Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Mists of Avalor
Descend into the Mists of Avalor: a procedural black-stone crypt-labyrinth in a forsaken sky-realm. Dodge true-damage traps & restless dead. Tear keys from mutant bosses to crack vaults, & take the Avalorian Greatsword off the Warden. Bring a torch.
| Date uploaded | 2 weeks ago |
| Version | 1.0.4 |
| Download link | Wubarrk-Mists_of_Avalor-1.0.4.zip |
| Downloads | 210 |
| Dependency string | Wubarrk-Mists_of_Avalor-1.0.4 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.30.0README
🌙 Mists of Avalor
"They say the gods buried something beyond the edge of the world — a labyrinth of black stone that drinks the light. The dead walk its halls still, guarding hoards no living hand was meant to touch. Step through the mist, Viking. Few return. None return the same."
Mists of Avalor casts you into a vast, procedurally-generated crypt-labyrinth suspended in a forsaken sky-realm beyond the edge of Midgard. Every corridor is carved fresh at runtime — black-stone halls hewn from hand-authored geometry, collapsing stairwells, bone-strewn vaults, and pitch-dark dead ends where something is already hunting you. Over it all hangs the cold green witch-light of Avalor, the colour of grave-fire.
Survive the maze. Break the guardians. Tear the keys from their corpses. Crack the sealed crypt-vaults. And at the deepest point of all, where the escape-gate burns, claim the blade that only the conqueror of Avalor may carry — or die in the dark and be forgotten.
⚔️ Features
🌌 A Labyrinth That Is Never the Same Twice
Every run is forged by a recursive procedural generator — a true 3D maze of 6-meter black-stone corridors twisting across multiple vertical floors, stitched together by sloped stairwells that always lead somewhere. Dead ends hide vaults. Open halls hide ambushes. The whole structure is raised in a hidden sky-realm far beyond the world's edge, so it never touches your overworld builds or other mods' terrain.
A fixed, always-solid entrance platform anchors every maze, so you are never dropped into the void — you arrive on solid ground, torch in hand, at the mouth of the dark.
🗿 Halls Carved By Hand, Not Borrowed
Avalor is not dressed in Valheim's stock stonework. The mod ships an embedded asset kit of purpose-built models — three distinct wall faces, three floor patterns, vaulted ceilings, stairs, archways, the twin gate-monoliths and the skull-crowned torches — baked into the plugin itself, so there is no loose bundle to misplace and nothing to install beyond the mod.
Walls are laid two-sided, deduplicated per boundary, and varied by position, so no two corridors read alike and no seam gaps open at the corners. Ceilings close the halls overhead. Should the kit ever fail to load, the labyrinth silently falls back to vanilla stonework rather than leaving you standing in the void.
💀 The Mob Director — the Maze Hunts You
This is no static dungeon. An active Mob Director tracks every player inside the labyrinth and keeps the halls alive with the restless dead — Draugr, Draugr Elite, Draugr Archers, Skeletons, Poison Skeletons, Wraiths and Ghosts (with Charred legions joining on Hardcore).
- 20-second grace on arrival, counted down on screen and ending with "Good luck." Nothing spawns or strikes until you have fully loaded in — no being gutted on a black loading screen.
- The maze empties when you leave. No population is simulated when no one is inside; it wakes when you return.
- Hunted, not patrolled. The dead lock onto your scent the instant they wake. Spawns are biased ahead of your path, so the dark in front of you is never truly empty — and distant stragglers are culled, so the threat stays close.
- Proximity spawners seeded through the arenas wake as you approach, keeping the whole labyrinth populated, not just the entrance.
👹 Sub-Boss Mutations — Mechanical, Merciless
Roughly 1 in 7 of the dead rise as a starred sub-boss — not a recolour, but a genuinely different fight:
| Variant | Curse |
|---|---|
| Goliath | Massively increased health, cannot be staggered — an immovable wall of rot |
| Venomous | Immune to poison |
| Glacial | Immune to frost |
| Vampiric | Resists all physical (blunt, slash & pierce) |
| Lightning | Immune to lightning and unnaturally fast |
Every sub-boss is starred, hardened by difficulty, allied to the undead horde, and roughly one in five carries an Avalor Crypt Key.
🔥 The Revenant — Two Stars
Rarest of all, about one spawn in fifty, something older answers the maze: a two-star Avalorian Revenant — a Draugr Elite, a Charred Warrior or a Poison Skeleton, always sub-boss mutated, always starred twice.
You will know it when it comes. It arrives named, with a green health bar, because rarity you cannot see is indistinguishable from a bug — and the labyrinth is already thick with starred mobs. The rarity is in meeting one, and meeting one is meant to be an event you can see coming.
👑 The Avalorian Warden — the Fight at the End
The escape-gate is guarded. Close within about 34m of the way out and something rises to hold it: the Avalorian Warden, announced by name under a gold health bar.
It is a different champion every labyrinth, drawn from three and then remade into something larger than what it started as:
| Champion | What you are facing |
|---|---|
| Brenna (Skeleton Hildir) | A champion skeleton with a fire nova and a burning sword |
| Lord Reto (Charred Dyrnwyn) | A charred lord wielding Dyrnwyn, a named and self-lit blade of his own |
| Draugr Elite | The straightforward brawl, at boss scale, that makes the other two feel special |
Whichever rises, it is two-starred, cannot be staggered, and carries 3× to 7× its own kind's health depending on difficulty. It guards rather than hunts — it holds the gate area and paces it, and it will fight you the moment you arrive, but it will not be lured back through the labyrinth. Pull it more than about four cells from its post and it disengages and walks home.
It carries the Avalorian Greatsword, and it is the only thing in the world that does. The sword comes off the corpse — guaranteed, one per labyrinth, no roll — alongside a guaranteed Recall Rune (the way home should never be gated behind a roll) and a rolled hoard of gemstones, Surtling Cores, Black Metal, Flametal and a purse of 200–600 coins.
One Warden per labyrinth. Kill it and the way out stays unguarded — that fact is stored on the gate itself, so it survives a relog and a server restart. Only a full maze reset raises a new one.
🏛️ Combat Arenas
The corridors blast open into combat arenas (12×12m up to 24×24m) — bone-pits and pillared halls loaded with corner chests and proximity spawners, built to surround and bury you.
🩸 True-Damage Traps
Armour will not save you here. Hidden spike plates and poison-dart traps both bite for a percentage of your CURRENT health — 40% on Easy up to a savage 85% on Hardcore — so they scale with you and never stop mattering.
The two are not the same, though. Spike plates deal true damage: nothing reduces it. Dart traps deal poison damage, so poison resistance genuinely blunts them — and where the spikes land all at once, the poison drains out of you over the next twenty seconds while you are still trying to get away from it. Because the damage is measured off current health rather than maximum, neither will gib you outright — but a single misstep leaves you gasping on a sliver deep in the dark… with the horde closing in.
🗝️ Crypt Vaults & Keys
Deep in the maze, heavy rusted iron grates seal the richest crypt-vaults. Only an Avalor Crypt Key will open them — every Avalorian creature has a small chance of carrying one, and the starred sub-bosses carry them far more often. (The entrance and the exit are never sealed — no key-locking you out of your own escape.) Every chest in Avalor is indestructible: no stray AoE, no collapsing hall, no careless blow will ever cost you a hoard.
💎 Hoards That Deepen With the Dark
Wood and resin are worthless in Avalor. Chests spill their wealth in three bands, and how deep you have walked decides which bands you can reach — a chest by the door and a chest at the far end are not the same chest.
| Band | Where it opens up | What the dark gives |
|---|---|---|
| Common | Everywhere | Coins, Amber, Amber Pearls, Iron, Silver, Crystal, Surtling Cores, Linen Thread, Rubies |
| Deeper | Past the first quarter, or any large arena | Black Metal, Refined Eitr, Yggdrasil Wood, Scale Hide, Carapace, Mandibles, Wisps, Soft Tissue, Black Cores, Molten Cores, Black Marble, Bile Bags |
| The Deep Dark | Past 60% of the way in, and every vault | Red, Blue & Green Gemstones, Flametal, Flametal Ore, Ask Hide, Grausten, Sulfur, Proustite Powder, Celestial Feathers, Volture Eggs, Bonemaw Serpent Scale, Morgen Hearts, Jade |
A chest at the threshold rolls three distinct stacks; a vault at the world's end rolls eight. Push past the halfway mark and the deeper band stops being an occasional bonus and becomes the bulk of what you find. Quantities are never fixed — most stacks come in threes to fives, and materials a smith burns by the dozen (cores, ingots, hides, stone) come in eight to twenty-five. Difficulty multiplies it all again (×1 / ×2 / ×3), and depth multiplies it once more.
🗡️ The Avalorian Greatsword — the Conqueror's Prize
You take it off the Warden. There is no chest, no lever and no way around it: the blade is a guaranteed drop from the thing standing between you and the way out, and it drops always — no roll, no chance, no cruelty. One greatsword per labyrinth.
A great two-handed blade, and it will not stay still. Small dark-green runes bleed off the steel and fall away from it — a slow drip while it rests across your back, a scattering trail of glyphs hanging in the air behind every swing. It carries its own faint green light, which in a labyrinth that can be set to absolute pitch black is worth more than any number on a stat sheet. To carry it is to be changed:
- +100 maximum health and +100 maximum stamina while wielded — the maze's own strength, given back to the one who broke it
- Heavier slash than the blade it was raised from
- A quarter of its weight again in spirit damage — death's own edge, for a realm made of the dead
- Four levels of refinement, and durability to match
It is not simply a better sword. It is the sword you carry into graves.
🕯️ Green Fire and Living Gloom
Avalor's murk is not painted on and forgotten — it is driven live, every frame. Fog, ambient light, torchlight and the drifting mist all answer your settings the instant you change them, with no regeneration required. Set the mist to None and the halls truly clear — even the environment's own drifting motes are stilled. Set the light to None and the labyrinth goes genuinely, unnavigably black.
