Take to the skies with four tiers of majestic runic dragon wings! Features custom flight mechanics, stamina costs, auto-gliding, and procedurally generated woven rune visual effects.
Test implementation: controller support. Valheim keeps keyboard and gamepad on two separate Jump bindings, and the mod only ever read the keyboard one -- so controller players could jump normally but could never unfurl their wings or flap. Both bindings are now read, and any rebinding you have set in the game's own controls menu is respected. Controller feedback is welcome.
Jump presses the game itself is ignoring no longer cost you a flap. Typing a space in chat, or pressing the gamepad's confirm button in the inventory, map, store, build menu or radial menu while airborne, used to trigger a flap and burn stamina.
1.1.4
Fixed wings wrongly deploying while standing on or steering a moving ship. A player on deck is never IsOnGround() (the deck is a rigidbody, not terrain), so wave pitch and bob could spike vertical velocity past the auto-glide fall-speed threshold. The flight controller now checks whether you're standing on a ship, the same way it already checks for ground, water, and swimming.
1.1.3
Fixed the vanilla cape reappearing over the runic wings. The 1.1.2 approach relied on forceRenderingOff, a runtime-only flag that Unity does not copy when the game instantiates the cape onto your skeleton. The cape attachment is now never built in the first place, so no other mod can bring it back and the dropped-item model stays visible.
Fixed remote players' wings being completely invisible in multiplayer. Wing tier was being read from a field that Valheim only ever populates on the owning client; it is now read from the networked equipment hash.
Glide state and wing flaps are now synchronised over the network, so other players see your wings unfurl and beat exactly when they should instead of being guessed from your fall speed.
1.1.2
Improved how wing item prefabs handle visual components. Renderers are now kept active but use Unity's forceRenderingOff to safely guarantee invisibility
Fixed a bug where adjusting the wingspan would cause the skeleton lines to blow out to blinding white due to additive shader scaling.
Fixed multiplayer synchronization where remote players' wings were invisible or displayed incorrect tier colors.
Implemented robust fail-safes in the flight controller to ensure multiplayer network latency or missing data never interrupts the core Valheim game loop.
1.1.1
Internal
1.1.0
Complete overhaul of wing animation to feature hyper-realistic, dynamic procedural folding and drag mechanics on the downstroke/upstroke
Re-engineered the runic particle trail logic with custom distance tracking to guarantee flawless emission, completely bypassing Unity's built-in limitations
Fixed a bug causing the glowing rune membrane to vanish due to camera frustum culling
Added a new GlobalWingSpan configuration option (defaults to 1.0) allowing players to scale their wings to any size
1.0.1
Added compatibility for third-party backpack and equipment/inventory mods (resolved shoulder slot conflict)
1.0.0
Initial Release
Added 4 craftable tiers of wings (Crude, Troll, Lox, Dragon)
Implemented physics-based flight controller and auto-gliding mechanics
Implemented configurable stamina costs per tier
Added procedural runic dragon wing VFX with dynamic mesh generation
Disabled fall damage when actively flying or gliding
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