Guild buildings are built from ordinary game pieces. After the server accepts a building it is raised from vanilla pieces at their normal size (stone foundation, floor, walls, doors, thatched roof, gables, stairs, ladders, furniture). Every piece works like one you built yourself. The pieces always count as supported, so a building stands whole on uneven ground.
The cost of a building is the sum of the recipes of all its pieces, furniture included.
The guild board by the entrance holds the guild functions and removes the whole building. A piece removed on its own drops nothing.
Buildings from older versions are rebuilt from game pieces automatically.
New buildings: tavern, workshop, bathhouse and guardhouse.
The longhouse, kitchen and tavern have smoke holes above their fires.
The gate has double wooden gates that only guild members can open (instead of a portcullis).
The stone wall is now 3 m high with a walkway; the rampart stairs lead to its top.
Diplomacy (first version, UI only): a new Diplomacy tab lists the other guilds and your relations with them (neutral, alliance, war).
Propose, accept, decline or break alliances; declare war, offer and accept peace.
Changes are announced in both guilds' chat and log.
New rank permission Diplomacy, given automatically to ranks that can edit guild info.
Relations do not change combat, wards or territory yet.
1.3.1
Rebuilt guild buildings: stone foundations, thatched gable roofs with ridges and eaves, timber framing, proper doors, interiors and lighting. Every model was re-rendered for the build menu.
Working furniture: beds, chairs, benches, thrones, fires, hearths, forges, workbenches, cooking stations, cauldrons, chests, armour and item stands, braziers, torches and doors are real vanilla pieces — sit, sleep, cook, craft and store as usual. They no longer open the guild window.
Guild board: the guild functions (vault, respawn, guild window) are on a board by each building's entrance; the gate keeps its portcullis.
Costs equal the materials: each building costs exactly the recipes of the parts it is made of, furniture included. <building>.Cost is replaced by <building>.CostOverride (empty = automatic).
New buildings: smithy, kitchen, trophy hall, training ground and market stall.
The lamppost now has a hanging brazier you can refuel.
Territory corner posts and border are always visible: they follow the ground at each corner (also in valleys and on hills, at any height relative to the banner) and are placed again once distant terrain loads, instead of ending up at sea level.
1.3.0
Guild buildings (hammer → new Guild tab, together with the banner). Built from vanilla Valheim parts, only inside the guild territory, by members with the new Guild buildings permission; limits grow with the guild level:
Armory — opens the vault's armory section and adds equipment slots.
Warehouse — opens the vault's warehouse section and adds material slots.
Longhouse — extra comfort for members nearby, opens the guild window.
Barracks — members can choose to respawn there.
Stone wall, palisade, rampart stairs, stone tower and watchtower (towers warn the guild in chat when an outsider enters the territory), gate with a portcullis only members can raise, lamppost, well, signpost (shows the guild to passers-by). Walls, towers and gates snap to each other.
The vault is split into the Armory (weapons, armour, tools, ammo) and the Warehouse (materials and everything else), each with its own capacity. Items are sorted automatically.
Build-menu icons are renders of the buildings.
The server now finds banners and buildings with its own world scan (about a minute per pass instead of tens of minutes).
Default territory size raised to 70×70 m (TerritoryBaseSize; existing configs keep their value).
New config section [8 - Buildings] (limits, costs, slots, longhouse comfort, intruder alerts). Building costs scale with size and game progress (Meadows/Black Forest materials, iron for the gate).
The guild banner now costs 20 Wood, 8 Leather scraps, 4 Deer hide and 4 Resin (BannerRecipe).
Ranks that could manage the banner get the new Guild buildings permission automatically.
1.2.5
GuildsApi for other mods (Vikings Village): read a player's guild tag and grant guild XP as a quest reward (also counted as the member's contribution).
1.2.4
Guild name above member names: the full guild name in the guild colour is shown above the player name, with the guild emblem next to it. The emblem is cropped to the icon itself (no empty margins) and scaled to the text. The [TAG] is no longer added to the player name.
One banner per guild is enforced by the server using the banners that really stand in the world (not a remembered ID). If a guild somehow has more than one, only the registered banner counts; the others become abandoned banners (anyone can remove them; if their builder is online they are removed with the materials returned).
Better territory border: sampled every metre and lifted above the highest ground nearby, plus a faint line that shows through hills, so terrain no longer hides it.
Corner posts: a wooden post with a cap in the guild colour marks each corner of a guild territory (visual only, shown near the territory).
