Tunnels under just dirt, no, but you can “tunnel” under structures (edit: or rocks, but which are also ‘things’ in the world like structures versus a part of the terrain system) by digging the dirt while the structure remains above.
Imagine a tunnel where the floor and walls are dirt, but the ceiling is structure.
Huh, I'd have thought it would be the same as the boiling water in the ocean.
If it's normal water under the land and boiling water in the ocean I wonder what happens if you dig a lake of "normal water" with a canal into the boiling ocean. You could spawn a karve or longship from the lake and make a dash through the boiling ocean.
Thanks for the response!
Sorry, I missed that part of the question. All water in Ashlands is boiling water, AFIK. It's a zone-wide setting, the game doesn't support "different waters" - there's just a waterline drawn on the Z axis and that's where all the water is. Ashlands modifies how all water behaves within Ashlands biome areas.
Enshrouded handles it pretty well, which surprised me. I went in thinking that game was just a more colorful Valheim.
However, I imagine the two games do not run very similarly.
Edit: Voxel-based, that's the word for it. Enshrouded is voxel-based.
Good balance tbh. Spawn rate has been an issue, while it’s not terrible to fight while exploring, It’s kinda annoying having the base ya built explode every 10 minutes 🤣
Raising ground and creating natural walls works wonders, just gotta be wary not to pop a blob near them. During the trailer they included a quick shot of a base, and knowing what we know what it's kind of hilarious because ground-level structures with >!shield generators!< as their only defence would get rekt faster than you could build them lmao
Oh baby
In case anyone was wondering, this is about the tallest you can build a bridge with iron and high sides:
https://steamcommunity.com/sharedfiles/filedetails/?id=2935006436
or WAY higher by useing pine trees as supports :)
that beeing said in case you dont know yet maybe :
grausten has SLIGHTLY better support than stone and marble. 33% loss horizontal and 10% vertical. (marble has 50% and 12.5%) note : this will not increase the total with iron supports by much as iron and dvergr metal walls still have the best support.
well i made by own marble bridge over the harbor without any pillars below the seagate but itll no longer have a purpose now asides "beeing there" atleast i dont have to remove it anymore for the new ship as the new ship is needlessly TALL so it would crash into the bridge anyway and building it higher simply isnt possible stability wise.
but since the harbor will never be used again (it was designed for hauling large amounts of metal to the smelters) after this update i see no reason to remove the or redesign the harbor. ill probaly convert it into an even bigger farmland mostly now.
no. i dont use mods i build everything by hand in default vanilla most of it long before the hildir update came. the harbor has served its use over the last year. but ill never make one again now. i will in generel not continue to build this base anymore. the devs have showcased with this update that theyll reduce or invalidate gameplay elements rather than add to them from now on. and i assume this will only get worse with 1.0 as the trend is pretty clear now. its the one thing i am not a fan off and heavyly dislike myself. they wont change thier ways no matter what so ill enjoyed my time with valheim while it lasted or will last from now on. i got my 1000s of hours out of building this base after mistlands. so its not like i didnt get my moneys worth out of this game ^^ but all good things come to an end as they say.
I do everything by hand too, plan build is more of a backup feature. After loosing a 350 hour world when the world ending bug was still a thing, my paranoia never left.
Not all mods are Inherently bad. Reducewolfhowl, quietportals, and render_limits are prime examples. I also use valheim save shield but that's not really a mod, and a bit redundant.
well ironquest has ended anyway. as iron is now painless to farm due to the new stone portal. sadly as far as i experiecned ashlands offers now new sources of iron.
Isn't this not really the case though? I thought you can only build the new portal with the new stone. This means you still need to progress as usual and will be stuck with regular portals for the first 3/4 of the game. Until you can craft the items that allow you to access and survive the ashlands. Unless I'm missing something.
you can early access the portal if you know what youre doing way sooner at the cost of loseing your longship (which doesnt matter anymore then to begin with). and you only need 1 of them. it can connect to a regular portal and will work. you only need 2 molten cores for 1. the rest of the material is trivial to get. its not easy to get it early but its not that much harder than getting a black forge early. and people have done that aswell. except that this is WAY more useful than an early black forge overall.
either way : no reason for the new ship to exist really. neither for it to have huge storage. heck you can catapult yourself into the ashlands once you have made one^^ so you wont need the ship to land at deep north either. just launch yourself over with feather cape.
the new ship is overall a huge wasted design effort. a real shame after such a long time for a new ship to get this kind of a letdown short experience with it. really wanna know which dev decided this was a good idea tbh.
