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Releases: under2ker/valheim-living-factions
Release list
Living Factions 0.6.5
⚔️ Faction Swords
Every faction now has a sword of its own, next to its relic axe.
- Grey Blade (Wolf Clan): +25% damage, standing 50, 480 coins.
- Antlered Blade (Stag Clan): double durability, standing 30, 300 coins.
- Black Beak (Raven Clan): half the weight, standing 40, 460 coins.
- Obsidian Saber (Fuling Horde): +25% damage, standing 20, 380 coins.
- Rune Sword (Dvergr Hold): +25% damage, standing 40, 520 coins.
- Rusted Blade (Draugr Court): double durability, standing 10, 450 coins.
- Root Club (Greydwarf Brood): double durability. The Greydwarfs do not trade, so one guard in four leaves it.
🔄 Rewind and Self-Repair
lf rewind: takes the factions back to an earlier day while the world stays as it is. Without a number it lists the days you can go back to;lf rewind -30goes thirty days back.lf advancekeeps a copy first: a jump too far is one command to undo.- Settlements check themselves: buildings on record but missing from the world (an old backup restored) are put up again and the ground under them levelled. Pieces of buildings the factions had not got to come down.
🛠️ Fixes
- Chronicle for guests: a guest with other HUD mods saw nothing under the minimap. The panel is now drawn in front of the game's interface and moves to the corner if the minimap is out of reach.
- Item names: the mod's axes and swords were named in English in games in other languages until a restart.
- Traders: a trader with more than seven offers hid the last ones.
- Woodcutters: an error when a tree was cleared for a building mid-chop.
🧪 Tested In-Game
- Bought five swords from five traders and took the root club from a Greydwarf guard.
- Checked every relic property in a real fight: damage, fury, healing, mending, durability, stamina.
- Advanced a new village 30 days and rewound 25: the three newer buildings came down.
- Loaded an old world backup with a newer faction state: the three missing buildings went up again on level ground.
- Joined a dedicated server as a guest and saw the chronicle under the minimap.
⚠️ Important
Everyone needs the same mod version, the server too (any 0.6.x works with any 0.6.x). An older trade.cfg gets the sword offers added at its end; the rest of it stays as you made it.
🔗 Download Ts: https://thunderstore.io/c/valheim/p/under2ker/LivingFactions/
🔗 Download Hex: https://valheim.hexium.gg/mods/under2ker/LivingFactions
📂 Github: https://github.com/under2ker/valheim-living-factions
Living Factions 0.6.1
Fix: restoring a backup of the world now takes the factions back to the same point.
The faction state is kept beside the world, not inside it, so a restored backup used to leave the factions in the future: later days, deaths and standing. The mod now keeps a dated copy of the faction state at every save (the last 60) and, when the world loads behind it, takes back the matching copy. The newer state is kept as a separate file, nothing is thrown away.
Copies are kept from this version on, so a backup made before updating cannot be matched.
Thanks to the player who reported it. Discord: https://discord.gg/qVfAq3fqj6
Living Factions 0.6.0
What is new:
- Woodcutters fell real trees now, only ones at least 10 m from the buildings, and they fall away from the village. The trunk is carried off and a sapling of the same kind is planted in its place, so the wood round a village turns into a clearing of young trees. You can switch it off in the mod menu.
- Boss hunts. Ask a chief about a hunt: they name the next great beast they want dead and the bounty (150 coins for Eikthyr, more for each one after). Kill it and collect from any chief of that faction. The clans like you better for every boss you kill; the Greydwarfs, the Draugr and the Fulings take the death of their own Elder, Bonemass and Yagluth badly.
- Fixed: villagers on a visit and guards on the night round no longer step about on the spot.
- Fixed: a sapling in a doorway could keep people out of a house.
Safe to update. Discord: https://discord.gg/qVfAq3fqj6
Living Factions 0.5.0
What is new:
- Five more relic axes, one for each faction that had none. None of them is sold:
- Raven's Wing: strike down two raiders attacking a Raven Clan place and the jarl gives it to you.
- Blackgnaw: taken from a Fuling chieftain. Hits 25% harder when you are below a third of your health.
- Rune Cleaver: a Dvergr thane gives it to an ally at standing 80. Lasts twice as long.
- Rootbiter: carried by a Greydwarf chief. Mends itself in your hand.
- Barrow Moon: carried by a Draugr chief. 5% of the damage you deal heals you.
- The way to an alliance is shown in the talk window: how far your standing is from the 70 it needs, and what each gift would earn right now.
- Names of places and people follow the mod's language in all seven languages.
Safe to update. Discord: https://discord.gg/qVfAq3fqj6
Living Factions 0.4.2
New: faction lands on the map.
- Every settlement you know of has a circle around it in its faction's colour, bigger for bigger places, and its mark is in that colour too.
- The large map has a legend of the factions you have met.
- Two switches in the mod menu (page World): faction lands on the map, and every settlement on the map from the start (off by default, so you still find them yourself).
Safe to update. Discord: https://discord.gg/qVfAq3fqj6
Living Factions 0.4.1
Fix: on a large or full screen the chronicle panel slid behind the minimap. It now hangs right under the minimap at any screen size.
Also a new icon and cover picture. Safe to update.
Living Factions 0.4.0
What is new since 0.3.4:
- You can play together now, on a dedicated server or with a player hosting. Everyone needs the mod, the server too. The host runs the factions, guests see the same world, and what a guest does (trade, gifts, hiring, war and peace) reaches the host. The player nearest a settlement is the one who builds it.
- Five more languages: Polish, German, French, Spanish and Portuguese. The mod follows the language of the game, or you can pick one in the menu whatever the game is set to.
- Fixed: a tree or a sapling on a doorstep could keep people out of their house.
Multiplayer was tested with a dedicated server and one guest. Two players in the same village at once have not been tested yet. Back up the server world before the first run, and tell us on Discord how it goes: https://discord.gg/qVfAq3fqj6
Living Factions 0.3.4
Changes since 0.3.2:
- Paths inside a settlement are kept clear of trees, rocks and bushes. A village that grew in a wood used to keep the whole wood between its houses, and its paths could not be seen.
- The doorway of the great hall was blocked by a table and a bench. Fixed, and halls already built are rebuilt once.
- A typo in the Russian description of the Wolf's Fang.
Safe to update on an existing world.
Living Factions 0.3.3
Fixes since 0.3.2:
- The doorway of the great hall was blocked by a table and a bench. The furniture now stands along the back wall. Halls that are already built get rebuilt once when you next visit.
- A typo in the Russian description of the Wolf's Fang.
- The README now says what the two relic axes really do. The Wolf's Fang card is concept art.
Safe to update on an existing world.
Living Factions 0.3.2
Adds the Discord server for feedback, bug reports and chat: https://discord.gg/qVfAq3fqj6
The link is now in the README and in the package description. The game side is the same as 0.3.1.
