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Worobeyko-VikingsForHire-1.3.2 icon

VikingsForHire

Hire Viking companions and settlement workers: squad orders, combat roles, jobs, settlements, traders and debts, freeholder villages and outlaw camps. EN/RU.

Date uploaded 2 weeks ago
Version 1.3.2
Download link Worobeyko-VikingsForHire-1.3.2.zip
Downloads 121
Dependency string Worobeyko-VikingsForHire-1.3.2

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2351
ValheimModding-Jotunn-2.30.2 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: 2.30.2
ValheimModding-YamlDotNet-16.3.1 icon
ValheimModding-YamlDotNet

Shared version 16.3.0 of YamlDotNet from Antoine Aubry and contributors, net47 package for use in Valheim mods. Maintained by the ValheimModding team.

Preferred version: 16.3.1

README

Vikings for Hire

Hire Viking companions and workers. Build settlements. Pay your debts... or else.

Wandering Vikings now roam every biome. Talk to them, hire them for coin (or on a promise), take them into battle, or settle them at your base as lumberjacks, miners, farmers, cooks and more. Every Viking has a name, traits, loyalty, friendships and grudges. They level up and wear the gear you give them. And they really remember who didn't pay them.

Also on: Nexus Mods (images and full version history) · Thunderstore · Hexium — screenshots: Wiki → Screenshots — same files everywhere.

Languages: English and Russian (follows the game language).

Status: actively developed. Please report bugs with your BepInEx/LogOutput.log (Thunderstore Mod Manager / r2modman: Settings → Browse profile folder → BepInEx).

New in 1.3.0: settlement navigation rewritten from scratch

Most of this update went into one thing. The old navigation used the game's own navmesh, which is built for monsters walking over open terrain, not for player houses: it does not connect stairs through a floor opening or steep stepladders (no second floor), treats doors as solid walls (Vikings got stuck in rooms), cuts corners into sharp turns (they spun in place) and is not reliably rebuilt when you build or remove something (they climbed stairs that were already gone). Inside a settlement the mod now scans everything into its own map (ground, every floor, stairs, doorways) and Vikings walk smooth paths over it, between floors too. Where you walk is remembered as a trail and Vikings prefer it.

Also: farmers sow tilled ground over the whole base; work status names what is missing ("nothing to load: flax"); Vikings step off the bed after waking; a Viking stuck sitting stands up before walking. Full list in the changelog.

New in 1.2.0: modules

The mod is now a core plus optional modules, all in one archive:

  • ValheimNpc.dll is the core and is always needed: the Vikings themselves, hiring, traits, mood, levels, the roster, the windows.
  • ValheimNpc.Companions.dll: companions follow you and fight beside you, orders and the Y wheel, squad HUD, ships and portals.
  • ValheimNpc.Settlement.dll: your settlements, the banner, jobs and work, homes, "lives without you".
  • ValheimNpc.Factions.dll: foreign settlements. Freeholder villages are friendly, outlaw camps are hostile, and bandits roam the roads.
  • ValheimNpc.Traders.dll: traders, orders, debts.
  • ValheimNpc.World.dll: world events such as bounty hunters, errands, the hermit, duels, refugees, the wandering smith and the aurora.

Delete the modules you don't want; they work in any combination. With no modules at all, everything is enabled, just like before. In multiplayer, the server and all players need the same set.

Performance: the "PerformanceMode" setting (High / Balanced / Low) and a "Measure load" button in "8 - Debug" that writes a timing table to LogOutput.log.

Features

Wandering Vikings

  • Peaceful travellers appear in every biome, with random looks, Norse names and biome-appropriate gear (from flint axes in the Meadows to Deep North gold). Some of them are archers or mages.
  • Press E to talk: hire for coin, promise to pay later, pay them to vouch for you, or ask for an errand (fetch items, hunt creatures, bring a trophy). Complete it and they will join you at half price.
  • Trust (-100..100) is stored on your character. Keep your promises: break one and the Viking turns on you with +200% damage and armor. Sink low enough and bounty hunters come for you.

Companions

  • One squad slot for each boss defeated in the world (Eikthyr gives 1, The Elder gives 2, and so on).
  • Squad orders with the game's own radial menu (Y): follow, formation, wait, guard, patrol, attack (a target or a spot), passive/aggressive, retreat, collect loot, chop trees, break rocks, ore, stumps and foreign buildings (never yours), and "Do as I do": whatever you hit, they help you hit.
  • Combat roles: melee, tank (taunts, takes less damage), archer, healer (heals, revives fallen allies and keeps her distance; a coloured glow lets you spot her), mage (carries a real Wisplight that clears Mistlands fog), berserker.
  • They level up (up to 20), carry a 200-weight bag, and wear the best gear you put in it. (Parrying and dodging were tried, but checking every nearby swing and arrow for every viking several times a second cost too much performance, so they are switched off in 1.2.0.)
  • Downed instead of killed: revive them with E, or they get up by themselves.
  • They follow you through portals (same rules as you), into dungeons, onto ships and on horseback. They catch up if left behind, and you can summon the whole squad from anywhere.
  • They never push you or block corridors: players walk through them.

Settlements and workers

  • Place a Settlement Banner (Hammer, Misc tab) anywhere. Give a Viking up to three jobs and he becomes a worker at that settlement: lumberjack, miner, gatherer (incl. honey), farmer, stoker, repairer, cook, brewer, sorter, hunter, animal keeper, guard.
  • Workers use real tools and tool tiers, fell trees away from your buildings, sort their haul into your chests (like goes with like), sleep at night in their own beds, and grumble when they lack a bed, warmth or mead.
  • During a raid, everyone in the area defends the base.
  • Roster (J): every Viking you own, anywhere in the world, even in unloaded areas. See where they are, what they are doing and their health. Click a row to show them on the map, dismiss them remotely (their bag comes back to you), and cancel your current errand.
  • Map pins, a squad HUD and small status icons above heads (sleeping, injured, cold, no mead, idle...).

Traders

  • About one in ten wanderers is an unarmed trader with a proper trade window: his biome's goods (and the earlier biomes') on the left, what he'll buy from your bag on the right.
  • Invite him to your settlement: he runs his stall by your banner and needs a bed. His daily fee is 1 coin in the Meadows, 2 in the Black Forest, 3 in the Swamp, and so on, and it goes on your tab.
  • Let the tab reach 30 days and he comes to collect. He follows you everywhere, and if you still don't pay... he kills you. Then he waits a day and does it again. Paying even part of it sends him back to his stall.