There is no fire in Avalor. Every torch is a skull-crowned pillar whose skull glows Avalor green — a steady, unwavering witch-light, not a flame. No flicker, no embers, no smoke: the same cold green as the gate and as the runes on the blade, one realm, one colour, from the threshold to the deepest vault. The sky-realm also forces its own crypt weather, so no Ashlands sky ever bleeds through, and vegetation is skipped beneath the maze entirely to keep the frames high.
⚰️ The Gate of Two Stones
The gateway does not appear gently. Set well apart from your Sacrificial Stones — far enough that the hallowed ground is never disturbed — two vast standing monoliths rise from a cleared and levelled graveyard, and between them burns the gate itself: counter-rotating rune-rings, a veil of green fire, sigils turning on the ground, embers rising into the dark.
- Walk through it. No prompt, no key — cross the threshold and the gate takes you, charging as you step into the light.
- A funeral avenue runs from the stones to the gate, graded level and lined with skull-lights that face inward across the walk, so the green watches you the whole way up.
- The clearing is laid out, not scattered. Leaning gravestones march out in front of the gate — one left, one right, one left — in ordered rows, with half-buried ruin walls in symmetric pairs flanking the flanks. Nothing stands in the avenue, and because the ground is plotted, the dead know exactly where to lie.
- The ground itself is matched to the surrounding land rather than raised into a plateau, cut into the high side and filled on the low, so the clearing meets untouched terrain at its own height on every side — and the temple's sacred stones are fenced off from every terrain edit, so nothing of the gods' work is ever left standing on air.
- A localised gloom hangs over the ground even at high noon. You will feel the dread before you reach the stones.
🪦 Your Grave Joins the Others
Fall in the Mists and your tombstone is spirited back to the gate's graveyard, taking its place among the dead at the entrance. No re-running the labyrinth to your corpse — reclaim your hoard right where you stepped through.
- Never any lost items. The grave is relocated, never destroyed. It always lands on flat, cleared, walkable ground — never in water, never in a cliff, never in the void — and if the graveyard cannot be found it simply stays where you fell. Fully recoverable, always.
- Graves never stack, and never sink. Each fallen Viking takes the next free plot in a laid-out boneyard — rows marching out in front of the gate, alternating left and right, clear of the avenue and clear of the monoliths, seated properly on the ground rather than half-buried in it. Sixteen marked plots — four rows deep, two columns wide, every one of them on levelled ground — before the dead are laid behind the gate instead. 💀
🛟 Your Grave Is Never Lost
Say it plainly, because it is the one promise Avalor makes without exception: you cannot permanently lose a grave.
- Die in the maze, and your grave comes home. The tombstone is moved out of the labyrinth to the overworld graveyard beside the Gate of Two Stones, and takes its place in the boneyard with everyone else who has fallen.
- The grave is never deleted — only ever moved. Even in the rare case where a relocation goes wrong, the tombstone and everything in it still exist somewhere in the world. Nothing about how Avalor handles death is capable of destroying your items; the worst that can happen is that it takes a moment longer to reach them.
- Avalor watches for that on its own. A quiet sweep runs the instant a world loads, and again every minute after, looking for any grave that has fallen out of the labyrinth or ended up stranded on the graveyard clearing, and setting it back down on a plot. Most players will never notice it running — that is the point. It exists so a grave lost to the labyrinth never stays lost.
- It only ever looks at Avalor's own ground. The sweep checks the sky realm and the clearing cut around the gate, and nothing else. A grave you left in a cellar, a mine, or anywhere out in the world is exactly where you put it, and Avalor will not move it, tidy it, or have an opinion about it. The promise above is about the graves this mod puts at risk — the rest of the world is not its business.
avalor_tp_gravealways gets you there. It teleports you straight onto your nearest tombstone, wherever it currently stands, and it asks the server for the true, current answer rather than trusting your own game's memory of where the grave used to be.- An admin can force the issue immediately.
avalor_recover_gravesruns that same protective sweep on demand, right now, instead of waiting for the next automatic pass.
If a run goes badly, the only thing you actually lose is the walk back to collect your things.
🚫 Hallowed (Forbidden) Ground
No one builds in, on, or around the labyrinth or the gate's clearing. Piece placement is blocked throughout the sky maze and within the graveyard's bounds — "The mists reject your works here." The realm stays exactly as the gods carved it.
🕰️ Automated Reset
The labyrinth regenerates on a real-time timer — and it will never reset while a player is still inside.
📊 The Labyrinth Keeps a Record
The server writes a small stats file that BarrkBOT finds and reads on its own — no setup, no configuration, nothing to switch on. It reports what is happening in the labyrinth standing right now (how many have died in it and what killed them, how many creatures are still in there, how many people are inside, whether the Warden still guards the way out, and how many have walked out alive) alongside lifetime totals for the server and for each player, which survive restarts and maze resets.
Only the labyrinth is counted. A death in the overworld is not the labyrinth's business and never appears in the file. Deaths with no creature behind them — a fall off the edge, drowning, a trap — are recorded as the labyrinth itself rather than being dropped or blamed on the nearest mob.
The file lives at BepInEx/config/MistsofAvalor/barrkbot_avalor_labyrinth.json and is rewritten once a minute. Alongside it, avalor_stats_store_<world>.tsv holds the lifetime counters — one per world, so two saves on the same machine never add their dead together; deleting that file resets them.
🌐 Multiplayer-Ready
Server-authoritative generation and a server-only Mob Director keep spawns, vaults and hoards consistent for every peer. Every gameplay setting is admin-only and server-synced, so the server's word is final — no player can quietly clear their own mist or light their own labyrinth. All maze pieces are persistent (they survive logout and relog intact), and every player on the server needs the mod installed.
🚀 Getting Started
- On a freshly generated world, the Gate of Two Stones rises a short walk from your Sacrificial Stones. (On an existing world the area may already be explored — open the console, enable
devcommands, and runavalor_spawn_portalwhile aiming at the spot you want it. That builds the whole site there: levelled clearing, graveyard, and the path back to the stones.) - Walk between the monoliths. There is no prompt. The gate knows.
- Bring a torch. Bring friends. Bring courage. Leave your armour's false comfort behind.
🗺️ Walkthrough
Everything above is what Avalor is. This is what to do.
Pack
- Two damage types. The single most common way a run stalls. Every sub-boss is immune to something, and Vampiric resists all three physical types at once — one-trick builds get stonewalled by a mob they cannot scratch.
- Poison resist. Works on the dart traps as well as the skeletons.
- Max-health food, not regen food. Traps take a fraction of your current health, so how much you are left standing in is decided entirely by the size of the pool.
- A light. Torch minimum.
- Leave the hoard at home. Deaths are recoverable, but they cost you the walk back.
Run it
- Walk between the monoliths. No prompt, no key. Glance at the graveyard first — that is where you respawn-loot later.
- Spend the countdown, don't watch it. Eat, light up, buff. When it says Good luck, the maze wakes.
- Pick a direction and commit. Shallow chests roll the common band only. Backtracking to open one costs more than it pays.
- Clear arenas before looting them. The corner chests are bait — arenas seed proximity spawners that wake while your inventory is open.
- Kill every starred mob you can afford to. Keys drop from sub-bosses and nothing else, and vaults are where the run's real value is.
- Spend keys immediately. Vault chests roll the top band no matter where they sit, and each one hands you a Recall Rune.
- Read the disc, not the walls. Blip on the rim = far. Blip lifted on a stem = the exit is on a different floor, so stop hunting corridors and go find a stairwell. (Only ever happens on Hard and Extreme — Normal is one floor.)
- Heal up BEFORE the disc goes tight. The Warden wakes at ~34m and it will be the first thing you see.
- Fight the Warden in a doorway. It guards rather than hunts — back off far enough and it breaks off and returns to its post, so healing and re-engaging is free.
- Kill it for the greatsword, loot the corpse, then walk into the gate.
Don't
- Don't fight in the open when a corridor is two steps away. Spawns are biased ahead of you, so open ground means surrounded from both sides.
- Don't save your Recall Rune for later. Later is when you are dead. It is a 5-second channel — start it before the fight goes bad, not after.
- Don't panic if the compass points into stone. It gives a bearing, never a route. Walking into a dead end while following it is normal.
- Don't corpse-run. Your grave is already back at the gate's graveyard.
- Don't assume a group is safer. The mob cap is per player, so four of you summons four times the dead.
When it goes wrong
| Problem | Fix |
|---|---|
| Lost, low, deep | Recall Rune — back to your bed, run over |
| Died in there | Your grave is at the gate's graveyard. Nothing is lost. |
| Can't find the grave | avalor_tp_grave puts you standing on it |
| Stonewalled by an immune mob | Swap damage type, or leave it — nothing in the maze must be killed except the Warden |
| Cannot find the exit at all | avalor_tp_end (admin), or reset the maze with avalor_reset |
| Black screen after stepping through | Wait. After 45 seconds Avalor sets you down on a platform at the entrance and writes what stalled to the log — send the [Avalor][FAIL] lines |
⚙️ Configuration
(Run the game once to generate the config file in BepInEx/config. All settings are also editable via an in-game config manager. Every gameplay setting is admin-only and server-synced — on a server, the host's values win.)
🧭 MazeComplexity — size & vertical scale
| Complexity | Grid | Floors | Arenas |
|---|---|---|---|
| Normal (default) | 20×20 | 1 | 5 |
| Hard | 40×40 | 2 | 15 |
| Extreme | 60×60 | 3 | 30 |
Applies on the next regeneration.
💀 Difficulty — how hard the dark bites
| Difficulty | Sub-Boss HP¹ | Trap Damage (% Current HP) | Trap Density | Mob Speed | Loot Mult. | Mob Cap / Player | Charred Legion |
|---|---|---|---|---|---|---|---|
| Easy | ×1.0 | 40% | 2% | ×1.0 | ×1 | 5 | — |
| Normal (default) | ×1.5 | 60% | 8% | ×1.15 | ×2 | 7 | — |
| Hardcore | ×2.5 | 85% | 15% | ×1.35 | ×3 | 10 | ✅ |
¹ Difficulty scalar applied on top of the star-level and variant multipliers.
