ClanWars
Rust in Valheim: found clans, build bases and outposts, raid rivals, make alliances and trade with your allies. Contest Odin-Sent Relics for the upper hand, wager clan battles, duel in the moshpits, and more!Changelog
1.0.95
- The clan panel shows only what you can use; a guide beside it explains every page.
- Show or hide the guide with H, Triangle/Y, or the Guide button.
- Moshpit Portals: learned at Moder's fall; one per territory, to travel to any moshpit.
- Every moshpit has its own Moshpit Portal, in a stone room at its north gate.
- Nobody walks into or out of a moshpit any more: its portals are the way in and out.
- Moshpits are free of creatures, and tames are kept out.
- Clan battles: the challenged clan names its own fighters when it answers.
- Clan battles: a clan with several tables uses the one nearest its Clan Ward.
- Nobody leaves or is kicked mid-battle, and a clan can't disband with a battle arranged.
- Commence no longer pulls fighters out of duels or dungeons, or starts during a raid.
- Only fighters are bound by the battlefield; other clanmates can't fight on it.
- A clan battle with no field in its age's biome moves to an earlier age instead of ending.
- Clan battle fields follow each boss's own biome, not where relics are set to land.
- A clan disbanded for inactivity settles its clan battles first.
- A cartography table can't be hammered down while its wager chest holds anything.
- The Battles tab's Open chest button works only within reach of the table.
- Relics never land where players have built, dug or died.
- The respawn map's bed list scrolls when it's too long for the screen.
- Chat tags, map pings and clanmates on the map go by player, not by character name.
- Every shielded camp in sight shows its dome.
- Log lines are always in English.
- Controller: alt button + Use opens clan battles at the cartography table.
- Controller: hold the alt button and tap Hide to open the clan panel from anywhere.
- Controller: trade post buttons get their own window in the chest; Circle cancels naming.
- With a controller, Cross presses only the highlighted button.
- Circle steps back out of whatever is open, then closes the panel.
- Text fields open Steam's on-screen keyboard in Big Picture mode.
- War Map with a controller: Triangle/Y switches maps, L1 selects, R1 sets where to scout.
- Respawn map with a controller: the stick moves the map; L1 picks the bed in the crosshair.
- Fixed the Open Clan UI button being out of reach with a controller.
- Fixed L1 and R1 no longer changing tabs once a text field had been highlighted.
- Fixed the trade post button stealing Take all's controller press.
- Fixed new building pieces not being learned while standing off your clan's land.
- Fixed clan battles, wagers and winnings being lost when the server restarts.
- Fixed the Battles tab never showing your winnings or your fighters.
- Fixed a fighter's own config deciding how long they may stand on their clan's ground.
- Fixed fighters being stranded when the game refused a battle teleport.
- Fixed ore riding a missed clan battle's trip home to your cartography table.
- Fixed an owed moshpit fall repeating while you fight a clan battle.
- Fixed open-air beds being claimable on servers that require shelter.
- Fixed resting beds showing as ready on the respawn map.
- Fixed clan tag length ignoring the server's settings.
- Fixed the trade post limit reading differently on the Rules page and the server.
- Fixed the War Map offering raids the server would refuse.
- Fixed peaceful clans being unable to damage their own buildings.
- Fixed a typo in the Raven cost setting making the Rules, War Map and charge disagree.
- Fixed a relic turning invisible when its pendant couldn't be built.
- Fixed relic timers under a minute reading "0m".
- French: fixed doubled tag brackets and the counter-offer, trade post and raid wording.
- Fixed translation rewriting unrelated text containing "and".
- Fixed typed text being shown translated.
- Fixed a bad number making the clan file unreadable.
- Config descriptions: the commence window covers clan battles; the roster caps at 10.
- Internal tidying: lighter shields and logs, fewer server messages, cleaner reloads.
1.0.94
- Clan battles: challenge any clan to a wagered fight, arranged at your cartography table.
- Both clans wager, or neither; the winner takes both wagers.
- Fifteen minutes on neutral ground, with guarded standing ground for each clan.
- Your clan's ground is green, theirs red. You can walk out of yours, but nobody walks in.
- Stand on your own ground too long and you are set down just outside it.
- Fallen fighters return after ten seconds; nothing is lost on the field, and no corpse run.
- Pick which of your clan fights, from whoever is online.
- Wager from the top row of the table's chest; winnings are laid in the row below.
- No room for your winnings? They wait, whole, until you make space.
- Ground you cross during a battle stays under the fog of war.