Personality

  • Traits: Sturdy, Strong, Sharpshooter, Berserk, Coward, Swift, Hard-worker, Lazy, Drunkard, Sleepyhead, Greedy, Modest, Cheerful, Grumpy, Lucky.
  • Loyalty (devoted Vikings hit harder) and friendships and rivalries between your Vikings, with banter and the occasional shouting match.
  • They react to your emotes, and raise a toast with you at a feast.

Controls

  • E: talk / hire / trade / revive
  • Y: squad orders (radial menu); with nobody nearby it summons your squad
  • J: roster of all your Vikings
  • ': settings (Configuration Manager); section "8 - Debug" has test buttons (spawn a Viking or trader, etc.) for single player, hosts and admins

Requirements

Installed automatically by Thunderstore Mod Manager / r2modman:

  • BepInExPack for Valheim
  • Jotunn, the Valheim Library
  • YamlDotNet (ValheimModding)

Recommended: BepInEx Configuration Manager (for changing settings in game).

Installation

  • Mod manager: click Install with Mod Manager (Thunderstore Mod Manager or r2modman).
  • Manually: install BepInEx, Jotunn and YamlDotNet, then copy the contents of the plugins folder from this package into Valheim/BepInEx/plugins/ValheimNpc/. Updating: copy over the old version.
  • Hired Vikings are saved in the world; back up your world before the first run. No new world is needed: wandering Vikings, traders, freeholder villages and outlaw camps all appear around you while you play.

Multiplayer: every player and the server need the mod (the version is checked on connect). Settings are server-synced and only admins can change them.

Uninstalling: hired Vikings live in the world save and will not appear without the mod. Your trust value stays on your character.

Compatibility

Played together with TradersExtended, BetterArchery, CameraMod, FarmGrid, UnrestrictedPortals, EasySpawner and Configuration Manager. The trade window is the mod's own, so trade-overhaul mods don't interfere. Mods that change the vanilla radial menu may conflict with the Y menu.

Русский

Наёмные викинги. По всем биомам бродят викинги. С ними можно поговорить (E) и нанять за монеты или под обещание заплатить позже. Можно взять у них поручение. Их можно взять в бой или поселить на базе рабочими.

  • Отряд: одно место за каждого побеждённого босса.
  • Приказы через колесо (Y): за мной, строем, жди, охраняй, патруль, в атаку, не нападать, отступаем, собирать добычу, рубить, разломать и «Повторяй за мной».
  • Роли в бою: танк, лучник, лекарь (лечит и поднимает раненых), маг (с настоящим туманоразгонником), берсерк.
  • Спутники растут в уровнях и носят снаряжение из сумки (парирование и уворот пробовали сделать, но проверка каждого замаха и каждой стрелы у каждого викинга несколько раз в секунду давала слишком большую нагрузку — в 1.2.0 они выключены). Ходят с тобой через порталы, в подземелья, на корабли и верхом.
  • Поселения: знамя (молот → «Прочее»). У рабочего может быть до трёх профессий: лесоруб, шахтёр, собиратель, фермер, истопник, ремонтник, повар, пивовар, кладовщик, охотник, животновод, стражник.
  • Рабочие раскладывают добытое по сундукам, спят в своих кроватях и ворчат без тепла и мёда. В набег базу защищают все.
  • Реестр (J): все твои викинги по всему миру. Отсюда можно показать викинга на карте, уволить его издалека и отменить поручение.
  • Торговцы: своё окно торговли. Торговца можно позвать в поселение за плату в день по его биому (Луга — 1 монета, Тёмный лес — 2…). Плата идёт в долг. Долг в 30 дней — торговец приходит за деньгами, а если не заплатить, убивает, и так каждые сутки.
  • Характер: черты, верность, дружба и вражда между викингами, реакция на эмоции.
  • Доверие: нарушил обещание — кредитор мстит (+200% к урону и броне). При плохой славе приходят охотники за головами.

Модули (1.2.0): ядро ValheimNpc.dll нужно всегда. Модули (спутники, своё поселение, чужие поселения, торговцы, события мира) ставь только нужные, они работают в любом наборе. Если модулей нет совсем, работает всё. В мультиплеере набор модулей у сервера и всех игроков должен совпадать. Подробно — в README.txt в архиве.

Нужны: BepInExPack for Valheim, Jotunn и YamlDotNet (его требует Jotunn). В мультиплеере мод нужен всем игрокам и серверу.

Настройки: клавиша ' (на русской раскладке — Э). Язык мода — как у игры (русский или английский).

CHANGELOG

1.6.2

  • Sorter: no longer shuffles items you have already put into the right chests. An item that lies where it belongs (the chest sign or tag accepts it, or its kind fills most of an unlabelled chest) is left alone - before, wood split over two wood chests was pulled into one, and when that chest filled up, the other became the "right" one and items went back and forth. Items are moved only if the whole stack fits into the target chest.

1.6.1

  • Medics: a medic who is awake at night (night shift, or woken by a bleeding or downed villager) now actually treats patients - before, the working day ended at night for everyone and both medics just wandered around the fire while the wounded bled out.
  • Bandages - a new item (workbench: honey, thistle, leather scraps = 2 bandages). A medic takes up to five from settlement chests: a bandage stops bleeding or cures illness, heals 30% and cuts bed rest to 20 seconds. With bandages the medic also visits villagers resting in bed. You can bandage a wounded villager yourself (interact while carrying a bandage).
  • Sorter: no longer takes an item from a chest and puts it straight back in an endless loop - the chest it collects into is chosen by the same rules it uses to put items away (chest tags, item kind), and it never returns an item to the chest it just took it from.
  • Stoker: refuels candles, lamps and other small light sources before they go out, and now also fuels ovens (they were only fed by a cook while cooking). Light sources that physics scans missed are found too.
  • Hunter: gets a bow and arrows of his tier and shoots shy animals (deer) from 32 m instead of chasing them forever.
  • Villagers no longer catch fire from their own hearths, campfires and ovens.
  • Construction box: new "Move the house" page (forward/back/left/right 1 m, up/down 0.5 m) before building starts, so you can see and fix where the house goes. Before the first part is built, the ground under the house is levelled to its floor (SchematicsLevelGround) - houses on slopes no longer start in the air and collapse.
  • Quests: kills by bleeding, burning or poison (including Path of Valheiman effects) count for the player who hit the creature in the last minute.
  • Wandering vikings: an armed traveller with enough health fights weak enemies (wolf, neck...) instead of running; when in danger he runs to a nearby player and waits there, so you can talk to him without a chase.
  • Vikings walk through tamed animals instead of shoving them out of pens and gates (NpcPassThroughTamed).
  • Doors: Shift+E on a door - "Close for villagers". Vikings treat such a door as a wall (prisons, private rooms); players use it as usual.
  • Workers put away weapons and shields while working, sleeping or idle at home and draw them when an enemy appears (HideWeaponsOutOfCombat). Guards keep theirs.
  • Traders: TraderProgressGate - sell a biome's goods only after its boss is defeated (Black Forest after the Elder...; Meadows always), only items you have already made or held, or either (default).
  • Low-end PCs: SettlementViewDistance lowers the view distance inside your settlement and restores it when you leave; FarNpcThrottleDistance makes far vikings think less often.
  • Quest board: new tasks - a hard task with no time limit (lots of strong enemies or rare goods of the next biome, 6x reward and a gem), "Make and bring" (food, meads, arrows, armor of the biome) and "Destroy" (greydwarf nests, bone piles, goblin totems and other spawners).