🔦 LightingLevel — torches and darkness, and both apply instantly
Torches are placed throughout the labyrinth at full density and lit or darkened live as you move this dial — so it works in both directions with no regeneration, and turning it up in a maze built in darkness genuinely brings the fire back.
| Setting | Crypt Darkness | Torches Burning | Feel |
|---|---|---|---|
| None | Pitch black | none | Bring your own light. You will lose the walls. |
| Some (default) | Heavy gloom | ~30% | Torches carry the light; dread everywhere else |
| More | Dim | ~62% | Navigable murk |
| Most | Dimly lit | all | See where you are going — mostly |
🌫️ MistDensity — the drifting murk, also live
Governs the fog and the mist volumes standing in the halls, together, the instant you change it.
| Setting | Fog | Mist Volumes Active | Environment Motes |
|---|---|---|---|
| None | none at all | none | stilled |
| Little (default) | faint | ~20% | on |
| Normal | murky | ~45% | on |
| More | thick | ~72% | on |
| Most | blinding | all | on |
⚔️ How hard the labyrinth hits back
Two dials, both admin-only and server-synced, that sit between every creature in Avalor and your health bar. They exist because the maze was one-shotting players who were blocking with 300+ health, and it was doing it without a single damage multiplier anywhere in the mod: stars are a ×2 on damage in vanilla, the Hardcore roster reaches into the Ashlands, and a 6m corridor takes away the one answer Valheim gives you to a big hit, which is distance.
| Setting | Default | Description |
|---|---|---|
| EnemyDamageScale | 0.6 |
Multiplies what the labyrinth's creatures hit players for — applied before armour and blocking, so a raised shield still subtracts its full value on top. |
| MaxHitFraction | 0.5 |
The most of your maximum health any single blow in Avalor can take, measured after armour, blocking and resistances. At 0.5, a player at full health always survives the first hit — whatever swung it, however many stars it had. |
Neither touches the spike and poison plates (those already take a percentage of current health and are written to leave you standing), nor falling, drowning, or anything outside the sky realm. Set both to 1.0 for the old numbers.
🗝️ Anti-Farm & the key economy (Loot)
AntiFarm (true) — the labyrinth's creatures carry nothing but a Crypt Key: no trophies, no hides, no scraps. It exists to answer a specific loop, not a vague complaint — walk in empty-handed, kill what is in reach, open the chests you pass, then die on purpose and collect the grave the mod sends home for you. None of that was cheating, and the grave rescue stays (a grave lost in the sky realm cannot be got back), but it meant the maze paid out in full for a run nobody survived. The hoard is still in the vaults; a vault still needs a key; a key now needs a fight. The Warden keeps its own hoard — Greatsword, Recall Rune, gems, coins — because that is the prize for the fight at the end rather than something to grind. Set false for the old behaviour.
Key chances, all admin-only and server-synced:
- KeyChanceRegular (
0.05) — an ordinary Avalorian. - KeyChanceSubBoss (
0.24) — a starred Goliath, Venomous, Glacial, Vampiric or Lightning. - KeyChanceBoss (
1.0) — the Avalorian Revenant and the Warden, guaranteed.
One key per kill at most, never multiplied by stars. Valheim paces any drop chance at or below 0.30 with a counter instead of a fresh coin flip, so 0.05 plays as "about one key every twenty-odd kills" rather than a drought followed by three at once.
📦 Adjustable chest loot (Loot)
- LootQuantityScale (
1.0) — multiplies every stack a chest rolls, after difficulty and depth have had their say. - LootEntryBonus (
0) — shifts how many different items a chest holds. A door-side chest rolls 3 and a deep vault rolls 9;-2makes a lean labyrinth and+3a generous one. Never fewer than one. - LootCoinScale (
1.0) — coins are currency rather than crafting stock and roll in their own much larger stacks, so they scale separately.0takes coins out of the chests entirely. - LootPoolCommon / LootPoolMid / LootPoolDeep (empty) — replace a material band outright with a comma-separated list of prefab names (
Iron, Silver, GemstoneRed— not the names items show in your inventory). Empty means the built-in list. A name this game does not have is dropped and named in the log rather than quietly thinning the chest.
🗡️ WardenLeash (Combat)
WardenLeash (8) — how far from its post at the exit the Avalorian Warden will follow you before it breaks off, loses interest and runs back to the gate. It guards the way out; it is not a hunter, and before 1.0.4 it was behaving like one. The game's own leash was always set on it, but it only consults the distance once the boss has also lost sight and sound of you for a full second — which in a dead-straight 6m corridor never happens. The distance is now enforced directly, and the Warden will not take an interest in you again until it is home. Note the trade: a short leash is also a short bow range, and a patient archer standing just outside it can work on the boss unanswered.
🕸️ ClutterDensity — crypt debris
| Density | Effect |
|---|---|
| None | Bare stone. No floor debris, no wall dressing, no hanging banners, no chains — nothing. |
| Normal (default) | Light scatter on the open floor, walls dressed |
| High | Heavier scatter |
| Higher | Well-furnished halls |
| Extreme | Every hall a midden |
Applies on the next regeneration.
🧭 The Exit Compass — a bearing, never a route
A raked overhead disc, drawn in transparent Avalor witch-light: a compass rose lying on the ground ahead of you, seen from 60° above the horizontal, with the way out riding on it. The exit rides inward as you close on it, and an exit on another floor is lifted off the disc on a stem, so "two floors up" reads at a glance instead of as a line of text.
It gives you a direction and a distance and nothing else. It will happily point straight through a wall, and following it into a dead end is the normal experience of using it — the labyrinth is still yours to solve. Turn it off entirely if you would rather be properly lost.
Hold Left Alt to adjust it: drag it with the mouse, nudge it with the arrow keys (hold Shift to move faster), and resize with the mouse wheel or +/-. Wherever you leave it is where it stays.
| Setting | Default | Description |
|---|---|---|
| ExitCompass | true |
Show the compass at all. Local to you. |
| Compass.Size | 190 | Diameter of the disc in pixels. |
| Compass.Opacity | 0.55 | How solid it is. Low values keep it a ghost over the labyrinth. |
| Compass.TiltDegrees | 60 | The angle it is viewed from. 90 is a flat top-down circle; lower lays it further over. |
| Compass.PositionX / PositionY | — | Set by dragging. You should not need to touch these. |
| Compass.AdjustKey | LeftAlt |
Hold to move and resize. |
🔧 Other Settings
| Setting | Default | Description |
|---|---|---|
| MazeResetIntervalHours | 24 | Real hours between automatic regenerations. Never resets with players inside. |
| SpawnPortalAtStart | true |
Raise the Gate of Two Stones near the Sacrificial Stones. |
| DebugLogging | true |
Verbose [Avalor] diagnostics in the BepInEx log. On by default — most of what it records happens once while the mod loads, so switching it on after something goes wrong is already too late to capture the cause. Local to you — the one setting that is not server-synced, so any player may diagnose their own client, and turning it off costs nobody else anything. |
🛠️ Admin Commands
Open the console with F5 and enable dev commands with devcommands first — every command below is a cheat command and needs that.
A few of them — the ones that move a grave, forge the maze, or rebuild the overworld site — quietly ask the server to do the actual work if you type them from a connected client, because those things have to be decided by the one machine with the authoritative copy of the world. You'll see the result either way; on a dedicated server, the fuller log of what happened lands in the server's log, not necessarily yours.
| Command | Effect |
|---|---|
avalor_tp |
Teleport straight into the labyrinth (no gate needed). |
avalor_tp_end |
Teleport to the escape gate at the maze's deepest point — a cell short of the Warden's post. |
avalor_tp_grave |
Teleport onto your nearest tombstone (maze or overworld) so you can loot it in place — the surest way to recover a grave. Asks the server for your grave's current position first, so it can't send you to a spot the grave has since been moved away from. |
avalor_recover_graves |
Finds every player grave that has fallen out of the labyrinth or ended up stranded on the graveyard itself, and re-seats it at the overworld graveyard. It looks in the sky realm and on the ground Avalor cut around the gate, and nowhere else — a grave out in the world is left exactly where it is. Runs automatically on world load and once a minute after that; this forces the same sweep immediately. Typed from a client, it asks the server to run the sweep and reports its findings to the server's log. |
avalor_gather_graves |
Moves every player grave in the sky labyrinth to the overworld graveyard, whether it is lost or not — for tidying up after a reset, or for peace of mind. Deliberately separate from avalor_recover_graves, which stays conservative and only rescues graves that have actually ended up somewhere unreachable. Graves already at the graveyard are left where they are, and graves anywhere else in the world are not gathered at all. |
avalor_open |
Cutaway view. Strips floors and ceilings and leaves the wall lattice standing — the labyrinth as a floor plan, seen from above. Pair it with fly. Add walls to strip those too, or off to restore. Local to you only. |
avalor_illuminate |
Toggle full-bright lighting inside the maze to inspect the layout at any hour. Local to you only. |
avalor_spawn_portal |
Raise a Gate of Two Stones where you are aiming — and make it the gate. You get the whole site, exactly as a fresh world builds it for itself: the clearing is levelled, the graveyard is laid out in front of the gate, vegetation is cleared as it streams in, and the processional path is paved back to the Sacrificial Stones if they are within 200m. Stand at least 55m from the stones: the clearing holds a flat 28m pad, and the temple's ground is fenced off from every terrain edit this mod makes, so any closer and that fence would cut a slope straight through the pad — graves relocating there would sit off the ground. The command tells you and places nothing rather than build a site it knows is wrong; the automatic siting picks 68–96m for the same reason. Everything that looks for the gate afterwards — grave relocation, the return trip home, the check that stops a second gate appearing at the next world load — follows the one you placed. Takes a few seconds; it reports again when the site is finished. Needs a player and terrain that is actually loaded, so run it from a client standing where you want the gate, not from a dedicated server console. |
avalor_spawn_portal bare |
The gate alone, on bare ground — no clearing, no graveyard, no path. Useful for a quick test, but graves relocating there land on unprepared terrain. |
avalor_spawn_portal nopath |
The full site without the processional avenue. |
avalor_spawn_portal replace |
Removes the gate you already have (the designated one wherever it stands, plus any within 150m of the Sacrificial Stones) before placing the new one — this is how you move the gate. World-gen maze-entrance portals out in the Mistlands and Ashlands are never touched. The old clearing's ground is left as it is; run avalor_remove_all first if you want that put back too. |
avalor_reset |
Force-regenerate a brand-new maze now (must be near the labyrinth). Evacuates anyone still inside first. |
avalor_remote_reset |
Force-regenerate from anywhere (for dedicated servers). Evacuates anyone still inside first. |
avalor_remove_all |
Wipe the labyrinth from the sky, remove the gate, the graveyard and the avenue — and put the ground back the way the world generator drew it, so the levelled clearing and the graded path return to the hillside they were cut from. Evacuates anyone still in the maze first. Player graves, chests, anything a player built, and the temple's own altar and stones are always spared. Trees and rocks the site cleared away years ago cannot be regrown — avalor_fix_stones puts the temple's own boulders back. Typed from a connected client, the labyrinth half is done by the server (where the whole world is known) and the overworld half here, where the ground actually is — so run it standing at the temple, and check the server's log for the maze half. Typed anywhere else it removes the objects and tells you the terrain was left alone. ⚠️ This leaves the sky realm completely empty until you rebuild it — don't fly, teleport, or portal up there in the meantime. |
avalor_remove_all keepterrain |
The same removal with the shaped ground left exactly as it is. |
avalor_generate_all |
Cleanly rebuild both the overworld gate and the labyrinth (use after avalor_remove_all). Costs nothing to run if a labyrinth already exists, so it's safe as a general "make sure everything's there" check too. Give it a few seconds to finish forging before walking — or flying — into the maze. Sites the gate automatically near the Sacrificial Stones; use avalor_spawn_portal if you want to choose the spot yourself. |
avalor_fix_stones |
Repair a missing sacrificial altar and/or its flanking boulders. |
🧯 Troubleshooting
My grave is missing.