- Log out mid-battle and you come back to it; if it ended, you come back to your table.
- Gamepad support for the clan panel, the War Map and the respawn map.
- Reach the Open Clan UI button from your inventory with L1 and R1.
- Peaceful players cannot loot other clans' graves, and their own graves are protected.
- Cartography tables, carts and boats on claimed land are for that clan only.
- Fifteen claimed beds per player; the oldest claim goes when you pass it.
- A bed rests five minutes after you wake in it. The default spawn never rests.
- Trade posts now show the whole chest when another mod has enlarged it.
- Fixed crypt and ruin doors refusing to open inside another clan's land.
- Fixed trade posts unregistering themselves.
- Fixed a Peaceful player dying when a raid started around them.
- Clan battles and the newer screens are now in French and Polish.
- Fixed boss altars showing on the War Map before you had found them.
1.0.93
- Valheim's raid circle now shows only to the raided clan, and to anyone standing in it.
- Fixed relics duplicating when put in a chest, and copies never being cleared away.
- Fixed a trade post showing as empty right after it was set.
- Fixed your own pin names showing on the War Map.
1.0.92
- Pick where to respawn on the map: click a bed or the default spawn, then Respawn here.
- The respawn map can be dragged and zoomed, and beds have their own pin.
- The War Map shows the world spawn and every boss altar you have found.
- Right-click the War Map to send a Scout Raven; left click just selects.
- Bows and crossbows have their own PvP damage setting, and arrows no longer stagger players.
- New recorded voices for all ten Odin-Sent Relics.
- Improved Polish translation and French terms.
- Peaceful clans' Wards and camps now show on the War Map.
- The Peaceful shield is more see-through.
- Retired or disbanded clans lose their trade goods.
- Fixed outsiders sometimes building on, or hammering down, pieces in another clan's claim.
- Fixed relics duplicating when put in a chest just before logging out.
- Fixed a relic being lost when a Peaceful player briefly held it.
- Fixed the moshpit shield not appearing.
- Fixed caravans showing "In transit" long after delivery.
- Fixed the trade window showing a full chest as empty.
1.0.91
- Post-raid protection now applies only to the defending clan. Attackers may raid again immediately, while protected targets cannot be raided. Invalid raid attempts do not remove protection, and offline time counts.
- Added automatic leadership succession for inactive Leaders. The longest-serving eligible Officer, or Member if needed, becomes Leader; one-person clans keep their Leader.
- Added automatic retirement for inactive clans. Retirement removes Clan Wards, Outpost Flags, claims and clan links while preserving beds, buildings, containers, items, portals, ships, carts and creator information.
- Older saves receive an inactivity grace period before succession or retirement begins.
- Trade refunds and pending shipments survive clan retirement. A full or missing destination chest no longer blocks retirement; undelivered goods remain safely pending on the server.
- Readable, full-text wrapping for clan panels, centre notices and Ward chest titles, with expanding rows, accessible scrolling and separate controls for long labels and trade offers.
- Expanded English, French and Polish support across relic descriptions, hover prompts, map labels and announcements, with English fallback and live language switching. Names, countdowns and keyboard or controller bindings keep their original values.
- Added multilingual automatic Ward and Outpost names while preserving existing and custom names.
- Added Peaceful clans and protected claims. Only the Leader can make the clan permanently Warbound, either with Enter the War or by starting its first raid.
- Warbound clans do not automatically conscript their roster. Each member remains Peaceful until choosing Join the War; Peaceful players cannot fight, capture raid ground or carry Odin-Sent Relics.
- Own Clan Wards and Outpost Flags can now be selected directly on the War Map.
- Protected relics now keep the same gold selection highlight as unprotected relics.
- Active caravan pins now move along their post-to-post route and survive post renames.
- Officers and Leaders can rename Outposts. Ward and Outpost names share one case-insensitive, server-wide unique-name pool.
- Optimized the dark-blue shield domes and improved their fit to uneven or dug terrain. Existing domes remain in use if the replacement asset cannot load; Odin-Sent Relic shields are unchanged.
1.0.90
- New painted map pins and territory rings: your clan in green, allies in blue, enemies in red.
- Map pins are bigger, and every War Map pin now shows on the minimap too.
- A raid's pin now takes the place of the Ward or Outpost being raided.
1.0.89
- The Commence button now lights up as soon as you step into the moshpit, and the Battles tab shows how far away you are.
- The download now includes the Field Manual and a Valheim Plus Conflict Sheet, both easy to read on a phone.
- Beating a boss now shows one notice for everyone, naming the relics that fell from the sky.