1.6.0

  • Schematic hammer (craft at the workbench): every house in the schematics folder (BepInEx\config\VikingsForHire\schematics, .vfhs files) is in its build menu with a picture of the house. Pick one and the whole house shows as a ghost; the side facing you sticks to your aim, and on uneven ground the house is lifted so no corner ends up underground. Place it and a construction box appears: put resources in and the house builds itself from the bottom up. A workbench in the schematic is built first and works right away. When the house is done, the box disappears and leftovers drop next to it. Settlement repairers bring resources from chests.
  • Schematics: the Architect stone saves houses as .vfhs files into the schematics folder (old houses are moved there automatically) - share a house by sending the file. PlanBuild (.blueprint) and BuildShare (.vbuild) files in the same folder work too. Pieces from mods you don't have are listed instead of silently skipped. In no-cost mode (nocost, InfinityHammer and the like) or with the "no build cost" world modifier the house appears at once. Placing a schematic needs a workbench in range (SchematicsNeedWorkbench can turn this off).
  • Houses from schematics and in NPC villages no longer sink into the ground: the lowest piece is put on the ground (the Architect stone measured from the ground under itself, which was wrong on slopes).
  • Steward - a new job (no other jobs): pays everyone's wages from the Treasury (residents wait for him in the morning instead of going on strike), brings coins from other chests into the Treasury, settles residents without a bed into free beds, reconciles quarrels, holds a feast every 3 days instead of 7 and shows a report at the banner: treasury and food for how many days, who is hungry, on strike or without a bed.
  • Food: hungry residents eat as soon as they can instead of waiting for the short evening window, and when you come back to a settlement that was not loaded, hungry residents eat from a table or chest right away. The viking window says "without honey / without food" instead of the confusing "honey today".
  • Chest sign - a new sign with a worker on it: set a rule (everyone, nobody, chosen jobs or Treasury) and pick its chests like with a room sign (E on a chest - link, Shift+E - unlink). A chest tag on the chest itself still wins. Both the sign and the small chest tag show their rule as icons - all chosen jobs as a table, up to 6x3.
  • New room sign type "Shop": beds and seats in it are for traders only; residents no longer sit on the seat chosen for a trader.
  • Armor look (transmog): the Look window has an "Armor look" page - show any helmet, chest, legs or cape from the game and mods on each part and color it; protection stays from what the viking really wears.
  • Weapons: vikings and guards now hold the weapon you gave them (spear, sword and shield) - before, after a gear change they stood bare-handed until an enemy came and the Equipment window showed "nothing".
  • Hugin the raven explains 15 more things: wounds, strike, hunger, jobs, the banner, wages, feeding, rooms and chest tags, the steward, appearance and armor look, combat roles, the quest board, the trader market, the Architect stone and schematics.
  • Fixed: mod pieces made from a sign (chest tag, room sign, Architect stone, chest sign) had bright green build-menu icons; picking furniture with a room sign did not stop when the sign was destroyed.
  • Vikings drop a target they are no longer allowed to attack (added to "Creatures to ignore", hunting stopped, job changed) instead of chasing it to the death. New debug button "Reset aggression".
  • Debts: a betrayed viking counts the debt as collected when you die near him even if something else landed the last blow (bleeding, a fall, his companion, or a missed attacker in multiplayer) - before, he hunted you again after respawn. A settlement trader's execution for an unpaid debt now really kills instead of knocking you down.
  • Compatibility: a broken patch from another mod (FarmGrid breaks Player.PlacePiece) no longer disables the whole mod - every patch is applied on its own, and the log names the one that failed.

1.5.7

  • Balance presets: Easy, Normal, Hard and the new Classic (how it was before). Normal is now the default and stricter: companions grow +2% health and +1.5% damage per level (was +3% and +2%), weapon damage 0.65 (was 0.75), a downed viking gets up by himself after 90 s (was 60). Values you changed yourself are kept; only values left at the old defaults move to the new ones.
  • Quest boards: 70% of the old reward and at most 4 tasks a day across all boards (BoardRewardPercent, BoardDailyLimit) - visiting several villages was too easy money.
  • Trader market: sell a lot of one item to the same trader and he pays less for it, down to -50%; prices recover over 3 in-game days. The trade window shows the discount. Each trader has his own market (TraderMarket).
  • Wages: every hired viking (workers, guards, companions; not traders) takes 2 coins a day (WageCoins) from a chest with the new chest tag option "Treasury" in his settlement; a companion near you takes them from your bag if the treasury is empty. Unpaid workers and guards stop working and just wander, grumble, eat and sleep (red coin above the head), and their mood drops harder than from hunger. Pay them and they collect what they are owed (up to 7 days) and get back to work. The first day after hiring or after this update is free. Turn it off with Wages.
  • Vikings no longer bump into each other: they walk through each other like through players, so crowded settlements don't jam in doorways and on stairs.
  • Epic Loot: enchantments on gear worn by vikings now work - health, armor, resistances (up to 75%), elemental and added damage on weapons, life steal.
  • Armor color: the Look window has colors for helmet, chest, legs and cape (8 colors or none). Some chest and leg armors are painted on the body texture - only their attached parts change color.
  • Multiplayer safety: viking commands are checked against the player who actually sent them (another player's ID can no longer be used to dismiss or take his vikings); house templates sent by players may only place building pieces and are limited in size; a broken template file no longer stops the other templates from loading.
  • Promise debts paid after a server restart are recognized (before, the deadline still cost trust as a broken promise).
  • Fixed an error in the settlement level check while a fireplace was still loading.