It isn't — graves are never deleted, only ever moved, and Avalor already has more than one way to get you back to it. In order: try avalor_tp_grave first; it teleports you straight onto your nearest tombstone and asks the server for its true, current position rather than trusting a stale local copy. If that turns up nothing, ask an admin to run avalor_recover_graves — it forces the automatic recovery sweep immediately instead of waiting for its next pass. And give the automatic sweep itself a minute, too: it already runs once when the world loads and once every minute after, so a grave that fell out of the labyrinth in a previous session is often already fixed by the time you go looking for it. (If you died out in the world rather than in the labyrinth, none of these will move your grave — that is deliberate. avalor_tp_grave will still take you to it.)
My grave is at the graveyard, but hovering in the air above it. That was a real bug, fixed in 0.1.10 — the ground under the gate is levelled flat when the site is built, usually by shaving a few metres off a hillside, and the height a grave was set down at came from the land's original shape rather than the clearing that replaced it. Nothing was ever at risk: the grave and everything in it were always there, just standing on a hill that had been dug away. A grave still floating from before the fix sets itself down the next time a player is at the gate, and stays down. No new world, and no command, is needed.
The gateway or the processional road looks like it's floating. Walk toward the gate and give it a few seconds. A site is one continuous surface stretching well past the clearing, and it is built by whoever is standing at the Sacrificial Stones — from there, the far side of it can be further away than the game keeps loaded. Avalor writes every part it can reach, deliberately leaves the site marked unfinished, and then watches: the moment the rest comes within range — which walking up the road does on its own — it writes the whole surface again and finishes the job. Nothing is lost in the meantime and no command is needed; the one thing that does not help is standing at the temple waiting.
If you are on Valheim 1.0 and the site was built by a version before 0.2.3, the ground was never shaped at all — the game was silently discarding the edit (see the 0.2.3 changelog). It re-shapes itself once on the first visit after updating. If it still does not, look in the log of the machine standing there for the line that starts [Avalor] terrain: and contains terrain-op prefab(s) registered in ObjectDB — the count it carries changes between releases, so match the wording rather than a number. That line missing altogether is the bug, and cancelling TerrainOp lines in the owner's log are its signature.
The road looks bumpy or stepped, like a run of mismatched dirt patches instead of a smooth slope. That is how roads used to be built — the slope was flattened in dozens of small overlapping patches, and on a server those don't always arrive in the order they were made, so they could disagree with one another and leave a staircase. The clearing and the road are now shaped together, as one finished surface, in a single pass when the site is built: there are no patches left to disagree, and re-running the pass simply writes the identical surface again. A site built by an older version is re-shaped once, on its own, the next time it streams in after the update — walk away far enough for it to unload and come back. No new world, and no command, is needed.
Mobs in the maze won't attack me first — I have to hit them. That means an out-of-date Shadows of Midgard (anything before 2.0) is installed alongside Avalor. Older SoM doesn't yet know how to exempt Avalorian mobs from its stealth model, so it quietly applies its own alertness rules to them instead — and those rules gate an attack behind being detected first, which the maze was never designed around. Check your log for a line naming Shadows of Midgard directly; Avalor calls this combination out by name and by version rather than staying silent about it. Updating Shadows of Midgard to 2.0 or newer resolves it on its own — nothing further is needed on Avalor's side.
I stepped through the gate and got a black screen that never ended.
On Valheim 1.0 the game files everything that lies outside the normal world — the whole labyrinth included — in a single bucket, and until 1.0.2 that made the loading screen wait for every object in the labyrinth to exist on your machine, and made a dedicated server keep the entire labyrinth loaded at its own reference point. 1.0.2 files the sky by zone again, on the client and on the server, so both need 1.0.2. If it still happens: after 45 seconds Avalor finishes the trip onto a temporary platform at the entrance and writes a line starting [Avalor][FAIL] labyrinth entrance: saying exactly what it was waiting on — send that line. A Local player destroyed line on its own tells nobody anything; the game prints it on every logout and every death. If it was neither, the [Avalor][FAIL] line just above it says whether the destroy came over the network or from the game itself.
Nothing from Avalor shows up in my log at all — not even at startup.
Avalor has a hard dependency on Jotunn. If Jotunn isn't installed, or fails to load for any reason, BepInEx skips loading Avalor entirely and silently — no error naming Avalor, no warning, just nothing where its startup lines should be. Confirm Jotunn is actually present in BepInEx/plugins, and check the top of your log for Jotunn's own startup output; if that's missing too, that's the problem to fix first.
📥 Installation
Mod Manager (Recommended)
- Install Gale.
- Make sure BepInEx and Jotunn are installed.
- Search for Mists of Avalor → Install → launch through the manager.
Manual
- Install BepInEx and Jotunn.
- Extract the release into
Valheim/BepInEx/plugins/.- e.g.
steamapps\common\Valheim\BepInEx\plugins\MistsofAvalor.dll
- e.g.
- Launch the game.
⚠️ Multiplayer: every player on the server must have the mod installed. 📦 One file. The authored asset kit is embedded in the plugin — there is no separate bundle to copy.
Dedicated Server
The server needs the mod too — it is not optional and it is not client-only. The server is the authority: it owns maze generation, the Mob Director, vault and hoard contents, the reset schedule and the answers to "where is the exit / where is my grave". A server without the plugin has no labyrinth for a client to walk into.
- Install BepInEx and Jotunn on the server, exactly as on a client.
- Drop
MistsofAvalor.dllinto the server'sBepInEx/plugins/. - Start the server once, then stop it — that writes
BepInEx/config/wubarrk.mistsofavalor.cfg. - Edit the server's config. Every gameplay setting is admin-only and server-synced: on connect the server pushes its values over each client's, so the server's file is the only one that decides
Difficulty,MazeComplexity,LightingLevel,MistDensity,ClutterDensity,SpawnPortalAtStartandMazeResetIntervalHours. Editing them on a client does nothing. - Restart. Look for these lines in the server log — they are the proof the server-side pass is alive, and they print whether or not
DebugLoggingis on:
[Avalor][net] topology=DedicatedServer - RPCs registered (SERVER+client handlers) headless=True activeArea=...
Version matching. The plugin declares EveryoneMustHaveMod with Minor strictness, so 0.1.x client ↔ 0.1.y server is fine, and a client on a different minor is refused at connect rather than allowed to half-work. Keep the server on the highest version in use — client and server should always be running the same Avalor build.
The labyrinth on a fresh server. The maze is never pre-built — it is forged the first time it's actually needed. Walking through the Gate of Two Stones asks the server to make sure a labyrinth exists, and the server is the only machine that ever creates one; a client cannot forge its own copy and hand it over. Once the maze exists, asking again costs nothing, which is why avalor_generate_all can safely be used as a general "make sure everything's there" check as well as a post-avalor_remove_all rebuild.
The overworld gate on a fresh server. A dedicated server never loads the Start Temple as anything but a ghost zone, so it cannot site the gate itself — the terrain probing and vegetation clearing need physics it does not run. The first client to visit spawn asks for the job and the server grants it to exactly one machine (portal-siting request from …: GRANTED). So on a brand-new world the gate appears once somebody stands at the Sacrificial Stones, not at server start. This is expected.
Grave recovery runs on the server only, and only over Avalor's own ground. The sweep that finds fallen or stranded graves and re-seats them at the graveyard only ever runs on the machine that is the server — a client's world view can see every grave that exists, but it has no authority to move one, so a client never runs its own sweep. It fires automatically once when the world loads and once every minute after. avalor_recover_graves typed on a connected client asks the server to run that sweep on demand and prints what it found to the server's log, not the client's.
Resets. MazeResetIntervalHours runs on the server clock and only regenerates when the maze is empty; anyone still inside is teleported home first. avalor_remote_reset forces one from anywhere.
🤝 Works Great With
| Mod | Why it pairs well |
|---|---|
| First Person Mode — Azumatt | The labyrinth was built to be walked through at eye level. Dropping into first person turns a 6m corridor into a genuinely enclosed one — the ceiling presses down, the torchlight only reaches so far, and you lose the third-person camera's habit of showing you what is around the corner before you get there. |
🌫️ De-misting mods are fine. Mists of Avalor paints its own fog at render time, after every other mod has had its turn, so the labyrinth keeps its murk even if you run something that strips the mist out of the rest of the world.