- New Logs tab: the Trade, Raid and Battle logs and the Boss History, all in one place.
- New Rules tab explains every rule set, using your server's own settings.
- New Enemies tab lists every enemy base and camp your clan has found, each one a click from the War Map.
- The Raids tab is now called Bases, and lists your allies' bases and camps too. Every base and camp there has a View on War Map button.
- Search for a player by name when challenging someone at a moshpit.
- Your clanmates' map pings now show on the War Map.
- A boss Vegvisir always opens the Normal Map, so the boss's marker is there to see.
- The Open Clan UI button in the inventory no longer covers the armour box.
- F6 now opens the clan panel from the inventory, and Tab no longer opens the inventory underneath the panel.
- Clan Wards and Outpost Flags show their clan colour brighter and truer, and no longer glow.
- Clan-coloured gear keeps more of its own colour under the clan's.
1.0.88
Moshpits are here! Five ancient stone arenas now stand on the Plains of every world. Walk up to a moshpit's Vegvisir, challenge anyone online, and settle it one on one. Track your challenges and results on the new Battles tab, and find every moshpit on the War Map.
- Clan Wards and Outposts can no longer be built right next to the spawn, boss altars or traders.
- Relic craters are now smooth bowls instead of deep pits.
- Fixed camp shields sometimes staying up after they should have lifted.
- Fixed raids, relics and the clan panel freezing after loading a second world without restarting.
- Odin has new voice lines for Thor, Tyr, Ullr, Loki and Freyja.
1.0.87
Raiding a camp. A camp far from home now gets a warning, and its raiders a real chance.
- A camp can be raided while a member of its clan is online anywhere on the server; defenders no longer need to stand near it.
- The camp's shield. A protective dome gives defenders time to arrive when a camp raid begins. Only the camp's own clan can walk in, nobody can hurt anybody through it or inside it, nothing on the camp can be broken, and the capture does not move. The countdown shows at the top of the screen, and a blow the shield stops says so.
- Camp raids include the opening shield period and a shorter capture phase than main-base raids.
- Everything said about a camp raid - the capture display, the protection message, the Raven's report, the War Map - now calls it a camp and uses a camp's sizes.
- Fixed: the War Map could say Raid Unavailable for a raid your clan was free to start.
Trade.
- Only goods that stack go by caravan: materials, food and ammunition. Weapons, armour, tools and relics can no longer be put into a trade. Before, gear arrived as a plain new item that had lost its quality and everything crafted into it, and a traded relic was lost for good.
- A trade post must stand on your clan's own land, inside one of its Clan Wards or Outposts. A chest out in the wild or in someone else's base can no longer be made one, and a post on ground your clan has lost can no longer pay for a trade.
- The goods for a trade are now taken out of the trade post by the server itself, and only out of that post. Fixed: paying for a trade could take goods from a different chest, and in some cases duplicate them.
- Fixed: breaking an alliance or disbanding a clan could destroy goods the other clan had already put up for a trade. They now go home as a returning caravan.
- Fixed: cancelling an offer at the moment it was accepted could lose the other clan's payment.
- Fixed: a counter-offer was chosen from one chest and paid from another.
- Fixed: an accepted counter-offer still showed as countered.
- Caravan times now follow where the two posts stand, not where they stood when the route opened.
Relics.
- Fixed relics disappearing permanently on logout; they now always remain in the world.
- On a world set to keep items on death, a dying holder's relic now drops to the ground, as it already did on worlds that lose them.
- Relics can no longer be hung on armour stands.
- Fixed: Freyja's eitr discount was applied twice.
- Fixed: Frigg's building reach could stay raised if placing a piece went wrong.
- Fixed: taking a copied relic out of a chest could undo what a player had just put in.
Portals. Fixed: naming a portal after one inside a distant base could still carry a rival straight into it. The server now knows where every portal leads and closes the ones that land on a clan's ground you may not use.
Tames. A tame or summon can no longer strike into or out of the spawn sanctuary or a shielded camp, or break anything on a clan's land. A clanmate's tame can still hurt you: nothing records which clan a tame belongs to.
Joining.
- Character-check exemptions now identify players by their unique ID rather than an easily copied name.
- A character let in while its save could not be read is now remembered, so it is not turned away later once reading works again.
- Gaining a forsaken power is now reported straight away, like items and skills.
- Fixed: in the first moments of joining, a connection could act for another player.
Clans.
- Clan names, Ward names and trade post names can no longer carry text formatting.