1.5.6

  • "Live without you": turning it on or off now goes straight to the server and applies at once; the window says "turning on" instead of "over the limit" while the server catches up. Loaded zones are all kept alive (no reloading at large radii).
  • Zones: new "Zones" window at the banner (Work page) - a top-down view of the settlement where you draw zones of any shape (polygons or rectangles, zoom with the wheel, move with right-drag or WASD, points snap to neighbouring zones and a 0.5 m grid). "No trees" zones: woodcutters never plant there (roads, yards). Crop beds: farmers sow only that crop there. Where there are no zones, everything works as before. Zones are also shown on the ground together with the settlement radius (E on the banner).
  • "In combat" status icon (crossed swords among the game's status effects). In combat only a medic or a healer revives downed vikings (ReviveMedicOnlyInCombat); after the fight anyone can.
  • Medics: all medics wake up when someone bleeds, is down, or an enemy is inside the settlement, whatever their shift. A medic living in the settlement circle counts for shifts even if not assigned to the banner.
  • Bleeding: a viking can't start bleeding again for 2 minutes after being bandaged, wounds only come from an attacker's hits, and bandaging works in multiplayer for vikings run by another player's game.
  • Beds: nobody makes an infirmary bed their home (traders took them); a patient lies in his own bed or a free one, never in another viking's bed. New dialog option "Choose a sleeping spot": walk to the bed and press E.
  • A downed player who leaves and rejoins is still downed (before, a relog stood you up).
  • Woodcutters see trees from mods (chopping and planting).
  • Notice board envelopes are lit like the rest of the board and no longer glow in the dark.
  • The settlement radius ring is our own line now - it showed nothing when another mod replaced the ward's circle.
  • J (roster): all jobs of a viking, and a line with how many people work each job; the banner home page shows the same for the settlement.
  • Path of Valheiman and others: when you land the killing blow, vikings who fought the enemy get their share of XP, and a boss kill counts for all of them.
  • Debug: "Rescan navigation map" and "Forget trails nearby" buttons.
  • Banner window: small button at the top left switches between pages and everything on one page (BannerOnePage).
  • Doors: vikings close doors behind them more reliably (they wait if someone stands in the doorway); opening windows (More Gates shutters and the like) are no longer used as doorways.
  • Cook: waits until everything on the rack is cooked (or a piece is about to burn) and takes it all at once.
  • Gatherers and other workers under attack run home to the settlement instead of into the woods.
  • Item Drawers and similar drawer containers are ignored by workers (they got stuck putting and taking the same item).
  • In progress: supply routes between settlements (a mining camp sending ore and stone to the main settlement).

1.5.5

  • Mages with the green roots staff (and other summoning staffs) no longer summon non-stop and lag the game: there is now a pause between summons (SummonStaffCooldown, 15 s).
  • New window "Creatures to ignore" (banner Order page, or console command vnpc_ignore): every creature of the game and your mods with a preview picture and search. Click one and vikings won't attack it (butterflies and birds from Air Animals and similar mods). Same list as the IgnoredCreatures setting.
  • "Lives without you" with a large radius: when you walked up to the settlement, buildings appeared before the ground under them was loaded - the terrain edits weren't applied until relog (village underground) and fences broke. Objects now wait for their ground.
  • Architect stone: a saved house now sits on the ground in villages even if the stone stood on a floor or a platform (before, the house sank into the ground by that height). Re-save houses saved before this version.
  • AutoReviveSeconds = 0 is respected: with the medical system on, the first wounded viking still got up by himself after 60 s when no medic was near.
  • Traders: ore and metal cost 25% more, ordered armor another 15% - there are more ways to earn coins now.
  • New debug setting LogWorkerBags: every minute the log shows what workers carry (items, stack sizes, settlement stock and limits).

1.5.4

  • Banner window redesigned: the home page shows the settlement level, stats, feast and rename, plus round buttons for the Work, Order and World pages (each page has its own settings and a Back button). Everything fits on screen again.
  • A guard who joins the squad or changes role no longer keeps the patrol torch in his hand.
  • The HideHelmets setting works again (it didn't hide anything) and applies right away when switched.
  • Guards: choose the shift yourself in the Post window - automatic, day (sleeps at night) or night (sleeps by day).
  • Gatherers also collect beehives and Valharvest bird nests within 15 m of their bed, not only inside the banner circle.
  • Farmers no longer replant crops switched off at the banner after harvesting (carrots, onions kept coming back), don't sow under water or under buildings (inside stone walls), and there is a new "Field marker" (hammer, Misc): with a marker within 60 m, farmers sow only inside its circle (E: radius 5-24 m).
  • New banner option "What woodcutters plant": switch off any tree, for example ashwood before the Ashlands.
  • Path-finding messages ("Map: ... walks the map / found no path") moved to the Debug log level, so they no longer flood the console.

1.5.3

  • New "Dining table" (hammer, Misc): residents eat from it. If the settlement has one, residents eat only from dining tables (setting MealsAtTablesOnly, on by default) - no more eating from animal feeders in pens and leaving the gate open. Workers bring food to the table first. Works when FoodNeeds is on.
  • Guard post and route markers come in several kinds: unlit (a banner or an unlit torch, for wood) and lit ones that cost what the matching vanilla lamp costs (resin, iron, guck, greydwarf eyes, dvergr lantern), so permanent light comes with game progress instead of on day one. Markers already placed in worlds stay as they are.
  • A worker who is both stoker and storekeeper (or cook / herder and storekeeper) no longer carries the same wood from the chest and back in a loop: what he takes for his work stays in his bag for two minutes.

1.5.2

  • Guards on a guard post stand still at the lamp instead of running around it and opening and closing nearby doors. The spot in front of the lamp could be unreachable (a wall, a door, a step or the lamp itself), and the guard kept trying to reach it. Now he takes a free spot with a floor next to the lamp - in front of it if possible, never right at a door - and counts as being at the post within 2 m.

1.5.1

  • New "Chest tag" (hammer, Misc): put it on a chest and press E to choose who uses the chest - everyone, nobody ("Do not touch") or chosen professions. Workers of a profession put and take only in their own tagged chests (if there are any), others don't touch them; a chest without a tag is for everyone.
  • Chest sorting: an item goes to a chest where its kind really is the majority - a tie no longer counts, so black metal no longer goes to a chest with ancient bark and some old ore. New setting IgnoredContainers: chests workers never use (parts of prefab names).
  • Containers of other mods with their own rules (Valharvest food crate) are respected, and the player no longer gets "food only" messages while workers check the chests.
  • Farmers and woodcutters plant only what the player's cultivator offers: with Path of Valheiman's wild sowing switched off they no longer plant branches and flint.
  • Crossbows: archers and medics use a crossbow from their bag (Valheim Armory crossbows too) - it reloads by its reload time, and bolts are given if the viking has none. New "Weapon" row in the Equipment window: pick any weapon from the bag, even one outside the combat role.
  • Room signs: two new types - Barracks (linked beds only for guards) and Living house (linked beds only for workers). Unlinked beds stay shared; a viking sleeping in a bed that isn't for him moves when a fitting bed is free.
  • Medics work in shifts like guards: with two or more, half of them are on duty at night. A single medic wakes up for a bleeding or downed villager.
  • Resource limits: workers respect the limits of every settlement banner around their workplace, the strictest one wins. A stoker from another settlement (or without a banner) didn't see the limit and kept making coal past it; the stoker also loads a kiln with no more than what's left to the limit.
  • Own hammer icons for the quest board, the Architect stone, the room sign and the chest tag (all four looked like a sign).