🏰 Come Play It With Us
Mists of Avalor is one piece of a bigger table. Wubarrk builds several mods for Valheim, and the labyrinth is best met running alongside the rest of them, not on its own — that's what Wubarrk's modded server is for. Come see how the mist looks when it isn't running solo. Details on joining live on the Discord.
Forged by Wubarrk. May your torch outlast the dark. 🔥
License: MIT — use, modify, and redistribute freely, including commercially; just keep the copyright notice. See LICENSE.md for the full text.
CHANGELOG
Changelog
[1.0.4]
- Anti-Farm, a new setting, on by default. The labyrinth's creatures now carry nothing but a Crypt Key — no trophies, no hides, no scraps. This is a deliberate answer to a way of playing the maze that had stopped being a raid and become a delivery service: walk in with an empty inventory, kill whatever is in reach, open the chests you pass, then die on purpose and collect the grave the mod sends home for you. Nothing about that was cheating — the grave rescue is deliberate, and it stays, because a grave lost in the sky realm cannot be got back — but it meant the labyrinth paid out in full for a run nobody survived. The hoard is still where it always was, in the vaults; a vault still needs a key; and a key now needs a fight. Turn
AntiFarmoff underLootfor the old behaviour. - The Warden is the one exception and keeps its own hoard. The Avalorian Greatsword, the Recall Rune, the gems and the coins are the prize for the fight at the end of the labyrinth, not something to grind, and they drop exactly as they always have.
- Crypt Keys are now three settings instead of two numbers baked into the mod. An ordinary Avalorian still carries a 5% chance and a starred sub-boss 24%, unchanged — but the Avalorian Revenant and the Warden now drop one guaranteed. The two things in the maze worth being afraid of are the dependable way to open a vault. Still one key at most per kill, and still never multiplied by stars. A key off the Warden is for the next labyrinth: the exit is behind it, not a vault.
- The chests are adjustable. A new
Lootsection carriesLootQuantityScale(how big every stack is),LootEntryBonus(how many different things a chest holds — a door-side chest rolls 3 and a deep vault rolls 9, and this shifts the whole curve), andLootCoinScale, which is separate because coins are currency rather than crafting stock and are rolled in their own much larger stacks.LootPoolCommon,LootPoolMidandLootPoolDeepwill replace the three material bands outright with a comma-separated list of prefab names, for a server running a modpack this mod has never heard of. All of it is admin-only and server-synced, like every other rule of the labyrinth — two players in the same corridor must be in the same labyrinth. - The Warden is on a much shorter leash: 8m from its post, down from 24m. It guards the way out; it was never meant to follow you back up the maze, and it was doing exactly that. The engine has a leash of its own and the Warden has always been given one, but reading what it actually does explains why nobody ever saw it work: the game only consults the distance once the creature has also lost sight and sound of you for a full second, and a 6m-wide dead-straight corridor hands a player walking backwards a sight line the length of the labyrinth. The distance is now enforced directly. Past it the Warden gives up, turns round and runs back to the gate, and it will not take an interest in you again until it is home.
WardenLeashunderCombatif 8m is too short or too long for your taste — be aware that a short leash is also a short bow range, and a patient archer standing just outside it can work on the boss unanswered. - Upgrading: nothing to regenerate and no world state to migrate. Creatures already standing in a labyrinth pick all of this up the moment they are next loaded.
[1.0.3]
- Rebuilt against Valheim 1.0.16 and re-verified: a clean static reference check against both the client and dedicated server assemblies, and a headless 1.0.16 dedicated-server boot with every patch applying and no
[Avalor][FAIL]lines. - Fixed: Valheim 1.0.16 changed how the game settles two terrain compilers in one zone (it now keeps the one with more terrain operations). When a zone's own compiler arrives after a portal clearing was written, Mists of Avalor now removes its own compiler first, so the zone's saved terrain edits always survive, and re-writes the clearing over them — the behaviour it had before 1.0.16.
[1.0.2]
- Fixed: stepping through the gate could leave you on a black screen that never ends, with nothing in your log but a "Local player destroyed" line. Valheim 1.0 changed how the game files objects that lie outside the normal world, and the labyrinth floats 30km out, well past the edge: everything out there now shares one "sector". So arriving at the entrance made the game wait for every object in the whole labyrinth - and anything else any mod keeps outside the world - to exist on your machine before it would show you anything, and it streamed the entire maze in at once instead of the part around you. A dedicated server was caught by the same change: its own reference point sits outside the world too, so it had been quietly keeping the whole labyrinth, and a copy of every player inside it, loaded on the server. The sky region is filed by zone again, the way it was before 1.0, which is the behaviour the labyrinth was built for. The server needs this version as much as the client does.
- If an arrival still stalls, the log now says what it is waiting for:
[Avalor][FAIL] labyrinth entrance: still on the loading screen after 12s ... waiting on: <prefab> xN, repeated every ten seconds. After 45 seconds a trip into the labyrinth is finished onto a temporary platform at the entrance rather than left black forever; the stone streams in around you from there. - A "Local player destroyed" line is now preceded by an
[Avalor][FAIL]line whenever it is not a death or a logout, saying whether the destroy came over the network (aDestroyZDOpacket naming your own character) or from the game itself culling the player - the two things that leave a black screen with no way out. Please send that line with any report. - The gate now says so if the trip could not start at all - a teleport already under way, or the two-second cooldown after spawning - instead of doing nothing silently.
- Fixed: a maze reset could destroy a grave still standing in the labyrinth, with everything in it. The wipe runs two passes, and the second - the one over loaded objects - spared players but not their tombstones. Both passes now spare any grave by what it is rather than by its name, the labyrinth's own pre-build wipe uses the same rule, and a grave that was standing in the labyrinth when it was wiped is sent to the graveyard straight away instead of being left to fall.
- Walked once in play on a 1.0.12 player-host before the fold: labyrinth generated, entry arrived in under twelve seconds, the Warden fought, the exit walked, the return home arrived, no failure lines. Not yet walked on a dedicated server, which is where the server-side half of the first fix matters; the diagnostics above exist so that the next report carries the evidence, whichever way it goes.
- Crypt Keys drop a little more freely. Every Avalorian creature now carries a 5% chance of one, and the starred sub-bosses' chance rises from 18% to 24%. Still one key at most per kill, and never multiplied by stars.
- Fixed: the deeper vaults were refusing part of their own hoard. Avalor's chests were built on the ten-slot wooden chest, and a deep vault's roll is eight entries of several stacks each - so everything past the tenth stack was turned away, and each refusal put a red
Trying to add item to occupied slot -1, -1line in the log. Every Avalor chest now opens onto a 32-slot grid, which holds the largest roll, and the loot code checks for room before it asks. - The log is quieter in the labyrinth: the game's own once-a-second
GetBiome error Ocean -> AshLandswarning, which fires because the sky lies off the edge of its biome map, is no longer printed there. It was 268 lines in a four-minute visit and it meant nothing.
[1.0.1]
- Fixed: a site that had just been repaired after a late terrain change could stop watching for its own out-of-reach corner. If the repair gave up while yet another change was arriving, the flag that asks for a repair was left raised and the residency watcher on that site treated it as "someone else is on it" for the rest of the session. The repair now lowers the flag when it gives up, so the watcher takes the site over on its next poll.
- The log is more honest about a late terrain change during the first build: it is reported as an ordinary notice rather than as a partly-written clearing, and the clearing's own failure line no longer says "NOT verified" about a write that did verify before the change arrived.
- The 1.0.0 notes above are corrected in four places: the straight-edged face showed on about one site in seventeen, not one in six (one in six is how often any corner was out of reach); an older build recorded such a site as finished rather than waiting for it to stream back in; a path built by 0.2.3 or earlier keeps its old grade because the road's record lives on the gate's marker, not because the world holds no record at all; and the one
[Avalor][FAIL] terrainline that is not a defect - vertices needing more than 8m of cut or fill on very steep ground - is named.
[1.0.0]
- Fixed: the two things wrong with the ground at the gate site - the drop-off where the processional path enters the clearing, and the pale, straight-edged face at the clearing's rim that you could see straight through - are gone, and no amount of tuning the old approach was ever going to remove them. The clearing used to be shaped with the game's own two terrain tools, and one of them has a ceiling: the game's smooth tool cannot move any point of ground more than a metre from its natural height, however many times it is applied, so a pad levelled to the gate's height beside a ring that could only be smoothed always ended in a wall - the drop, minus one metre - standing exactly at the pad's edge. Avalor now writes the finished ground straight into each zone's stored terrain, the same place the game keeps a hoe's work: a flat pad out to 28m, a ring that grades back to natural ground by 52m with no crease at either end, and the path descending or climbing to meet the pad at exactly its own height, so the walk arrives on the pad instead of stepping up onto it. The write is exact and repeatable - running it again produces the same ground - and the site keeps a record of every zone it wrote so it can check its own work.
- The site finishes itself. It is built from where you stand at the Sacrificial Stones, 68-96m from the gate, and on about one site in six a corner of its footprint lies outside what the game keeps loaded from there - on about one in seventeen that corner reaches into the clearing itself, and it used to be left natural along a dead-straight zone edge while the site recorded itself as finished anyway, so nothing ever went back for it. Now the site keeps watching and writes those zones the moment you walk toward the gate - the log says the clearing is waiting for N zone(s) of its footprint to come within reach ... walking toward the gate is normally enough, and a few seconds later that it is finished ... The pass is claimed. And if the game later swaps in a zone's own terrain data underneath a finished site, which it can do when that data arrives late, the site notices, re-writes itself and says so.
- Trees, rocks and props standing between the cleared 24m around the gate and the 52m rim are set back down onto the new ground instead of being left floating on air or buried to the canopy; on a re-shape the road's paving and torches are re-seated the same way.
- Fixed: the processional path showed as a dirt track. The paving tile has no model of its own - what you see as paving is paint - and the mod's own cleared-dirt paint was being stored over it. The crown of the road is now painted paved, with cleared-dirt verges either side, all the way through the pad to the gate.
- Fixed: the six ruined walls around the clearing had never once appeared on Valheim 1.0 - the piece they asked for does not exist there. They now spawn as Avalor's own weathered copy of the stone wall, and cannot be picked up with a hammer.