1.2.3
Fixed: after leaving and rejoining (or restarting the world) the guild banner became Inactive and the guild lost its territory. The game gives objects new network IDs every time the world loads, so the server could not find the banner by its old ID. The server now finds guild banners by their prefab and the guild stored on them, updates the ID and position, and automatically restores banners that were wrongly marked as lost.
1.2.2
Fixed: the banner cloth stayed plain black and all wooden/iron parts had one colour. The game material the banner borrows repeats its texture, so only a thin strip of the banner textures was shown. The tiling is now reset, so the guild colour ornaments, the guild emblem and the part colours appear. The game log shows the shader used (Guild banner shader: ...) for diagnostics.
Fixed: the left spear tip of the banner crossbar floated in the air. The crossbar is rebuilt: symmetric around the pole, with iron end caps and spear tips attached on both ends.
Better banner quality: smooth cloth edges instead of a stair-step outline, wood grain and subtle shading on the pole, crossbar, straps, iron fittings and stones, no stray colour specks on the worn cloth edges.
1.2.1
Fixed: the guild banner could only be placed against walls (it inherited the wall-mount settings of the vanilla banner). It now stands on the ground, with a snap point in the middle of its base.
Fixed: the banner cloth did not show the guild colour and emblem. New look: flat black cloth, the ornaments (runes, knots, medallion ring) in the guild colour, and the guild emblem in the medallion in its own colours with a thin white outline. Banners placed before the guild list arrived now pick up their builder's guild automatically.
Guild bar in the HUD: at the bottom centre of the screen, below the stamina bar — emblem, tag, guild level, experience bar and members online / all members. Settings: ShowGuildHud, GuildHudOffsetY (client). The server refreshes the bar about every 20 seconds while the guild gains experience.
1.2.0
New guild banner model: a custom Norse banner — spear-tipped pole, crossbar with leather straps and a ragged cloth. The cloth is painted in the guild colour (the red ornaments take the guild colour) and the guild emblem is painted in the rune medallion. New build menu icon. Build cost for now: 1 Wood, no crafting station (BannerRecipe).
The claim is the land for guild buildings: outsiders cannot build or use things there; Sturdy walls and Monster ward work only inside the claim.
Regeneration, Comfort, Workshops and Fertile soil now work for members on the whole map while the guild has a banner, with smaller values:
Regeneration +5 / 10 / 15 % (was +15 / 30 / 50 % in the territory)
Comfort +1 / 2, two levels (was +1 / 2 / 3)
Workshops +5 / 10 / 15 % for processing stations built by members (was +15 / 30 / 50 %)
Fertile soil +10 / 20 / 30 % for crops planted by members (was +20 / 40 / 70 %)
If the banner is destroyed, the perks pause until a new banner is raised (bought upgrades are kept).
The regeneration status effect is now called Guild blessing.
The banner model source and the tool that builds it are included (art\banner_v3, tools\banner).
1.1.0
Guild banner (hammer → Misc, based on the vanilla banner): claims a square territory (50×50 m by default). Outsiders cannot build, remove pieces, open doors or use containers there. One banner per guild; indestructible; removable only by members with the new Banner permission. Territory borders are drawn on the ground in build mode.
Guild levels and points: experience from members' activity (kills, bosses, crafting, trees, ore, crops, fish, building, taming, travel), first boss kills, achievements and coin donations. Every level gives guild points.
Banner upgrades: territory size, vault slots and member limit (guild points); regeneration, comfort, monster ward, sturdy walls, faster workshops, fertile soil and respawn at the banner (materials from the guild vault + coins from the treasury), active inside the territory. Upgrades are bought by interacting with the banner (E). All costs are configurable.
Guild achievements: 17 achievements in 6 categories, each with bronze, silver and gold tiers.
Map: online guild members are shown in the guild colour even with a private position; pins named with a leading ! are shared with the guild.
New permissions Banner and upgrades and Shared map pins (granted automatically to ranks that had Edit guild info / Guild chat).
New tabs BANNER and ACHIEVEMENTS; treasury has a Donate button; overview shows level, points and banner.
Base limits lowered (MaxMembers 15, VaultSlots 40) — the banner upgrades raise them. Existing configs keep their values.
Save data from 1.0.0 is migrated automatically.
1.0.0
First release: founding guilds (name, tag, colour, emblem), invitations and applications, ranks with 12 permissions and daily coin limits, shared vault (items and coins), guild wards, guild chat (/g), guild log, emblem and tag next to member names above heads and in chat.
Integrations: Marketplace 1.3.0+ bank (founding fee, deposits and withdrawals), World Advancement Progression (optional shared boss keys).
Admin console command guildadmin.
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