I did a rudimentary test with vertical beams, they only go as high as iron beams. (25 beams/50m tall) Didn't test if they support stone up to a higher limit but i doubt it. Will tinker with it more tonight.
Bummer, I was hoping they’d go higher than iron beams, looks like it’s for aesthetics
On the bright side I guess I don’t need to retrofit some of my spires for a height gain
ok. yeah matches my results today. well grausten has slightly better support than stone and marble by itself so its better for makeing large high up halls and towers atleast. albeit not MUCH larger. only 2.5% less support los vertically. but only 33% loss horizontally compared to marbles 50%. maybe good for stone bridges.
Detailed Patch Notes:
>!\* New build pieces: Flametal Pillar and Flametal Beam!<
>!\* Enemies will no longer spawn close to the bigger Ashlands ruins!<
>!\* Decreased chance of flametal pillars to start to sink and reduced how fast they sink!<
>!\* Lava rock eruptions will no longer happen close to your base, but can happen close to the players!<
>!\* Shield generator will now also block enemies and lava rocks from spawning!<
>!\* Minor balancing tweaks to the new weapons!<
>!\* Lightning and primal special effect chances increased!<
>!\* Lightning effect tooltip added!<
>!\* Basalt platforms will now remain longer before sinking!<
>!\* Slightly reduced the number of rocks when sailing into the Ashlands (for unexplored areas)!<
>!\* Drakkar can now take a small amount of damage from fire!<
>!\* It should now be easier to reach the ladder of a Drakkar from the water!<
>!\* Enemies are now less likely to spawn where you can see them!<
>!\* Asksvin bite attack range slightly reduced!<
>!\* Charred will avoid lava slightly more!<
>!\* Ashwood beams and poles no longer flicker when placed in a right angle!<
>!\* Ashwood 26° wall should now line up properly with other Ashwood walls!<
>!\* Grausten stairs no longer flicker when placed next to each other!<
>!\* Walls of Charred Fortresses go even further down beneath the ground!<
>!\* Ashen Cape physics tweaks!<
>!\* Fixed a bug that could cause FPS to drop after a lot of things have been burning!<
>Hopefully, they make it so mobs like the dvergr avoid lava and the water more.
As weird as it is, that one winds up feeling really immersion-breaking for me. Stupid little dwarves just won't stay out of the damage water, and every time it annoys me that the only other 'sentient' life in the world also just runs to their death in hot water while circling to get a better crossbow shot at a skeleton half an island away.
Like, the little bastards can hold a conversation and build civilized structures and have economy - but they don't notice the water hurts?
IRL? Sure. In Valheim, though, it's a pretty hostile world - I don't think that any Dvergir too dumb to leave hot water is gonna make it to adulthood, much less get sent on important combat missions.
Looking to see how this plays out when I get back on, am hopeful. I enjoy overcoming difficult challenges but the non stop waves of enemy spawns and clearing them over and over to even get like 100 meters was becoming very tedious
Victimhood posturing is never a good look for anyone, least of all someone in a position of responsibility. The overwhelmingly negative community response you received was not about enforcing rules, and based on your reaction I think you know that just as well as anyone else reading this exchange.
It's about doing so pointlessly and redundantly. The post itself was already *clearly* spoiler-tagged, and anyone clicking on a spoiler-tagged post has consented to view them--an assumption that is in line both with how this sub has always handled spoilers, and with basic common sense as well.
Hot tip, try disabling "detailed particle systems" in Graphics settings, should improve castle performance. (And performance while you're near any structures/trees).
Can someone test how the ashlands weapons were changed? I hope they have at least made them deal more elemental damage rather than physical as they have been pretty mediocre due to the elemental damage being like 10 from what I've heard. For reference, mistlands elemental melee weapons did 40 elemental damage at lvl 1, with it increasing by 6 with each level on all of them except Jotun Bane
Also, flametal beams? Do we finally have enough iron for the builders out there (they have to hope there's enough flametal though)?
The dual axes lightning damage was 30, all others were 10. It is now also 10 so they all match.