- The avenue's torches now start about a third of the way along the road, so two to four pairs stand on the graded approach rather than all of them on the flat pad. The crypt torches - on the avenue and in the labyrinth - can no longer be removed with a hammer.
- Fixed: the sweeps that clear the avenue and the clearing could delete things that were not theirs. Both now refuse anything a player built, any dropped item stack, the wild beehive of an abandoned house, and anything inside the Sacrificial Stones' own ring - which the avenue sweep could previously reach a flanking stone inside.
avalor_spawn_portalrefuses a site closer than 55m to the Sacrificial Stones - the pad, the temple's protected ground and the fade between them add up to that - rather than build a pad it cannot keep flat.avalor_remove_allnow hands back the whole width of ground a site touched, the road's own start included.- The line to look for in the log is now
[Avalor] terrain: 8 terrain-op prefab(s) registered in ObjectDB. Three of the eight are the paint - the pad's dirt, the verges, the paved crown. The other five belong to the old op grid and the old path leveller, kept so a processional path already cut by an earlier version still resolves its edits, and so a game update that ever makes the terrain data unreadable has something to fall back to; that fallback announces itself with[Avalor][FAIL]. Any line tagged[Avalor][FAIL] terrainis something to report - except the one about vertices needing more than 8m of cut or fill, which is the game's own limit on very steep ground and is telling the truth. - Existing worlds: every site built by an earlier version re-shapes itself once, on its next visit. The pad and the ring are rewritten as the new surface, and the old ring's leftover smoothing out to 63m is erased rather than added to. A path built by 0.2.3 or earlier keeps its old grade, because the record of where the road runs lives on the gate's own marker, which a site built by those versions does not carry;
avalor_remove_alland a fresh siting give it the new one. - Verified in play on a fresh Valheim 1.0.12 world before the version bump: a flat pad, the road meeting it level, and no wall at the rim.
- The package is now Mists_of_Avalor - the BETA is over. Remove the old
Mists_of_Avalor_BETApackage when you install this one, so the game does not find two copies of the same plugin.
[0.2.3]
- Fixed: on Valheim 1.0 the gate's clearing was never levelled and the processional path was never graded - the gate sat on a raw hillside and every torch on the avenue on bumpy ground - with nothing in the server log to show for it. Valheim 1.0 changed how a terrain edit crosses the network: instead of sending the edit's settings, the game now sends only the name of a registered terrain-op prefab, and whichever machine owns that patch of ground looks the name up and applies the prefab's settings - or, if the name is not registered, quietly cancels the edit with
Failed to deserialize TerrainOp settings ... cancelling TerrainOpin its own log. Avalor's edits were built on the fly at runtime under a name nothing had registered, so every one of them - 101 for a clearing, one per leveller along the path - was cancelled on arrival. The 0.2.2 compatibility audit could not have caught it: no method the mod hooks or calls changed shape, only what vanilla puts on the wire inside a method the mod never touches. Avalor now registers its five terrain-op shapes (the clearing's pad, its feather ring, each with and without paint, and the path leveller's grade) in the game's object database on every machine, server included, and emits clones of those registered prefabs. The first thing to check in either log is[Avalor] terrain: 5 terrain-op prefab(s) registered in ObjectDB. - Every existing site repairs itself. A clearing built on 1.0 had already spent its one shaping pass on edits that were thrown away, so the pass version is raised for both the clearing and the path levellers: each site re-shapes once, the next time it is visited, with edits that now land. Sites shaped correctly before 1.0 re-run harmlessly (levelling already-flat ground writes nothing; smoothing converges).
- Verified on the 1.0.12 dedicated server:
Mists of Avalor 0.2.3boots with twelve patches applied and the five prefabs registered at both the start scene and the world scene. The in-game half - a flat pad after siting on a 1.0.12 client, and zerocancelling TerrainOplines in the client's log - is the test for this release.
[0.2.2]
- Valheim 1.0.7 compatibility. Rebuilt for Valheim 1.0.7 (client build 25185596 / dedicated server build 25185644, network version 39) against BepInExPack 5.4.2350 and Jotunn 2.30.0 - the first Jotunn release for Valheim 1.0, and now the minimum required version. Nothing about the labyrinth, the gate, the loot or the Warden changes; every edit below is the mod re-learning the names of things the game renamed.
- Fixed: the no-build guard around the gate clearing and the labyrinth did not attach on 1.0. Valheim 1.0 gave
Player.PlacePiecea fifth parameter (cheated), and Avalor's hook named the old four exactly, so on 1.0.7 it found nothing to hook and loggedAVALOR PATCH FAILED - FEATURE LOST: "No-build protection"while everything else loaded - meaning players could build in the maze and on the clearing. The hook now binds by name, which is how every other Avalor patch already did it, so it survives the next parameter the game adds too. - Fixed: the gate itself could not exist on 1.0. Valheim 1.0 added a member to the game's
Hoverableinterface (GetHoverOffset, an extra interact reach the cursor allows for an object), and the portal trigger implements that interface for its "Step through" prompt. A class missing an interface member cannot be loaded by the runtime at all, so on 1.0.7 the previous build failed withTypeLoadException: VTable setup of type AvalorPortalTrigger failedand HarmonyX's assembly type scan logged aReflectionTypeLoadExceptionalongside it. The trigger now provides the member (0 - exactly the pre-1.0 reach). - Fixed:
avalor_remove_all's "hand the ground back" step would have died on 1.0.Heightmap.Poke(bool)becamePoke(int delayed = 0, bool paintOnly = false); the restore now calls the immediate form, which is what it always meant. - The terrain diagnostics now read zone ids in the game's new sector type (
Vector2s), and the boot line[Avalor][net] ... activeArea=Nis nowsimDistance=N: Valheim 1.0 replaced the fixedZoneSystem.m_activeAreawith a player-configurable simulation distance (ZNet.GetSyncedSimulationDistance()), whose near ring defaults to 2 where the old field was 1. Avalor only ever reported this value - nothing in the mod sizes anything from it - so the only behaviour change is the label. Two other 1.0 changes (Character.Messagegaining an optionallogflag; the game's ownVersionclass becoming public and shadowingSystem.Versionin the plugin-lookup helper) needed a recompile and one fully-qualified type name respectively, and change nothing at runtime. - Verified on a 1.0.7 dedicated server:
Mists of Avalor 0.2.2loads with all ten patches applied (Patch applied OKx10, including the no-build guard), 13 console commands, 60 prefabs, 3 items, 1 recipe and 1 status effect registered through Jotunn 2.30.0, and[Avalor][net] topology=DedicatedServer ... simDistance=2. Not yet walked in-game on 1.0.7: stepping through the gate, the Ashlands-card suppression and the vegetation skip need a client session to confirm - the hooks bind; the behaviours are the ones section F of MIGRATE-1.0.md lists.
[0.2.1]
- Changed: the Avalorian Greatsword is now taken off the Warden. The blackmetal chest that used to stand beside the escape gate holding it is gone. The chest made the boss a doorman rather than a gate - it was a container you walked up to and opened, and a player who simply ran past the fight got the prize anyway. The sword is a guaranteed drop from the Warden's own corpse, still exactly one per labyrinth and still no roll: beat the thing guarding the way out, or leave without it. (Chests already standing in a labyrinth built before this update are untouched and still open normally.)
- The Warden now holds the gate area properly instead of either trailing you home or standing on one tile like a prop. It paces a short patrol around its post, fights the moment you arrive, and if you pull it more than about four cells away it breaks off and walks back to the gate. Backing off to heal and re-engaging is still free.
- Fixed: the labyrinth was one-shotting players. A Warden - and far more often an Avalorian Revenant - was killing a player who was blocking, with over 300 health, in a single blow. Nothing in the mod had ever multiplied enemy damage; the number came from three vanilla things stacking with nothing to stop them. A star is a doubling of damage in Valheim, not just extra health, and both of those enemies carry two. The Hardcore roster reaches into the Ashlands for its bodies. And a six-metre corridor takes away the one answer the game gives you to a big hit, which is distance.
- So there is now a ceiling, in two parts, and both are admin settings a server can turn off. EnemyDamageScale (default 0.6) reduces what the labyrinth's creatures hit you for before your armour and your shield are applied, so blocking still earns its full value on top rather than being made irrelevant. MaxHitFraction (default 0.5) is a hard limit on how much of your maximum health any single blow can take after everything has been applied: at full health you always survive the first hit, whatever swung it. Set both to 1.0 for the old numbers.
- The spike and poison plates are deliberately untouched - they already take a share of your current health and are written to leave you standing - and so are falling, drowning, and everything outside the sky realm.
- The Avalorian Revenant no longer drags an Ashlands champion into a Normal labyrinth. The wandering spawns have always kept the Charred behind Hardcore; the rare elite's own roster quietly did not, so a Normal maze could roll a Charred warrior, force it to two stars, and put it in a corridor with you. That was the single hardest thing in the mod and it was appearing on the middle difficulty. It is Hardcore-only now, in line with everything else Charred.
[0.2.0]
- New: the labyrinth keeps a record, and BarrkBOT can read it. The server now writes a small stats file that the Discord bot picks up on its own - how many have died in the labyrinth standing right now and what killed them, how many creatures are still in it, how many people are inside, whether the Warden is still guarding the way out, and how many have walked out alive. Lifetime totals are kept too, per player and for the server as a whole, and they survive restarts and maze resets. It is on by default; there is nothing to configure and nothing to opt into.
- Deaths in the labyrinth are recorded with what killed you, so "what is actually killing everyone in there" has an answer. A fall off the edge, drowning or a trap has no creature to blame and is recorded honestly as the labyrinth itself rather than being dropped or pinned on the nearest mob.
- Only the labyrinth is counted. Dying in the overworld is not the labyrinth's business and does not appear in the file at all.
