keeps its own kind, and ones already built turn back into what they were.
  • Area planting spaces every crop for its size. Flax and other wide crops were set out closer than they need to grow, so only one seed of a grid went in. The grid now leaves each crop the room the planting guide asks for, and the whole grid plants.

This is a patch version: nothing new travels over the network.

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 vault shows the pack it is carrying and its signature.
  • Legendary vault offline keeps a game from asking the website at all. Off as it starts.

Where the Jarl weapons are found

  • Turn on Supporter legendaries in loot (World, off as it starts) and they begin turning up on their own. No chest and no creature ever gives more than one.
  • Mountain chests, in the ruined towers and the frost caves, about 2 in a hundred.
  • Fenrings about 1 in a hundred, and cultists about 2 in a hundred.
  • They cannot be crafted or upgraded, and a forge repairs them. An admin can always call one by name, spawn MP_Legend_UlfrinnsFang, or list and take them with midgardplus legend.
  • Each weapon's tooltip now names what it does in the room it has, and ends by saying how many powers it could not fit and where to read the rest.

Replay bosses are harder and pay for it

  • More health: Mosskin 5000, Vordr 8000, the Gravejarl 10000 and the Red One 30000, and their blows land half again as hard. They are fought after the game's own boss of the same biome, and now they feel like it.
  • Better spoils: double materials, and with Loot rarity on an Epic piece of that biome's gear every time, with a chance at a Legendary one. The Red One always leaves both.
  • Cinematic boss fights, a master switch that is off as it starts, with a setting for each part: an intro with a camera move and a title card, the game's own boss music, a ring that marks the arena and heals a boss nobody is fighting, a set piece at every stage change, one great move per stage across the whole arena with every strike marked on the ground first, magic around them in their later stages, and a death worth watching.

Building and the world

  • Scroll to size the hoe and cultivator. Hold Left Alt and turn the mouse wheel to make the level, raise, path, paving and cultivator circle bigger or smaller. Off as it starts. Asked for by Lyferian.
  • Winter freezes, with Freezing season to choose which part of the year. Winter outdoors counts as freezing, and shelter, fire and frost resistance protect you the way they do in the Mountains. Off as it starts. Asked for by MarkAlex.
  • Ore pins mark every copper and tin node from any part of it, one pin per node, and leave your own pins and furniture alone. Reported by NightGod.

Fixes

  • Chests show their real count again when another mod rewrote it to 0. Reported by fartfries.
  • Boss fire, lightning and other effects fade away again instead of staying in the world, and one broken object can no longer stop everything around it from loading.
  • You always come back after dying. The game waited for every object around your spawn point to appear before placing you, and one that never appeared left the loading screen up forever. It now spawns you after a few seconds and names what was missing in the log.
  • The Sailing skill description says what it does: it uncovers more of the map around you at sea. The circles on the map were Explore radius at sea, which starts off.
  • A legendary's tooltip fits the screen again. A weapon told you everything it could do with no thought for the room that took, and a pair of axes with ten powers ran off the bottom. Tooltips now hold what fits and say how many powers are left to read.
  • Only the weapon that asked for it wears a mist. The Crescent's red and black cloud was being hung on every Jarl weapon, and because it hangs in the world rather than on the blade it left a stain on the ground behind whoever carried one.
  • An element sits on the weapon, not on your hands. Flame and frost were fitted to a fixed box at the fist rather than to the weapon itself, so on a hand axe they drifted up past the shoulder. They are measured against the weapon now and ride its head.
  • Dual wielded weapons keep their elements straight. Fire and frost sat on each other's blade, and the rounds thrown on a swing left the wrong hand.
  • The extra empty rows in your bag are gone, the ones that appeared when the equipment panel was open. Reported by Zyfell.

Languages

  • MidgardPlus speaks Spanish and Brazilian Portuguese in game, following the language you pick in Valheim's own settings, with Valheim's own names for items, creatures and bosses. Setting names, choices and descriptions in the F9 panel follow it too.
  • 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.

Older versions are listed on the MidgardPlus website: https://midgardplus.odinthered.dev/