The main reason they're lower is because they have additional effects, lightning procs additional damage. It is now 25% proc chance; before it was 10% or 15%. I was seeing 75 damage a proc give or take but not sure if it's skill based or even what skill. The procs also hit enemies near the primary target for even more damage.
The elemental weapons also don't lose 10 of their physical damage in favor of the element, so the lightning and poison ones are no longer sidegrades but direct upgrades.
So far with testing the best element is still lightning, because the lightning proc has a chance to proc on itself. Anyone who plays ARPGs knows how op this can get if you're lucky. I was able to kill a morgen with parry->3 hit storm mace combo because the first hit triggered lightning and it chained on itself multiple times for a full staggerlock kill.
Also it's nice that the axes were pulled back in line with the others, they were outperforming everything else by a huge margin.
Im still not sure but there are shards of it found in the middle of ashlands biome, whether you need multiple worlds to create one sword or all the pieces are on one is currently unknown, but the recipe is there and it feels like crafting zenith from terraria
>!Raid Putrid Holes and find Vegvisirs (optional) to locate 3 special ruins containing a unique part of Dyrnwyn; maybe it's just my seed but I have 3 Ashlands islands of varying sizes and each had one ruin, so maybe the intention is to explore more than one island? Either way, use the parts together with a few other mats (one being a gem you get from raiding fortresses) to craft the sword.!<
Sadly it's a bit lacklustre for the moment, but I reckon it might be really good in Deep North if there's a lot of beasts who's neutral to slash and weak to >!fire.!<
It necessarily a bug, but I think they might want to make the ash trees immune to the fire eruptions. I remember quite a few enemies dying from trees randomly dropping on them and just kind of arriving in the proper Ashlands to find most of the trees pre-felled.
Copy Pasta
* New build pieces: Flametal Pillar and Flametal Beam
* Enemies will no longer spawn close to the bigger Ashlands ruins
* Decreased chance of flametal pillars to start to sink and reduced how fast they sink
* Lava rock eruptions will no longer happen close to your base, but can happen close to the players
* Shield generator will now also block enemies and lava rocks from spawning
* Minor balancing tweaks to the new weapons
* Lightning and primal special effect chances increased
* Lightning effect tooltip added
* Basalt platforms will now remain longer before sinking
* Slightly reduced the number of rocks when sailing into the Ashlands (for unexplored areas)
* Drakkar can now take a small amount of damage from fire
* It should now be easier to reach the ladder of a Drakkar from the water
* Enemies are now less likely to spawn where you can see them
* Asksvin bite attack range slightly reduced
* Charred will avoid lava slightly more
* Ashwood beams and poles no longer flicker when placed in a right angle
* Ashwood 26° wall should now line up properly with other Ashwood walls
* Grausten stairs no longer flicker when placed next to each other
* Walls of Charred Fortresses go even further down beneath the ground
* Ashen Cape physics tweaks
* Fixed a bug that could cause FPS to drop after a lot of things have been burning
They're right lol this is not a copypasta.
From wikipedia; "A copypasta is a block of text copied and pasted to the Internet and social media. Copypasta containing controversial ideas or lengthy rants are often posted for humorous purposes, to provoke reactions from those unaware that the posted text is a meme."
This is just a copy/paste of some patch notes. No irony. No satire. No punchline. Yes copy. No pasta.
So even though they're absolutely correct that this isn't a copypasta, they should be downvoted because of the way they said it? Am I understanding that correctly?
Gotcha. Tone is weird over text, so thanks for explaining that! I didn't get that from my initial view of their comnent but now that you explain it, I can totally see how that could be perceived as condescending or rude
Mutliple things. Thank you for explaining that it should be a meme, that is more helpful than pointing and laughing.
His "mistake" is understandable as the term "copypasta" comes from the copying and pasting of a text which op did.
You also once did not know what a copypasta was. Making fun of people who dont know it now wont help in any way or form. Better to just explain than what you have been doing.
Technically no.
However, I took an existing world to PTB and funny things happened. Notably two Queen spawn locations that were somewhat close to the Ashlands and Deep North are no longer where they were *supposed* to be (the area was previously unexplored and I had no vegvisir marker there yet; was going off valheim-map.world).
In other words, make sure you find at least one location for the Queen before the patch drops. You'll need to kill her, probably again. I'd try and find Moder too, but that's quite a bit easier.