- Fixed: Avalor was moving graves that had nothing to do with Avalor. The safety net that rescues a grave lost in the labyrinth was reading every tombstone in the entire world, and one of its tests is "is this grave underneath the ground?" - which is true of any perfectly ordinary death in a cellar, a pit, a mine, or under a raised floor. So a player who died in their own basement, on a world where nobody had ever been near the labyrinth, would find their grave gone: picked up and set down at the Avalor graveyard, and set down again a minute later if they carried it home. Both the automatic sweep and
avalor_recover_gravesnow look only at the sky realm and at the graveyard clearing itself. A grave out in the world is where its owner left it, and Avalor no longer has an opinion about it. avalor_gather_gravesno longer empties the whole world onto the graveyard. It was documented as moving every player grave in the world, and it did - so an admin tidying up after a maze reset also dragged in every grave every player had ever left anywhere, including deaths from before the mod was installed, with nothing to undo it. It now gathers the labyrinth's dead and leaves the rest of the world alone. Everything else about it is unchanged: it still ignores whether a grave is reachable, still skips graves already at the graveyard, and is still deliberately separate fromavalor_recover_graves.- Graves stranded on the graveyard clearing itself are still rescued. That ground is cut flat by the mod and is where relocated graves are set down, so a grave that goes wrong there went wrong on Avalor's own plot - it stays in scope, and it is now the only place the buried-grave check is ever applied.
- Both grave commands now report how many graves they deliberately left alone, so the log answers "did it go through my world again?" without anyone having to take it on trust.
[0.1.12]
- New: admins can put the gate where they want it.
avalor_spawn_portalnow places a complete Gate of Two Stones wherever you are aiming - the clearing is levelled, the graveyard is laid out in front of it, and if it is within walking distance of the Sacrificial Stones the processional path is paved back to them, exactly as a fresh world builds it for itself. Addbarefor the gate on its own,nopathto skip the avenue, orreplaceto remove the gate you already have. - A gate placed this way is the gate. Everything that looks for one - grave relocation, the return trip, the check that stops a second gate being built at the next world load - now recognises the one an admin chose, wherever it stands, instead of always anchoring on whichever portal happens to be nearest the Sacrificial Stones.
- Fixed:
avalor_spawn_portalused to drop a seven-metre monument on raw ground at the player's own height - half-buried on any slope, with no clearing, no graveyard and no path - and on a dedicated server console it silently did nothing at all, with no message either way. - Fixed:
avalor_remove_allsaid it had removed everything and left the landscape behind. The gate site is deliberately cut into the ground - a flat pad, a wide graded rim, a levelled avenue - and removing the objects standing on it left that shape as a bald terrace around spawn, with nothing left to explain it and no way for any later command to find it again. The ground is now handed back to the world generator: the clearing, the rim and the path return to the hillside they were cut from. - Fixed:
avalor_remove_allwas deleting things Avalor never placed. Natural rocks, pine trees and mushrooms within a hundred metres of the Sacrificial Stones were on its list - including the temple's own flanking boulders, whichavalor_fix_stonesthen existed to put back - and so were plain stone walls and floors, which is most of a stone house. Anything a player built is now protected outright, and the natural scenery is left alone. - Fixed:
avalor_remove_allcould not reach the far half of its own site. It swept a fixed hundred-metre circle around the Sacrificial Stones while the gate is sited up to ninety-six metres out with a graveyard and a ring of dead trees beyond that, so the outermost decor was left standing. The sweep is now measured from the site that is actually there, and reads the world itself rather than only the parts of it currently drawn on screen. - Fixed: on a dedicated server,
avalor_remove_alltyped by an admin was not actually removing the labyrinth. Like the reset command before 0.1.11, it ran on the admin's own game rather than on the server, so it deleted only the fraction of the maze that admin's game happened to have loaded, decided "is anyone still inside?" from that same partial view - the answer that drops everyone in the maze five hundred metres if it is wrong - and reported that everything had been removed. The labyrinth half now runs on the server. The overworld half deliberately still runs where you are standing, because clearing the site and reshaping the ground can only be done by a machine that has that ground loaded. - Trees and rocks the site cleared away cannot be regrown, and the command now says so rather than implying a complete restoration.
[0.1.11]
- Fixed: the Warden stopped appearing. After the labyrinth was reset, a fresh maze came back complete - exit, prize chest, the lot - with nothing guarding the way out, and it stayed that way for the rest of the server's uptime. Resetting the maze was quietly happening on the admin's own game instead of on the server, even though the command is marked server-only; that setting controls who is allowed to run a command, not where it runs. The server therefore never learned its labyrinth had been replaced, still believed the previous maze's Warden had already been beaten, and skipped the check that would have corrected it. Resets now run on the server.
- The Warden also no longer depends on being told. It now recognises the labyrinth it is guarding by the exit portal itself, and treats a different exit as a different maze - so any reset brings the boss back, including one performed by something that never informs it.
- Fixed: the same misrouted reset meant the decision "is anyone still inside the labyrinth?" was being made from one player's partial view of the world rather than the server's complete one. Getting that wrong drops everyone in the maze five hundred metres. It is now decided where the answer is actually known.
- Fixed: a reset run on a machine with no labyrinth did nothing whatsoever and said nothing about it, so the command looked like it had worked. Every outcome is now reported.
- New:
avalor_gather_graves. Moves every player grave in the world to the overworld graveyard, whether it is lost or not - for tidying up a server, or for peace of mind after a reset. This is deliberately separate fromavalor_recover_graves, which stays conservative and only rescues graves that have actually fallen somewhere unreachable, because a grave where you died is where you will go looking for it. - The search for the labyrinth's exit no longer trusts a remembered position for half a minute after that exit has been destroyed, and no longer re-reads the entire world - over two million objects on a busy server - on every single tick while a maze is being rebuilt.
[0.1.10]
- Fixed: a grave moved to the overworld graveyard arrived at the right spot but hung in the air above it. The ground under the gate is deliberately cut flat - the whole clearing is levelled, which usually means shaving a few metres off a hillside - but the measurement used to set a grave down was the original shape of the land, taken from the world's terrain generator rather than from the ground that is actually there. So the grave was placed on a hill that had been dug away, and stood in the empty air where it used to be. Graves are now set down on the levelled clearing itself.
- The same wrong measurement was also holding them up there. The automatic sweep that rescues buried graves compared each one against that same phantom hillside, decided a grave standing correctly on the clearing was several metres underground, and lifted it back into the air - once a minute, indefinitely, undoing gravity's own attempt to fix it. It now measures against the real ground.
- A grave already hanging over the graveyard sets itself down the next time a player is there to see it, and stays down. No new world, and no command, is needed.
[0.1.9]
- Internal item rebalance.
[0.1.8]
- Fixed: a grave from a maze death could fall out of the world and take everything with it. A tombstone in Valheim is a physics object, so when the labyrinth's floor streamed out from under it, it simply fell. The safeguard that is supposed to drag a stray grave back into place only measures how far it has drifted sideways, so a grave dropping straight down never looks like it has moved at all, and the second safeguard that lifts a buried grave back above ground relies on a measurement that a dedicated server cannot take. Nothing stopped it. The grave and every item in it are still in the world - they were never deleted - and Avalor now finds them and puts them back.
- Fixed: moving a maze grave to the overworld graveyard could lose track of it. The move was made by the server, which then owned a falling object in a place it had no solid ground for, and the grave's own position kept being rewritten as it fell. The relocation now seats the grave on real ground using a measurement that works on any machine, moves the grave itself rather than only its recorded position, and brings it to a complete stop.
- Fixed:
avalor_tp_gravecould teleport you to where your grave used to be. It preferred whatever your own game already knew about, and your game keeps a copy of everything it has ever been told - including a grave's old position from before the server moved it. It now asks the server first whenever you are on one, and only falls back to local knowledge if the server does not answer. - New:
avalor_recover_graves. Finds every player grave that has fallen out of the world or ended up buried, and re-seats it safely at the overworld graveyard. It also runs automatically when a world loads, so a grave lost this way comes back on its own without anyone having to know the command exists. - Fixed: the processional road came out as a janky, stepped dirt track on a server. The approach is a gradual slope, so every few metres along it a patch of ground was being flattened to a slightly different height than the patch beside it - and because those patches overlap, each one simply overwrote part of its neighbour. Which one won came down to the order they happened to arrive in, which on a server is not the order they were made in, so the road ended up as a run of mismatched steps. The slope is now graded by blending the ground toward each height instead of stamping it flat, which reaches the same shape without the patches fighting. The portal clearing was never affected, because every patch there flattens to one single height and they all agree.
- Every existing processional road re-grades itself once, the next time you walk to it. No new world needed.
- Fixed:
avalor_generate_allrebuilt the overworld gate but not the labyrinth, so afteravalor_remove_allthe sky realm was left completely empty - and anything that put you there without walking through a portal (flying, a teleport, an old spawn point) dropped you five hundred metres onto nothing. That is exactly how one playtester died, with their tombstone falling after them. The command now rebuilds both, and says so; it costs nothing when a labyrinth is already there. - Fixed: a vanilla runestone (or another piece of world-gen scenery that Avalor is not allowed to remove) could end up standing squarely in the middle of the processional road. Avalor deliberately never deletes runestones, boss stones or the Sacrificial Stones - that guard exists because the road once came close to destroying a Sacrificial Stone - but nothing in the site search had any opinion about what was standing between the temple and the gate, only about whether the gate's own spot was dry and level. The search now also looks along the avenue and prefers a direction that is actually walkable, so the road is aimed around anything it must not touch rather than through it.
- Fixed: a grave relocated to the graveyard sat about a metre too high, hovering above its plot. The height it was lifted by had been hand-tuned to compensate for the broken ground measurement described above; with that measurement fixed, the old adjustment was being applied on top of a correct answer. Avalor now measures the headstone itself and sets it down on the ground.
[0.1.7]
- Fixed: if you had fallen off the labyrinth, the mod stopped counting you as being in it - at the exact moment you most needed rescuing. The check for "is anyone inside" measured a straight-line distance from the centre of the maze, and the maze floats 500m up with nothing beneath it, so a player dropping through the empty air below quickly measured as too far away to matter. A reset run in that state decided the labyrinth was empty and skipped the evacuation that would have teleported them home. The maze's airspace is now treated as a column: anywhere above or below it counts, at any height.
avalor_remove_allnow evacuates before it deletes. It was the only destructive command in the mod that never checked whether anyone was standing on what it was about to remove - it deleted the floor of the labyrinth without warning, whileavalor_resethad been broadcasting an evacuation since 0.1.0. If players are inside and there is no way to reach them, the command is now abandoned instead of carried out.
