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Njord

A mythic overhaul of Valheim’s ship handling, steering, acceleration, and sea‑faring experience. Including a HUD and OdinShip Support.

CHANGELOG

📜 Njord — Changelog

v1.3.0 — The Wind & Configuration Update

  • MAJOR CONFIG OVERHAUL: Completely rebalanced default ship handling physics (acceleration, sails, forces) for a smoother, more realistic feel across all ships.
  • Wind System Overhaul: Rebuilt the Njord wind physics system to perfectly blend with Valheim's natural winds. Full Wind Always is now togglable!
  • UI Snap Fix: The wind HUD icon now instantly snaps to the correct natural wind angle when you grab the rudder, rather than slowly interpolating from 0.
  • Mythic Logs: Improved debug and mythic saga logging consistency.
  • Experimental Wind Assists: The Wind_NoDeadZone and Wind_BlendToFull features have been moved to an opt-in [EXPERIMENTAL] status and are disabled by default.
  • Grace Period Mechanics: Added a configurable grace period delay (default 2.5s) to the wind assists. Ships will now feel the punishing effects of natural dead zones and crosswinds before the Njord assist systems kick in.

v1.2.2 — The Configuration Polish Update

  • Refined default generated configuration values

v1.2.1 — The Authority Fix Update

  • Boat control authority tweaks and fixes
  • Network sync bug that caused boats to refuse to move is fully resolved!

v1.2.0 — The OdinShip Update

  • Initial OdinShip support
  • OdinShip prefabs now seamlessly benefit from Njord's advanced physics and custom config generation.

v1.1.0 — The Runic Wake Update

A visual identity update introducing mythic ship‑trail effects and polishing Njord’s presentation on the open sea.

  • Runic Wake VFX (New) Optional glowing wake effect behind ships.
    Color‑tinted based on config.
    Scales with speed and sail state.
    Fully multiplayer‑safe.

  • VFX Configuration VFX_Enable — toggle the system
    VFX_Color — hex color for the runic glow

  • HUD & Visual Polish Improved wake blending with waterline motion.
    Minor HUD clarity adjustments.
    Better visual consistency across ship types.

  • Internal Cleanup Removed unused VFX prototype fields.
    Streamlined update loop for lower overhead.
    Minor log cleanup and diagnostics improvements.


v1.0.8 — The Deterministic Sea Update

A foundational stability update focused on multiplayer correctness, identity tracking, and predictable helm behavior.

  • ZDOID-Based Ship Identity (New Architecture) Ships now use Valheim’s true network identity system.
    No HUD flicker, no control loss, no prefab collisions.
    Fully stable even with multiple identical ships nearby.

  • Multiplayer-Safe Helm Control Each ship tracks its own controller.
    Identical ships no longer overwrite each other.
    Seamless helm switching between players.

  • Deterministic Startup & Config Sync Config loads before patches.
    Server broadcasts authoritative values.
    Movement works instantly — no more F8 ritual.

  • HUD & Telemetry Improvements Per-player HUD visibility.
    No desync or flicker.
    Clean readiness gating.

  • Max Speed System Per-boat Njord/Vanilla max speed configuration.
    Fully synced in multiplayer.

  • Internal Stability Deep debug instrumentation.
    Cleaned stale control states.
    No ZDOID pollution or unsafe writes.


v1.0.0 — First Public Release

  • Complete overhaul of Valheim ship handling and steering
  • Added steering multiplier system
  • Added acceleration and reverse force tuning
  • Added Half/Full sail force configuration
  • Added wind‑blend smoothing system for natural sail transitions (WIP)
  • Added Njord HUD with configurable X/Y position
  • Added runtime config reload hotkey (F8)
  • Added server‑to‑client config sync for multiplayer
  • Added optional VFX system (disabled by default) (WIP)
  • Added clean plugin bootstrap and Harmony patching
  • Added safe runtime config architecture
  • Added mythic startup logs and diagnostics

v0.9.x — Internal Development Builds

  • Initial steering and acceleration prototypes
  • Early HUD layout tests
  • First pass at VFX system (control rune, burst, trail)
  • Sync and RPC architecture established
  • Internal debugging tools and logging