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v1.4.0 — Factions, and every race gets a Configuration Manager

Races of Valheim developer

Every race can now be retuned without touching a line of code. Nine races are grouped into three factions that stop a slice of the world attacking you and let some of it trade with you instead. And two visual bugs that have been quietly wrong since their races shipped are fixed.

Factions — peace, and merchants

New system, three groups:

  • Black Forest — Trenta, Trol, Furling, at peace with Greydwarves, Fuling, Goblin Brute/Shaman and Troll.
  • Mountain — Skadi, Fenrir, Dvergar, at peace with the Drake, Wolf, Ulv, Fenring (and its Cultists), and every Dverger.
  • Swamp — Aswid, Draugh, Skeleton, at peace with Ghosts, Skeletons, Draugr, Wraiths, Leeches, Abominations and Blobs.

This is additive, not a replacement. Draugh, Fenrir, Furling, Skeleton, Trenta and Aswid already had their own hostility exemptions, built race by race over previous releases, and none of that changes. What Factions actually closes is the gap for the three races that had no hostility rule of their own until now — Trol, Skadi and Dvergar.

The other half is new outright: several faction mobs talk and trade the moment they spawn. Approach one you're at peace with and press E to open a shop. Buy price and sell price are always identical, so nothing is ever a loss to sell back.

See Factions for the full breakdown, including which mobs are folded into a talkative relative's shop because they have no rig capable of speech.

New and lightly tested

This is the first release with Factions in it. The peace and trading rules are what the code does, verified against the source — but it hasn't had the kind of extended play-testing the rest of the mod has. Report anything that looks wrong rather than assuming it's intentional.

Configuration Manager — every race, every number

Every ability number, cooldown and keybind across all nine races is now a real BepInEx ConfigEntry, organized into per-topic sections (Keybinds first, then Passive Combat, then the rest of that race's mechanics) instead of being a constant buried in the code. Install Configuration Manager and every race gets its own set of categories, live-editable without a restart, or hand-edit the .cfg file BepInEx generates the first time you launch with it installed. Neither existed before this release.

Trol — the log grab finally has a key you can find

The Queen-tier Log Weapon ability — grab a felled log while in True Form and wield it as a weapon — used to be triggered by pressing the True Form key a second time, with nothing on screen to tell you it was there. It now has its own keybind (default E, rebindable like everything else) and a real crosshair prompt: look at a felled log while transformed and tier 7+, and you'll see [E] Grab Log appended right onto the log's own name.

Two visual bugs, both older than this release

  • Dvergar and Aswid eyes finally glow — teal-blue shifting to a starred creature's own colouring for the Dvergar as you progress, evil red for the Aswid, the way the compendium always described it.
  • Skeleton: the burning skull (Moder tier+) no longer sheds a lit, extinguished torch that falls to the ground. The flame effect is a clone of a real torch's fire, stripped down to just its particles and light — the strip was incomplete and missed Rigidbody, which isn't a MonoBehaviour in Unity, so physics kept acting on the clone independently of the skull it was supposed to be anchored to.
  • Skeleton: your chosen race now shows correctly on the main-menu character preview.