[0.1.6]
- Fixed: the portal clearing and its processional path went back to their natural, bumpy shape as soon as you walked away, leaving the gateway, the runes, the road and the torches hanging in the air when you returned. The ground was being shaped by a kind of terrain edit that only exists while the object making it is loaded - so the moment the area streamed out, the edit went with it, while everything standing on it stayed at the height it was built. Avalor now shapes the ground the same way a hoe does, which writes the change into the world itself. It survives leaving, relogging and a server restart.
- Every clearing and path shaped by 0.1.5 repairs itself. The terrain pass is versioned; this release raises it, so each site re-shapes once - permanently this time - the next time you walk to it. No new world needed.
- Fixed: a grave from a maze death was not being moved to the overworld graveyard on a dedicated server. Your character's grave is created and owned by your own game, and the request to move it reached the server before the grave itself did, so the server found nothing to move and dropped the request without a word. It now waits for the grave to arrive, and says so in the log if it truly never does. Graves were never at risk of being lost -
avalor_tp_gravealways finds them - but they were staying in the labyrinth instead of coming home. - The maze reset now always records whether it found players inside, which machine decided that, and what it did about it. A reset that skips the evacuation warning drops everyone in the labyrinth into the void, and until now the "nobody is inside" path said nothing at all - so a missed evacuation and an unnecessary one looked exactly the same afterwards. A reset that finds players inside but has no way to warn them is now abandoned rather than carried out.
[0.1.5]
- Fixed: on a DEDICATED SERVER the portal clearing was never levelled, leaving the gateway and its runes half-buried in a hillside with the road running across it at the wrong height. The site is deliberately seated a few metres below the natural ground so the flattening pass can then cut the hill down to meet it - two halves of one move. The flattening half refused to run unless it was the server, but the site is built by the first player to reach the spawn stones (choosing a spot needs ground probing a headless server cannot do), so on a dedicated world neither machine ever ran it. Only the sink happened. Terrain shaping now runs on whichever machine builds the site, which is how a hoe has always worked.
- Existing dedicated-server portal sites repair themselves. The terrain pass is versioned, and raising that version makes every clearing and every stretch of processional path re-shape itself once the next time you walk to it. No new world is needed.
- The site now waits for the ground to actually exist before shaping it, instead of pausing for a fixed number of seconds. Terrain edits are stored per 64-metre zone, so an edit aimed at a zone that has not loaded yet is silently thrown away. That could never happen on a player-hosted world, where the whole area is already in memory - but a player arriving at a fresh server site is often faster than the world around them, and the old fixed pause was tuned for the wrong situation. The road, torches and decor likewise wait for the shaping to finish rather than assuming it has.
- Fixed: boulders and trees standing in the processional avenue were not being cleared on a dedicated server. The clearing sweep asked to delete them, but deleting something owned by another machine is silently ignored, and on a dedicated server the world's rocks belong to the server while the clearing runs on a player. It now takes ownership first, the same way the rest of the mod already did.
[0.1.4]
- Fixed: the portal avenue and the gateway were blindingly bright - brightly lit areas washed out to pure white. Three things were stacking. The processional torches on the approach ignored the LightingLevel setting entirely and always burned at full, so on a gloomy setting the labyrinth sat dark while the road to the gate blazed; the gateway's own glow was the strongest light in the mod and reached far enough to land on those torches as well; and the runes drew with a triple-strength glow on top of both. Light adds up, so the three together pushed every colour channel past what the screen can show, and past that point green stops being green and just goes white. The avenue now dims with the setting like everything else - still clearly the lit road to the gate, never brighter than the labyrinth at its brightest - and the gateway glow and the runes are turned down to match. Nothing else about the lighting changed.
- The server install steps are now written down. The README has a Dedicated Server section covering what the server owns, why only the server's config file matters, the log line that proves the server-side pass is running, how version matching behaves, and why the overworld gate appears when the first player reaches spawn rather than at server start.
- Corrected: the README still listed DebugLogging as off by default. It has been on by default since 0.1.3.
[0.1.3]
- Fixed: Avalor reported "Shadows of Midgard is not installed" while Shadows of Midgard 1.x was installed and running. Plugin IDs were being compared case-sensitively, and Shadows of Midgard re-cased its own ID between 1.0.0 and 2.0.0 - so every 1.x player was told the two mods were not talking to each other when the truth was the opposite, and the loud warning that should have fired instead never did. All of Avalor's mod detection now ignores case.
- Shadows of Midgard 2.0 betas are now recognised as new enough. They report a 1.9.x version number, so any check based on the version alone calls them out of date; Avalor asks whether the exemption hook is actually present instead, which is the thing that matters. The log now names the build it found, and says "2.0 beta" when that is what it is.
- Debug logging is now ON by default for the open beta. Most of what it records happens once while the mod loads, so switching it on after something goes wrong is already too late to capture the cause - this way a bug report carries the evidence with it. It only writes to your own log file, it is not server-synced, and it can be turned off in the config at any time.
- The portal clearing is shaped once instead of on every visit. The terrain flattener and the path levellers were re-running their full pass each time the site streamed back into view - about 115 terrain edits per approach, for a hitch and no change to the ground, since the ground was already flat. Nothing was ever damaged by it; it is simply gone now.
[0.1.2]
- Fixed: the Avalorian Warden could spawn walled in. It was placed at a flat 3m offset from the exit portal, which is exactly the boundary between two cells - so whenever that side of the exit was solid the boss materialised inside the stone and got shoved out wherever physics felt like, frequently behind its own portal with no way to reach anyone. It now reads the maze layout and takes its post in the corridor you actually walk down to reach the exit, clear of every wall and clear of the prize chest.
- Shadows of Midgard compatibility is now just the flag. Avalor stamps every mob it owns as Avalorian and Shadows of Midgard skips them - that is the whole integration, the same way Dvergr Allies declares its allies. The 0.0.9 workaround that drove SoM's awareness data by reflection five times a second, and the five Harmony patches that fought it for control of alertness and sensing, are deleted.
- As a result, maze mobs no longer sense you through solid stone. That was never intended behaviour - it was a side effect of forcing the sensing check true, which skipped the line-of-sight test entirely. Crouching and putting a wall between you and a hunter now works in the labyrinth the way it works everywhere else. The mobs still hunt: they are re-alerted continuously, because vanilla alertness decays and 6m corridors break line of sight constantly.
- Sub-bosses stalk again. The "walk while hunting by scent, run once alerted" behaviour had been inert since 0.0.9 because the deleted patches forced every mob to read as alerted.
- Avalor now says in the log whether Shadows of Midgard is installed and whether it is new enough to honour the flag, instead of being silent about it. An out-of-date Shadows of Midgard is called out by name, loudly - on that combination its own rules apply to Avalorian mobs and they will not swing first.
[0.1.1]
- Fixed:
avalor_tp_enddropped you one cell BEYOND the exit and off the edge of the labyrinth into the void. The exit sits on the deepest cell, which is often on the outer rim; the teleport now reads the maze layout and lands you in a corridor cell that actually exists - normally the one the prize chest is in - facing the way out. It also holds the escape gate shut while you arrive, so landing at the exit no longer walks you straight back out of it before you can open the chest. - Fixed: the exit portal was built half-initialised. Stripping its colliders left a vanilla EffectArea behind, which threw a NullReferenceException from inside Instantiate every time the way out was created or streamed back in.
- The labyrinth's fog now survives de-misting mods. It is re-asserted at render time, after every other mod's LateUpdate, and says so in the log if it catches one - so "Mists of Avalor" keeps its mist even alongside a mod whose entire purpose is removing it.
- Poison plates can no longer kill you outright. Poison is queued as a pool and ticks out over ~20 seconds with no can't-kill guard, so the percentage-of-current-health bite that leaves you standing on a spike plate was quietly lethal on a poison one. It now leaves a sliver, the way the spikes always did.
- Hardcore live-mob cap lowered from 14 per player to 10. Hardcore's punishment stays in the mobs - more health, more speed, two stars, Ashlands Charred in the roster - rather than in the size of the queue.
- Fixed: chest loot emptied itself. Materials were added without a drop-prefab reference, so the container saved a list of blanks and loaded nothing - every hoard survived only until that chest streamed out and back in. Affected everything in every chest including the Avalorian Greatsword; the Crypt Key and Recall Rune were never affected.
- The "you have discovered the Ashlands" card no longer fires when you portal into the labyrinth. The maze floats 500m above Ashlands terrain, which is nobody's business but the heightmap's - and the real biome now stays undiscovered until you actually go there.
- The exit compass now defaults to the lower-left corner where playtesting left it, instead of through the middle of the view, and can no longer be drawn off the edge of a smaller screen.
[0.1.0]
- Full dedicated-server support: the mob director, Warden, resets and maze generation now run correctly on headless servers (everything server-side operates on replicated ZDO data instead of local instances and physics).
- Multiplayer hardening: sub-boss/Revenant/Warden stats, immunities, names and drop tables now replicate to every player, so kills pay out no matter who lands them; the maze health buff no longer compounds or heals mobs when players stream in; trap damage no longer multiplies with nearby players.
- Guests stepping through a portal before the host no longer forge a duplicate maze - generation is requested from the server.
- Maze resets with players inside now evacuate everyone home first instead of dropping them into the void.
- Graves from maze deaths are relocated to the overworld graveyard reliably on every network topology.
- The exit compass, avalor_tp_end and avalor_tp_grave now ask the server when the target is beyond your local view (fixes the compass going dark deep in 40x40+ labyrinths).
- The overworld portal now sites itself on fresh dedicated worlds via the first client to visit spawn.
- Fixed: sub-bosses spawned at ~40% health; Revenants lost their elite health entirely; crypt keys dropped at 2-4x the intended rate; the Warden could be lured away from its post.
[0.0.9]
- Initial Public Beta release.