1.5.0

  • Traders and wanderers no longer burn to death in the Ashlands: vikings the player doesn't lead (wandering travelers and all traders) don't build up lava heat, as with full heat-resistant gear. Hired companions and workers are unchanged - give them Ashlands gear.
  • A viking stuck in a lava field now looks for solid ground up to 50 m away (it was 12 m, and on large lava fields he just stood and burned).
  • Mage with a frost staff: the endless stream of ice stops - looping attacks end when there is no live target, when the viking is downed, or after 3 seconds (the AI starts a new one if the fight goes on). Before, only changing the combat role stopped it.
  • Downed vikings are easy to find: their owner sees a pillar of light above each downed viking and a map marker with his name until he gets up.
  • New at the banner: "Raid defense" - everyone fights (as before) or only guards; with "only guards" workers keep to their work and companions ordered "Hold fire" stay out of the fight.
  • Settlement medics now revive downed players too (before, only companions did - medics only healed while the death timer ran).
  • Sick workers no longer stay bedridden for a day: after a medic cures the illness, bed rest is short (it used to last until the illness would have ended on its own, plus rest).
  • Guards on the patrol circle no longer only hit the training dummy: they practice 90 s, then patrol 4 minutes; the game AI no longer picks the dummy as an enemy.
  • With FoodNeeds on, a full meal also counts as the evening honey - villagers no longer eat up all the honey every day on top of their food.
  • Stoker and coal limit: the limit of a furnace's product is checked by the item itself (with mods, another item with the same name could be checked instead); chests up to 30 m beyond the settlement circle are counted.
  • Viking size: other mods (Star Level System) no longer resize vikings - a 9-star viking kept growing with every load. New setting SizeFromOtherMods to allow it.
  • Ships: companions take the ship's seats (rowing benches of vanilla and modded ships, e.g. Balrond Shipyard) with the seat pose; without free seats - only a flat deck, not the mast or the rail.
  • Squad panel is attached to the game HUD: with a 3D resolution limit (720p on a 1080p screen) it was drawn off-screen.
  • Dedicated server: settlements kept loaded no longer create other players' characters on the server - that made MountUp write "GUIManager CustomGUI is null" thousands of times.
  • Your houses in NPC settlements: build a house, place the new "Architect stone" (hammer, Misc) in front of it facing out of the door, set the frame size and who lives there (freeholders, outlaws, everyone) and save it with a name. New NPC settlements are then built from the built-in houses mixed with your templates (TemplateHouseChance, 50% by default). Beds, doors, chests, fires, benches and stations stay usable; walls and roofs are one network object, so a village stays light. Templates are files in BepInEx\config\VikingsForHire\houses - share them with friends; on a dedicated server they are sent to the server automatically. Up to 400 parts and 40 usable pieces per house, at least one bed.
  • Quest board (hammer, Misc; also appears in new freeholder villages): 8 daily tasks for coins - bring items or hunt creatures of the board's biome - and every third day an elite task (strong creature of the next biome, five times the reward plus a gem). One board task at a time; bring tasks are turned in at any board, kills count by themselves; 2 days to finish. BoardRewardPercent scales the rewards.

1.4.10

  • Resource limits now count everything the settlement really has: chests a player has open, items in the residents' bags and food still roasting on fires. The cook now respects limits at all (before, he never checked them), and the stoker stops sooner.
  • Farmers no longer hoard the harvest: barley, flax and other crops whose seed is the crop itself were all kept "as seeds" in the bag. A farmer now keeps 20 seeds and carries the rest to the chests; any worker with nothing to do stores what he carries instead of waiting for a full bag. Items over a limit are still stored (the limit stops new production, not tidying up).
  • Strict chest sorting (new setting StrictChestSorting, on by default): workers put an item only where the same item lies, into a chest of the same kind or into an empty chest - no more iron bars mixed into a chest of ancient bark.
  • Character "stuck" in the settlement (can't walk, mobs freeze while time goes on): the game updates all creatures in one loop without error protection, so one failing creature update stopped everyone after it. Such errors are now caught and written to the log once, the rest of the world keeps moving.
  • Player trails no longer restart the settlement map analysis on every step (it rarely finished in big settlements and path searches got slow).
  • Guards on a post or route really stay on it: no tavern evening and no dummy practice for them, guards of two players in one settlement share shifts instead of both asking to hire a second guard, and a training dummy still being placed with the hammer is no longer attacked.
  • Compatibility with Valheim Performance Overhaul (Skarif): its "sleep" for tamed creatures at the base, distance physics and slowed AI no longer apply to the mod's vikings - they no longer fall through the ground with it.
  • New at the banner: "What hunters hunt" - switch off any animal, for example to bring only deer or only boars.
  • Townsfolk: residents without a job no longer sit on one bench all day - they change benches, take a walk to the workshops, beehives and fires, warm up by the fire and chat with each other.
  • A downed player calling the squad gets help only from companions within DownedSummonRange (300 m by default) - companions left at home far away no longer teleport in.
  • Diagnostics: an error repeated 50 times in the log is written once with its call stack (to find which mod writes "GUIManager CustomGUI is null" on dedicated servers); a hidden squad panel writes the reason to the log.

1.4.9

  • Guard posts and routes: build a "Guard post" lamp or numbered "Guard route markers" with the hammer (Misc tab) and choose "Post" when talking to a guard. On a post he stands and keeps watch; on a route he walks the markers of one number in the order they were placed (in a circle if the route is closed, otherwise back and forth). In a fight he leaves the post or route only up to GuardLeash meters (12 by default) and then returns. Without a post he patrols around the settlement as before.
  • Better performance in settlements: vikings no longer search again and again for a path to a place they can't reach (each search took up to 0.3 s of CPU time), and long paths over stairs are reused instead of being searched anew every trip. Guards no longer teleport every few seconds to a spot a meter away, and the patrol circle is recalculated less often.
  • New debug button "Combat log (60 s)" (section 8 - Debug): writes every hit by or against players and vikings to LogOutput.log - damage before and after defense, the target's resistances and the list of installed mods. It helps to find out why enemies take almost no damage.