- Kicking, promoting and demoting reach the right player when two share a name, and inviting by a name that matches two players exactly is refused rather than guessed.
- Joining a clan is locked during a raid, as leaving already was.
- A refused action no longer repeats its message on every click.
- An allied clan's camp is no longer called an "Allied Ward".
Your clan records are safer. If the clan database cannot be read when the server starts, it is no longer replaced with an empty one. The server keeps a copy of the damaged file and loads the backup; if neither can be read, clan play stops, the log says so plainly, and nothing is saved over the files until they are put right.
Faster and quieter. A server with no camps no longer pays for counting camp pieces, feather counts are read once rather than for every player, and warnings no longer repeat more than once a minute.
1.0.86
Beds need no roof. Lay a bed anywhere, claim it, and wake there. Valheim normally refuses a bed that is not under cover and out of the weather; here it does not, so a camp under the open sky is a camp all the same. Sleeping through the night still wants a roof, as it always has - that is about resting, not about where you come back.
Trade fixes.
- Fixed: a caravan unloading into a chest somebody was using at that exact moment could undo what they had just put in. Now it waits and tries again.
- Fixed: an item the trade window listed could not always be taken out again, or spent on a Scout Raven.
- Fixed: a single open offer stopped every trade post being removed, not just the one the offer needed.
- Fixed: a caravan's marker vanished from the map if its destination post was renamed while it was on the road.
Other fixes.
- Fixed: scrolling a list in the clan panel also pulled the camera in and out behind it.
- Fixed: the woodcutting and mining bonuses could pay out on things other than the tree or rock you struck.
- Fixed: an item renamed by another mod could be mistaken for an Odin-Sent Relic.
- Fixed: a fire could leave nearby wood unburnt where a lot of pieces stood close together.
- Fixed: an allied clan's camp was drawn on the map as though it were your own.
- Fixed: the Decline button on an incoming trade could sit on top of the row beneath it.
- Improved joining compatibility when a Valheim update changes the character save format.
- Inviting somebody by part of their name no longer reaches the wrong player when two names match.
Faster. A round of work on the things that cost a busy server the most:
- Relics no longer search the whole world every few seconds while anyone is wearing one.
- Killing a boss no longer sweeps every object in the world, over and over, during the fight.
- The first time a world starts with the character check, it no longer stops the game while it reads the world.
- The War Map draws its markers far more cheaply.
- Your clan's details are built once a second instead of once a second for every player, and a trade post's chest is read once rather than once per clanmate.
- Fixed a slow memory leak around the world spawn's dome.
1.0.85
A round of bug fixes and tidying across the whole mod, most of it around Clan Outposts.
Camps are properly camps. A Clan Outpost now holds its ground the way a base does - beds and crafting stations on it belong to the clan that holds it - and everything said about a raid on one calls it a camp rather than a base.
- Fixed: a clan forgot every camp it had found whenever the server restarted, and a raid already running on a camp ended as though the Flag had been destroyed.
- Fixed: a base or camp your clan had already found could be discovered all over again after a restart, announced twice and pinned twice on the map.
- Fixed: rivals could claim beds and use crafting stations inside your camp.
- Fixed: a raid on a camp drew base-sized rings on the War Map.
- Fixed: disbanding a clan left its Flags standing for good.
- Fixed: capturing a camp did not take the losers' trade posts, and the camp kept its old name.
- Fixed: two of a clan's camps could end up with the same name.
- Fixed: the "capture contested" ring never appeared on the map.
- Relics no longer fall on a camp.
Joining. The character check no longer lets anyone through in the first seconds after a server starts - you are asked to try again in a moment instead. And a character coming home is no longer turned away for gaining an item it had all along.
Under the hood. Clan messages are now checked against the connection they arrived on. One part of the mod running into trouble no longer stops the rest of it for that frame - raids, caravans, Scout Ravens and discovery keep going - and it can no longer fill the server log at sixty lines a second either.
1.0.84
Portals belong to the clan whose ground they stand on. A portal inside a Clan Ward's claim or a Clan Outpost can only be used by that clan and its allies, at either end of the trip. Portals out in the wild work as they always have. A portal's name is only a word, and without this anyone who guessed it could step straight into the middle of a base.
Clan Wards are twice as tough. A Ward is what a raid is fought over, not one more wall to knock down.
Camps are found the way bases are. A Clan Outpost is discovered by a Scout Raven sent over it, or by walking near one. The whole clan is told and it appears on the War Map with its own pin, as a base does.
- A camp must now be found before it can be raided. In 1.0.83 any camp you could see could be raided at once.