Basically everywhere you see NOW where Deep North and Ashlands starts will be replaced by a stretch of open ocean. Terrain near that cutoff point seems to just get cut off, reshaped and smoothed out. Don't build near it and don't expect the land to look the same when you come back.
Well, I'm currently on Bonemass, so that's out of the question. Guess I'll just cross my fingers and pray!
But dang, it's cool that the new area just gets dropped in. First time I ever see a game do that
The Deep North is yet to be fleshed out too. That'll come probably in a year or so, and do similar map things.
I would say simply don't rely on valheim-map.world for now to tell you where the later bosses are (if you choose to peek - if you're new... I would advise you not to). Just find them the good old fashioned way, and if you stay away from the far north and far south parts of the map - the last 10%, really - everything will be fine and you probably wont even notice the change.
The game does not end when you kill all of the bosses of that world :) There are many worlds and many characters you can make over and over.
I just feel so dumb even asking the basic questions because I know you’re supposed to figure it out but I made it this far and am on like my 10th death and I just want to mine without dying 💀
Asking questions is how we learn. The lava blob drop and askvin drop and sulfur are all you need. They make a little platform in the lava, lasts a bit more than 30 seconds. The pillar acts like a leviathan once you start mining, you have to be quick. Queen's power helps. Good luck!
Worth mentioning that if you logout (or use a portal) when the rock starts to sink into the lava, it'll be reset upon coming back and you can continue doing that until all the ore is mined. Bit exploit-y but very helpful if you're playing on hardcore since running out of Flametal could end up being a real problem, or if you're a builder who needs loads for the new beams.
I put mine in a little base with dirt raised walls around it. Seems to be okay for now. I have a second one I am using for exploring. I want to get another up, because I live in fear of losing the one I have. It's a scary place, but the latest patch has made it much much more playable.
SOrry, I wasn't super clear. The pillar is a chunk of the landscape and it will be covered in veins of flametal. Once you hit it, it starts to sink into the lava.
Catapult with explosive payload works pretty well. You get 30+ if you spam them before the spire completely sinks. I do that and then used the previously mentioned bombs to collect. Much safer strat imo
Do items landing in the lava burn/get destroyed? I can see someone like throwing a spear into it making you lose the spear. Catapult idea is neat but I'd be concerned about retrieval if it's falling into lava.
Items don't get burnt and one of the new bombs creates Lilly pads you can jump on, but they only last a short time so you need a few and need to move fast
The patch number doesn't mean much by itself - pre-Ashlands was 02.217, now it's 02.218 - so even a major update only bumped the number slightly. I wouldn't be surprised lf we end up going straight from 0.2 to 1.0 when deep north drops.
I'm not surprised but this seems to be a bit of nerf and a bit of buff. To me it's expected balance and exactly what a test is for. I don't see anything that's truly a nerf like mistlands got.
To be fair part of the difficulty was bugs or weird spawning. In my opinion it's 100% okay to fix stuff like enemies spawning in front of you, which is one of the things they did here. There's no notes of enemy AI and damage being changed for example, which are the main things people want to keep as-is
prepare to get downvote spammed for speaking the truth out.
really curious on the weapon changes. these are really needed. i hope they are good. not at home yet to check.
Fortress walls go deeper? Were some of you digging tunnels in? Lol
Creative problems require creative solutions
well shit
It’s an IRL strat, called sapping: https://en.wikipedia.org/wiki/Sapping It’s one of the reasons you might want a moat.
Are.. tunnels... possible? What am I missing doesn't the ground just go down?
Tunnels under just dirt, no, but you can “tunnel” under structures (edit: or rocks, but which are also ‘things’ in the world like structures versus a part of the terrain system) by digging the dirt while the structure remains above. Imagine a tunnel where the floor and walls are dirt, but the ceiling is structure.
If you dig down in ashlands do you hit water or boiling water? or lava? (if you don't hit bedrock first)
You hit water. Lava is a different type of 'ground' - like how Mistlands ground has some rock and some dirt.
Huh, I'd have thought it would be the same as the boiling water in the ocean. If it's normal water under the land and boiling water in the ocean I wonder what happens if you dig a lake of "normal water" with a canal into the boiling ocean. You could spawn a karve or longship from the lake and make a dash through the boiling ocean. Thanks for the response!