1.4.8

  • Stokers respect resource limits for what their stations make: the settlement stock now also counts items lying on the ground nearby and what furnaces will still produce (coal from the wood already in the kiln), and a stoker stops loading as soon as the limit is reached. Before, coal on the floor and up to 25 logs in the kiln were not counted, so the stoker kept loading.
  • Wounded workers get up: after bleeding is stopped, rest on an ordinary bed now lasts at most three times as long as in the infirmary and no more than a quarter of a game day (it was up to 20 times, almost two real hours). A worker who couldn't find a bed or reach it now also gets up when the time is over (before, they never did). Longer rests from earlier versions are cut short.
  • Hunters pick up meat and hides: they shoot from afar, and the carcass fell more than 10 m away or outside their area, so they walked off without the loot. They now go to where the animal died.
  • Woodcutters finish the logs they fell. With a wood limit set, logs were skipped while standing trees (which drop almost nothing themselves) were still felled, so trees were cut and left lying. Now the limit stops new trees, and felled logs are always cut up, including logs that rolled outside the search area.

1.4.7

  • Resource limits now include food: onions, carrots, honey, berries and other edible items (the list used to show only materials, so the seeds were there but not the crops).
  • New banner option "What farmers plant": switch any seed off and farmers won't plant it or take it from chests for planting (for example branches from Path of Valheiman).
  • Vikings walk through the middle of a doorway. Some doors have their pivot at the hinge rather than in the middle (ashwood door, dvergr door, hexagonal door: 1 m to the side; large modded gates: up to 3 m), so vikings headed for the wall beside the opening and got stuck at one end of it. Windows are no longer treated as a way through.

1.4.6

  • New choice in the banner window for "Lives without you": keep the settlement loaded always, or only while someone is within 300 m, 500 m or 1 km of the banner. Go far away or quit, and the settlement is released: no extra load, and it doesn't take a slot in the limit. Come back and it runs again.
  • The banner window now warns when your workers go farther than the keep-loaded radius can reach (beyond the circle they stand still while you're away) and tells you to raise KeepLoadedMaxRadius in the settings (up to 300 m).

1.4.5

  • Following companions now rest on their own at your base: inside a player settlement banner's circle or near their own bed they take a free bench or chair (or stroll nearby) and recover; leave the base and they follow you again. An enemy near them or near you makes them jump up and attack at once (also under the "At ease" order). Calling them with "Follow me" at the base keeps them by your side for two minutes. Setting AutoRestAtBase.
  • Companion fatigue: a night without a free bed no longer tires a resting companion, and companions sent home recover there. They no longer complain about needing rest every morning.
  • Workers no longer grumble about honey next to full chests: the evening supper at the tavern or fire now includes honey (it used to cancel the walk to the honey chest, so many workers never got any), and a failed attempt is retried after 45 seconds instead of the next day.
  • Resource limits work for vanilla items. The menu showed 0 for everything except items from other mods, and the limits never applied to workers. Limits set earlier are kept.
  • Archers on a ship shoot at their target instead of backwards.
  • Stokers load the charcoal kiln and the eitr refinery: these stations are wider than the distance at which a worker counted as "arrived" (2.6 m from the centre; the kiln is 2.64 m from centre to edge), so the stoker stood at the wall looking at it and never put the wood in. The reach now follows the station's size, and a worker pressed against a station's side loads it from there.
  • New banner option "Woodcutters: spare trees inside the settlement": standing trees inside the banner circle are left alone; stumps and logs are still cleared, and trees farther out are still felled.
  • New personal setting FollowDistance (2–15 m): how far companions keep from you when following.
  • The config file follows the game language: English sections and descriptions for any language other than Russian, and existing values move over automatically. The mod now shows up as "Vikings for Hire" in mod and config managers.
  • Fixed an error when loading a world again after returning to the main menu (room plaque registration).

1.4.4

Heads-up: I'm still sick and couldn't test everything in this update properly, so expect some rough edges. If something breaks, please report it with your BepInEx/LogOutput.log.

  • Ships no longer get flung off the map together with Path of Valheiman's sailing skill. The crew sail bonus changed the ship's sail force field the same way Path of Valheiman does, and together the value grew every physics frame. The bonus now only multiplies the computed sail force. Vikings walking on deck at full speed no longer damage the ship.
  • A betrayed creditor's or bounty hunter's blow kills instead of knocking you down. After collecting the debt the creditor leaves the world and your trust drops (new setting TrustDebtCollected), so he no longer camps your spawn point.
  • Hired Vikings no longer die when another mod zeroes their health outside normal damage: they fall wounded and the log names the cause. If one does die for real (PvP, illness), a grave with his whole bag stays where he fell and a grave marker appears on your map.
  • The trainer teaches companions sent home, workers without a job and guards (guards learn twice as fast with him) anywhere in the settlement, and says who is missing and why if nobody qualifies.
  • Equipment window next to a Viking's open bag: helmet, chest, legs, cape and shield, what is worn and whose it is. Armor you put in the bag is worn instead of his own even if it is weaker; click a row to choose. His own gear cannot be taken.
  • Medics can use Eitr staffs. Your Staff of Protection now shields your Vikings too, and a medic or mage carrying one in the bag shields you and the squad in combat.
  • Chinese: the mod is translated into Simplified and Traditional Chinese (follows the game language). When the game is in Chinese, the mod's windows use a system font with Chinese characters (Microsoft YaHei / JhengHei), since the game's own font has none.
  • Foreign settlements appear more often. A new one is looked for all around you at 50–110 m (it used to be only behind you at 55–75 m), and it may stand 300 m from your own settlement instead of 600 m; the distance between foreign settlements is still NpcSettlementDistance. New setting NpcVillagesEarly: large villages from the start instead of only farmsteads until the second boss.
  • Outlaws: new settings OutlawHealthPercent and OutlawDamagePercent (10–300 %). Star Level System compatibility: by default its stars and modifiers no longer reach this mod's Vikings, so outlaws no longer regenerate faster than you can hit them and hired Vikings get no random stars. StarsFromOtherMods = OutlawsOnly or All brings them back.
  • UiScale (0.5–2.5) scales every mod window and on-screen panel; 1.5–2 suits 4K. A window still shrinks to fit the screen height.
  • Binds window (Ctrl+B; gamepad Y+A+D-pad up, on PlayStation triangle+cross+up): keyboard keys and gamepad combos of up to three buttons for the order wheel, the roster, Call everyone and the Binds window itself. Gamepad players can open the order wheel now. Call everyone can have its own key (none by default).
  • Sea chatter: the lookout says where a serpent is (ahead, port, starboard, behind), warns about shallows, calls out land ahead with its biome, and talks about storms, fog, night sailing, a good wind, a headwind and deep water, plus idle talk on long voyages.

1.4.3 — hotfix

  • Reduced settlement navigation spikes by spreading long-path smoothing across frames, lowering the per-frame pathfinding budget, and retrying expensive failed routes less often.