- Fixed: a camp your clan had found was measured as though it were a Ward when placing new Wards and Flags, pushing them further apart than the rules say.
- Fixed: a camp was discovered over and over, and could appear twice on the map.
- Fixed: taking down one piece on a camp counted two against its limit.
- Fixed: breaking a Clan Ward left its claim holding the ground for a few seconds afterwards.
- A rival's camp now shows as a pin alone. How far it reaches is for its owners to know.
1.0.83
Clan Outposts. Camp away from home. The Clan Outpost Flag is free and every clan member knows how to raise one; it claims a smaller area that only your clan may build on.
- Your Outpost allowance grows with the number of Clan Wards your clan holds.
- Camps must stay apart from Wards and cannot overlap another camp.
- Camps have a building limit that includes pieces already standing when the Flag goes up.
- Raided like a base, with a smaller capture zone. Take a camp and everything on it is yours; break its Flag and the land is nobody's.
- Camps show on the War Map, and in the clan panel with how full each one is.
Building means holding ground. Pieces go up on your clan's land - a Ward or an Outpost - and nowhere else. Out in the wild anyone may still raise a Campfire, a Workbench, a wooden Cooking Station and a bed. Off your land, the build menu greys out the rest, so you can see where the line is before you reach it.
Chests stay shut on ground nobody holds. When the Ward or Flag over a place falls, its buildings stay standing and their chests stay closed - for everyone - until some clan claims that ground again. Beds are unaffected, and so are the chests the world puts down itself in ruins.
Pardon a character. Server admins can clear what the server remembers about one character, so its next join is judged as if it were the first.
1.0.82
Valheim 1.0.12. Clan Wars is built and verified against the current release of the game. Everyone on a server must run the same version of the mod, as before.
- Clan colours. Every clan flies one of fifteen colours, picked by its founder, and no two clans on a server share one. You wear it into battle: your cape and shield carry it outright, and your armour, helmet and weapons carry it while still looking like the metal and leather they are made of. Your Clan Wards fly it over the land you hold, so you can see whose ground you are standing on - capture a base and its Ward turns your colour. The colour follows the player rather than the gear, so two vikings in the same armour from different clans look nothing alike, and a shield taken from a rival carries none of their colour. Leave your clan and you look like everyone else again. Clans made before this update keep working and simply have no colour until their Leader picks one on the Roster tab, and a Leader can change it whenever they like. Relics keep their own look - and so do beards.
- A sanctuary dome at the world spawn. No player can harm another inside the sanctuary, and no blow crosses the edge either way - nobody can be attacked from outside their safety, and nobody can strike out from within it. A dark metal dome, lit from within by a soft golden light, rises over the stones to show where the peace ends; walk straight through it, it is only a sight.
- Player names are shown in capitals everywhere in Valheim - name plates, chat, the clan panel and its roster, a Clan Ward's hover, a bed, a grave, "crafted by" on an item, and the player list on the map. Valheim keeps a name exactly as it was typed when the character was made, so an oddly spelled name used to read that way everywhere. Only the showing of a name changes: what is stored keeps its original spelling, so nothing that matches on a name is affected, and items and beds that already carry a name are shown in capitals too.
- The mod page now carries this changelog.
1.0.81
- The mod page is now the Clan Wars Field Manual: everything a player needs, from installing to raiding and relics.
1.0.80
- Clan Ward limit grows with conquest. Capturing a Ward raises your allowance by one; losing one lowers it, without going below the starting allowance. Both clans are told their new limit.
- Reject alliance offers. Leaders get a Reject button next to Accept on incoming offers, usable even during a raid. Both clans are told.
1.0.79
- Added adjustable player-versus-player damage, including lingering fire, poison and spirit damage. Armour and resistances still protect as usual.
1.0.78 and earlier
- Fresh characters only. A character joining for the first time must be fresh, and characters are bound to the server; the check runs while connecting, before the world loads. Players must run the server's Clan Wars version.
- Loose relics hover above the ground or water, glowing and humming, and are picked up where they hover.
- Odin speaks in recorded voices when a relic is first claimed.
- Relics hang round the neck like the game's own trinket, on a leather cord with their own pendant.
- Carry at most two relics; relic pins on the War Map and minimap sit above the player and can be clicked.
- Chests found in dungeons and crypts can no longer be trade posts.
- Beds inside a Clan Ward's claim can only be claimed by that clan.
- Fire arrows can set wooden pieces alight.
- Clan Wards must stand away from the world spawn.
- The War Map hides the game's own pin panels and keeps its own legend.