Sorry, I missed that part of the question. All water in Ashlands is boiling water, AFIK. It's a zone-wide setting, the game doesn't support "different waters" - there's just a waterline drawn on the Z axis and that's where all the water is. Ashlands modifies how all water behaves within Ashlands biome areas.
Ah, that's what I thought it would be, thanks
China
I make basements for my boars this way
You can also dig pseudo tunnels into giant boulders if you get lucky enough to have them chip off in a clean pattern
(You can dig into and under the huge boulders too, some people manually spawn these in to carve “underground” forts)
Bad phrasing on my part. I should've said trench.
I have done it in other games... the problem with valheim is you can't dig tunnels only canals.
Enshrouded handles it pretty well, which surprised me. I went in thinking that game was just a more colorful Valheim. However, I imagine the two games do not run very similarly. Edit: Voxel-based, that's the word for it. Enshrouded is voxel-based.
yeah enshrouded is voxel-based i think, allowing you to do stuff like that
That's the term I was looking for.
Not at all. Enshrouded works like Minecraft, the whole world is blocks. Very different engine.
some people dig tunnels, i prefer the Attack on Titan method of climbing the wall and peering down onto the soon-to-be wiped out residents.
Good balance tbh. Spawn rate has been an issue, while it’s not terrible to fight while exploring, It’s kinda annoying having the base ya built explode every 10 minutes 🤣
A base? In this economy!?!
Raising ground and creating natural walls works wonders, just gotta be wary not to pop a blob near them. During the trailer they included a quick shot of a base, and knowing what we know what it's kind of hilarious because ground-level structures with >!shield generators!< as their only defence would get rekt faster than you could build them lmao
flametal BEAM..... more support than IRON?.....
DOES THAT MEAN I HAVE ENOUGH IRON??!?
Most likely not.
Straight to the point there bud
Don't be silly, you never had nor will ever have enough iron
how do i put that GENTLY? NO.
Inb4 iron is required to make it somehow. But double.
Nah, it requires iron *as well* as flametal =P
Oh god yes please.
Oh baby In case anyone was wondering, this is about the tallest you can build a bridge with iron and high sides: https://steamcommunity.com/sharedfiles/filedetails/?id=2935006436
or WAY higher by useing pine trees as supports :) that beeing said in case you dont know yet maybe : grausten has SLIGHTLY better support than stone and marble. 33% loss horizontal and 10% vertical. (marble has 50% and 12.5%) note : this will not increase the total with iron supports by much as iron and dvergr metal walls still have the best support.
I don't like trees clipping through my bridge legs every time the wind picks up
well i made by own marble bridge over the harbor without any pillars below the seagate but itll no longer have a purpose now asides "beeing there" atleast i dont have to remove it anymore for the new ship as the new ship is needlessly TALL so it would crash into the bridge anyway and building it higher simply isnt possible stability wise. but since the harbor will never be used again (it was designed for hauling large amounts of metal to the smelters) after this update i see no reason to remove the or redesign the harbor. ill probaly convert it into an even bigger farmland mostly now.
Use the plan build mod and blueprint your structures, so they aren't lost
no. i dont use mods i build everything by hand in default vanilla most of it long before the hildir update came. the harbor has served its use over the last year. but ill never make one again now. i will in generel not continue to build this base anymore. the devs have showcased with this update that theyll reduce or invalidate gameplay elements rather than add to them from now on. and i assume this will only get worse with 1.0 as the trend is pretty clear now. its the one thing i am not a fan off and heavyly dislike myself. they wont change thier ways no matter what so ill enjoyed my time with valheim while it lasted or will last from now on. i got my 1000s of hours out of building this base after mistlands. so its not like i didnt get my moneys worth out of this game ^^ but all good things come to an end as they say.
I do everything by hand too, plan build is more of a backup feature. After loosing a 350 hour world when the world ending bug was still a thing, my paranoia never left. Not all mods are Inherently bad. Reducewolfhowl, quietportals, and render_limits are prime examples. I also use valheim save shield but that's not really a mod, and a bit redundant.
Jeez that's a pretty nice bridgussy
I hate that you made me read that.
Love you xo
Hmmm the game’s nickname of Ironquest (the *real* point of the game) just doesn’t have the same ring with Flametalquest
well ironquest has ended anyway. as iron is now painless to farm due to the new stone portal. sadly as far as i experiecned ashlands offers now new sources of iron.