1.4.2 — hotfix

  • Companions are no longer affected by bleeding, rain sickness or fake illness. Existing medical effects are cleared when an NPC is a companion.

1.4.1 — hotfix

  • Room furniture links now survive world reloads. Existing links are recovered automatically when only one matching room is nearby; ambiguous links can be reassigned with E.
  • Added search to the settlement resource-limit menu, including filtered paging.
  • Guards no longer run back and forth while training on dummies. Archers practice only from a narrow sector in front of targets, and NPC target scores no longer appear on the player's screen.
  • Injured Vikings prioritize available infirmary beds, clear stale bed reservations, and no longer lie on the floor while walking to a bed.
  • Feast participants reach their gathering spots and no longer get stuck between feast, sleep and tavern behavior.

1.4.0

  • Added the optional medical system for settlement workers: rain sickness, combat bleeding, medic treatment, infirmary beds and casualty transport. Disable all of it with MedicalSystem = false.
  • Added room signs for infirmaries and kitchens. Signs show linked furniture and bed counts, so unattached beds are easy to identify in open-plan houses.
  • Room assignment now uses E to link and Shift+E to unlink, so holding Use cannot rapidly toggle furniture. Kitchen/tavern signs reject beds and clear old kitchen-bed links. Colored dots mark linked, free and other-room furniture; the kitchen sign no longer displays a medical-bed count.
  • Residents can eat the most plentiful edible stored food when no cook is available; without a tavern/kitchen they gather by a fire and are less satisfied.
  • Guards train on player-placed dummies and targets; mentors now train Vikings below level 10.
  • Added configurable resource caps to the settlement banner menu. Stock is summed across all settlement chests; no configured cap means unlimited. Chest signs remain storage preferences, not production caps.
  • Settled traders can buy directly from accessible settlement chests within 100 m of their banner. The trade window separates chest contents from the player's bag and groups them by container.
  • Freeholder settlements can forgive attacks: the first unordered companion strike warns without damage, minor feuds end after two in-game days away, and serious harm requires paying compensation in a resident's dialogue. Reputation penalties for killing friendly residents remain.
  • The J roster can call a worker from the same settlement while you stand inside its banner radius. Workers walk to you, pause briefly, then resume their jobs without joining the squad.
  • Outlaw camps and road bandits now wait until Eikthyr is defeated and scale with boss progression. Added the Y-wheel order to disable automatic ship rescue while swimming to shore.
  • Updated descriptions with instructions for finding and hiring the first companion and opening Configuration Manager.

1.3.9

  • Foreign settlements no longer spawn on the world's first day or anywhere in the Ashlands. Once a valid location is found, the configured chance accumulates every 2 minutes until a settlement appears, so attempts are no longer wasted near a base and established worlds are not left empty by bad luck. The configured distance from all player and foreign settlements is still respected.
  • NPC auto-looting and harvesting no longer play the player's pickup sound, including from a settlement simulated far away.
  • Friendly freeholder settlements and their buildings can now be attacked. The whole settlement fights back, and every friendly resident killed costs global reputation.
  • Each hired trader can be assigned a personal trading place from their dialogue: choose the option, then use any chair, stool, bench or throne in that settlement.
  • Nearby NPC speech now uses one shared queue, preventing Vikings from talking over each other. Lines stay visible longer according to their length.
  • All non-hostile Vikings, including wanderers, avoid walking into Ashlands lava. Their final movement is checked after the game's turn smoothing, so they stop at the edge instead of stepping in while turning. If one still falls in, they return to safe ground; bridges, rocks and basalt platforms remain usable.
  • Companions no longer disappear when entering a dungeon. They transfer only after its floor has loaded; legacy companions are repaired as persistent world objects, and Y recall recovers unloaded Vikings still assigned to another peer.
  • The Y wheel opens even when all nearby companions are knocked out; unconscious Vikings remain visible but cannot execute orders.
  • Added At Ease: companions stop following, rest near the order point, use free seats, tire during long service and grumble. Fatigue lowers mood. When the player sleeps, companions with free beds sleep too and wake fully rested with at least 80 mood.
  • Break orders prioritize the exact aimed object, so ore and rocks use pickaxes instead of a nearby stump or building making Vikings draw axes or swords.
  • Fixed compatibility with Valheim Level System when Vikings evaluate armor; the sleep-pose diagnostic is now debug-only.
  • An active errand is cancelled without failure or reputation loss if the Viking who gave it dies, even while the player is offline.
  • Added optional resident food needs, disabled by default. FoodNeeds makes workers eat from non-private settlement chests daily; hunger lowers mood and causes grumbling. FoodGluttony (1–10, default 1) sets portions per resident and also scales feast supplies. Honey is kept separate from food.

1.3.8

  • Foreign settlements can no longer spawn within 200 m of the Sacrificial Stones at world spawn. The check includes the settlement's complete terrain-shaping radius, so its platform or outer slope cannot cover the central altar.
  • Added a complete Latin American Spanish localization for the interface, tutorials, jobs, dialogue and Viking speech.
  • Workers and feasts now use ordinary Honey from settlement chests, not a specific mead bottle. This fixes false "no mead" complaints and feast supply checks.
  • Archers correctly use any compatible bow placed in their bag at range. Mages attack with their own or supplied combat staff instead of standing idle or walking into melee range.
  • PvP now lets players damage another player's companion when both owners have PvP enabled. A hired Viking attacking a player can be killed instead of always falling immortal.
  • NPC auto-looting no longer plays the player's pickup sound for every item on the ground.

1.3.7

  • Fishers now detect shallow and narrow rivers, also search around their own position, and retry quickly after moving near water or after the area loads.
  • Hiring text now states clearly that the biome price is a one-time permanent hire; the number of days on a promise is only the payment deadline.
  • A Viking whose loyalty falls below 25 warns the owner. At zero loyalty they return the owner's items and leave service, remaining in the world so they can be hired again.

1.3.6

  • Mages fight again. A staff spends Eitr, and the game gives a non-player no Eitr at all, so it cancelled every spell ("Eitr required") and the mage just walked around with the staff in hand. Vikings now have an Eitr pool.
  • A bow or staff you put in a Viking's bag is used from a distance, like the ones from the sets, instead of up close.

1.3.5

  • Wandering Vikings no longer pile up around your base. A wanderer roams for one game day (new setting WandererDays; half that inside your settlement) and then goes on his way: he walks away from players and vanishes once nobody is near. Before, he left only when no player was within 40 m, which never happens at a base. Wanderers that are already there leave too.
  • "Go your way" in a wanderer's window sends a Viking you don't need away right now.
  • The "Appearance" window can change gender too (a woman has no beard; a man gets a tunic of the same color instead of a dress).