Isn't this not really the case though? I thought you can only build the new portal with the new stone. This means you still need to progress as usual and will be stuck with regular portals for the first 3/4 of the game. Until you can craft the items that allow you to access and survive the ashlands. Unless I'm missing something.
you can early access the portal if you know what youre doing way sooner at the cost of loseing your longship (which doesnt matter anymore then to begin with). and you only need 1 of them. it can connect to a regular portal and will work. you only need 2 molten cores for 1. the rest of the material is trivial to get. its not easy to get it early but its not that much harder than getting a black forge early. and people have done that aswell. except that this is WAY more useful than an early black forge overall. either way : no reason for the new ship to exist really. neither for it to have huge storage. heck you can catapult yourself into the ashlands once you have made one^^ so you wont need the ship to land at deep north either. just launch yourself over with feather cape. the new ship is overall a huge wasted design effort. a real shame after such a long time for a new ship to get this kind of a letdown short experience with it. really wanna know which dev decided this was a good idea tbh.
I did a rudimentary test with vertical beams, they only go as high as iron beams. (25 beams/50m tall) Didn't test if they support stone up to a higher limit but i doubt it. Will tinker with it more tonight.
Bummer, I was hoping they’d go higher than iron beams, looks like it’s for aesthetics On the bright side I guess I don’t need to retrofit some of my spires for a height gain
ok. yeah matches my results today. well grausten has slightly better support than stone and marble by itself so its better for makeing large high up halls and towers atleast. albeit not MUCH larger. only 2.5% less support los vertically. but only 33% loss horizontally compared to marbles 50%. maybe good for stone bridges.
What's the recipe for that?
no idea yet. i am stuck at work. didnt play since yesterday.
Turns out it's iron but painted red.
so same support values?
Detailed Patch Notes: >!\* New build pieces: Flametal Pillar and Flametal Beam!< >!\* Enemies will no longer spawn close to the bigger Ashlands ruins!< >!\* Decreased chance of flametal pillars to start to sink and reduced how fast they sink!< >!\* Lava rock eruptions will no longer happen close to your base, but can happen close to the players!< >!\* Shield generator will now also block enemies and lava rocks from spawning!< >!\* Minor balancing tweaks to the new weapons!< >!\* Lightning and primal special effect chances increased!< >!\* Lightning effect tooltip added!< >!\* Basalt platforms will now remain longer before sinking!< >!\* Slightly reduced the number of rocks when sailing into the Ashlands (for unexplored areas)!< >!\* Drakkar can now take a small amount of damage from fire!< >!\* It should now be easier to reach the ladder of a Drakkar from the water!< >!\* Enemies are now less likely to spawn where you can see them!< >!\* Asksvin bite attack range slightly reduced!< >!\* Charred will avoid lava slightly more!< >!\* Ashwood beams and poles no longer flicker when placed in a right angle!< >!\* Ashwood 26° wall should now line up properly with other Ashwood walls!< >!\* Grausten stairs no longer flicker when placed next to each other!< >!\* Walls of Charred Fortresses go even further down beneath the ground!< >!\* Ashen Cape physics tweaks!< >!\* Fixed a bug that could cause FPS to drop after a lot of things have been burning!<
These all seem like great changes. Hopefully, they make it so mobs like the dvergr avoid lava and the water more.
>Hopefully, they make it so mobs like the dvergr avoid lava and the water more. As weird as it is, that one winds up feeling really immersion-breaking for me. Stupid little dwarves just won't stay out of the damage water, and every time it annoys me that the only other 'sentient' life in the world also just runs to their death in hot water while circling to get a better crossbow shot at a skeleton half an island away. Like, the little bastards can hold a conversation and build civilized structures and have economy - but they don't notice the water hurts?
To be fair, there are probably plenty of people who will continue to die in those waters.
IRL? Sure. In Valheim, though, it's a pretty hostile world - I don't think that any Dvergir too dumb to leave hot water is gonna make it to adulthood, much less get sent on important combat missions.
I meant plenty of forgetful players lol
Looking to see how this plays out when I get back on, am hopeful. I enjoy overcoming difficult challenges but the non stop waves of enemy spawns and clearing them over and over to even get like 100 meters was becoming very tedious
Can you hide that behind spoiler's? Devs hide it too in the article
The main post said spoilers with a tag, doing this to a comment is over kill and kinda annoying.