1.3.4

  • Vikings look different from each other. New ones: height and build (a few percent either way), age (the young often without a beard, elders grey), looks by homeland (fair-haired from the mountains and the far north, dark-haired and darker-skinned from the Ashlands); women are 25% (new setting FemaleShare). Existing Vikings keep their faces and hair and get height, build and age.
  • Armor is mixed: weapons come from the same set as before, while chest, legs, helmet and cape are picked piece by piece from the sets of the biome; the helmet is sometimes off and many wear a cape. Shields get different patterns; the guards of a settlement share one pattern.
  • Those who don't fight wear clothes instead of armor - only to look at, the armor still protects: workers, traders and freeholder villagers wear Hildir's tunics and dresses and hats; jobs have their own clothes (the farmer in a straw hat, the fisher in a fishing hat, the miner in a leather cap, the herbalist in a pointy hat, the cook in an undyed tunic...). Outlaws wear rags and hides with soot on their faces, bounty hunters the cloak and hood of Odin, the freeholders' chief a linen cape.
  • "Appearance" in your Viking's window: hair and beard, hair and skin color, height and build, and for those who don't fight - clothes and hat; with a shield - its pattern. Changes show right away on the Viking in front of you.
  • You no longer die right away: a killing blow knocks you down instead. You go down on one knee and stay put (you can still look around); enemies leave you alone; no attacks, blocking, running, jumping, eating or opening chests. A ring in the middle of the screen shows the seconds left and who is coming to help. Nobody got you up within a minute, or you held Jump (Space) for two seconds - you die as usual. The time is the new setting PlayerDownedSeconds (0 = die right away, as in the game).
  • Who gets you up: your own companions first (a healer first, otherwise the nearest) - two seconds next to you, and you're up with a quarter of your health. In multiplayer, if none of yours are near, another player's companion comes (unless both of you have PvP on), and other players can get you up themselves: look at the wounded player within 2.5 m and hold Use (E) for two seconds - the ring fills up.
  • Companions no longer crouch or kneel along with you while you're down.
  • "Call everyone" now moves companions to you instantly everywhere - in dungeons too (it used to be blocked there) and under the open sky - and brings the ones stuck nearby (for example behind the hole at a mine entrance): everyone farther than 4 m, not only farther than 50 m. Whoever sat on a bench, took a break or was aboard a ship gets up and comes too. Each one gets a safe spot around you - a floor (not a hole), not more than 1.5 m up or down, no wall between you and room for the body; if there is none, right at your spot.
  • Companions passing a freeholders' village with you no longer unload their bags into the village chests (you can't open those). Vikings only use the chests of their own side.
  • Vikings no longer get stuck in an emote: after answering yours (a dance, a bow, a toast...) or their own (a cheer, a challenge...) they stop it within a few seconds instead of repeating it forever.
  • A Viking that woke up but whose animation stayed in the bed pose no longer stands frozen: when it tries to walk and the animation keeps it from moving for 1.5 s, the animation is reset.

1.3.3

  • Ticks: a Viking with a tick stuck to it no longer spins in place - it swats the tick off with its weapon (about a second per hit, two hits at most). Companions also swat ticks off you and off each other.
  • Vikings no longer get stuck sitting. A sitting break (lazy trait, or answering your "sit" emote) could be cut short by a toast, a meal or a greeting: the Viking went back to work while still sitting, could not move and was teleported around sitting. A sitting Viking now stays "busy" until it stands up.
  • A companion revived after being knocked out no longer stays sitting until you relog. The pose is checked every half second, also during a fight; if the game's animation keeps a Viking from walking for 1.5 s with no reason (no attack, no stagger, no emote), the animation is reset. Knock-outs, revivals and pose resets are written to the log.
  • Dedicated servers: workers in a settlement that "lives without you" can harvest again. The game's own pick code needs a local player, which a server does not have, so every harvest failed with an error (thousands of log lines per minute).

1.3.2

  • Performance in big settlements. 1.3.x players can play together.
  • The settlement navigation map now covers at most 60 m around the banner, even when the settlement radius is larger (up to 100 m). Houses are near the banner; further out the game's own navigation works fine. With radius 100 the map used to be three times larger: it took three times longer to build and to keep up to date.
  • The map is stored in three large arrays instead of three small arrays per 0.5 m cell. A 100 m settlement used to create about 450,000 small objects per map, and the garbage collector walking through them could make the game stutter. The map also builds faster (7.5 s instead of 11 s in a test settlement).

1.3.1

  • No gameplay changes: the code is the same as 1.3.0, and 1.3.0 and 1.3.1 players can play together.
  • The mod is now also on Thunderstore (r2modman / Thunderstore Mod Manager) and Hexium (Gale); the Nexus, Thunderstore and Hexium pages link to each other.
  • New mod icon on Thunderstore and Hexium, the same as the main Nexus image; the screenshots are on the Thunderstore wiki and in the Hexium gallery.

1.3.0

Most of the day went into one thing: settlement navigation for NPCs was rewritten from scratch.

  • NEW SETTLEMENT NAVIGATION, WRITTEN FROM SCRATCH (the bulk of this update). The old system used the game's own navmesh, and that did not work for a real player base: the navmesh is built for monsters walking over open terrain, not for houses. It does not connect stairs going through a floor opening or steep stepladders, so Vikings could not reach the second floor; it treats doors as solid walls, so they got stuck in rooms; it cuts corners into sharp turns, so they spun in place; and it is not rebuilt reliably when you build or remove something, so they tried to climb stairs that were already gone. Patching it only moved the problems around, so it was replaced. The mod now scans the whole settlement into its own map (ground, every floor, stairs and stepladders, doorways) and Vikings walk smooth paths over it, between floors too. Building or removing a piece updates the map there; closed doors are passable, open door leaves are obstacles. Where you walk is remembered as a trail and Vikings prefer it. Outside settlements movement works as before, teleport as the last resort. Debug view: ShowNavMap.
  • Farmers sow tilled ground over the whole base: the banner ring, or the banner's keep-alive radius if it is larger; a field running past the edge is sown whole. They find free spots much faster. New setting FarmSeedReserve - how much flax/barley to leave in chests.
  • Work status says what is actually missing ("nothing to load: flax", "nothing to burn: coal", "can't get to the chest") instead of a generic "nothing to feed the fires with".
  • Vikings step off the bed after waking up and no longer "sleep standing".
  • A Viking stuck in a sitting pose stands up before walking (it used to be teleported around while sitting).
  • At night, workers frozen outside the loaded area are moved to their beds.
  • Dedicated servers: no more thousands of Unity "kinematic body" warnings per minute in the log.

Earlier versions: see the Nexus Mods page (https://www.nexusmods.com/valheim/mods/4057?tab=logs).