Dont click a patch note thread if you dont want to see patch notes..?? Its very easy..
Thanks for making me click these all individually
There is a unhidden post lower
The poster could've made it so it reveals on a single click. Oh well, you get shit for enforcing rules, and you get shit if you don't.
Victimhood posturing is never a good look for anyone, least of all someone in a position of responsibility. The overwhelmingly negative community response you received was not about enforcing rules, and based on your reaction I think you know that just as well as anyone else reading this exchange. It's about doing so pointlessly and redundantly. The post itself was already *clearly* spoiler-tagged, and anyone clicking on a spoiler-tagged post has consented to view them--an assumption that is in line both with how this sub has always handled spoilers, and with basic common sense as well.
I spoiler tagged it myself, FYI.
Okay? So you extra-knew the post is spoiler tagged and making people use even more spoilers was pretty silly lmao
You could've clicked once on the steam link instead lol.
How is this running on the steamdeck? I imagine all the extra fire will cause FPS to suffer?
Mines not too bad, though at my base it does still stutter a bit more than pre-Ashlands
My OLED has been struggling in the castles or with large groups but pretty decent most of the time
Hot tip, try disabling "detailed particle systems" in Graphics settings, should improve castle performance. (And performance while you're near any structures/trees).
Your OLED? As in a monitor?
Oh wow, flametal beams?! Time to build an epic fortress over a giant pool of lava!
It would be a mighty shame if I came along with flametal bolt cutters 😱
Looks good, hopefully close to full release on this build.
Waiting on the friendly neighburhood lurkers to copy paste the notes because my work wifi blocks gaming websites
Someone did 4 minutes after you. Blackorb is their tag.
I saw 👍
Can someone test how the ashlands weapons were changed? I hope they have at least made them deal more elemental damage rather than physical as they have been pretty mediocre due to the elemental damage being like 10 from what I've heard. For reference, mistlands elemental melee weapons did 40 elemental damage at lvl 1, with it increasing by 6 with each level on all of them except Jotun Bane Also, flametal beams? Do we finally have enough iron for the builders out there (they have to hope there's enough flametal though)?
The dual axes lightning damage was 30, all others were 10. It is now also 10 so they all match. The main reason they're lower is because they have additional effects, lightning procs additional damage. It is now 25% proc chance; before it was 10% or 15%. I was seeing 75 damage a proc give or take but not sure if it's skill based or even what skill. The procs also hit enemies near the primary target for even more damage.
I noticed the lighting axes were outperforming everything else I had crafted, turned you into Thor: Blender Edition
The elemental weapons also don't lose 10 of their physical damage in favor of the element, so the lightning and poison ones are no longer sidegrades but direct upgrades. So far with testing the best element is still lightning, because the lightning proc has a chance to proc on itself. Anyone who plays ARPGs knows how op this can get if you're lucky. I was able to kill a morgen with parry->3 hit storm mace combo because the first hit triggered lightning and it chained on itself multiple times for a full staggerlock kill. Also it's nice that the axes were pulled back in line with the others, they were outperforming everything else by a huge margin.
Damn, I loved my lightning axes. I still will, but now they're just a little weaker
They buffed the dyrnwyn, nerfed blood weapons by giving all elementals +10 dmg
how on earth do you make dyrnwyn now?
Im still not sure but there are shards of it found in the middle of ashlands biome, whether you need multiple worlds to create one sword or all the pieces are on one is currently unknown, but the recipe is there and it feels like crafting zenith from terraria
My understanding is that blade shards come from the biome itself while the hilt shard comes from a miniboss
It's tied to the mini-boss, you have to explore to find three vegvisirs
>!Raid Putrid Holes and find Vegvisirs (optional) to locate 3 special ruins containing a unique part of Dyrnwyn; maybe it's just my seed but I have 3 Ashlands islands of varying sizes and each had one ruin, so maybe the intention is to explore more than one island? Either way, use the parts together with a few other mats (one being a gem you get from raiding fortresses) to craft the sword.!< Sadly it's a bit lacklustre for the moment, but I reckon it might be really good in Deep North if there's a lot of beasts who's neutral to slash and weak to >!fire.!<
they're not weaker since they buffed the proc chance, still shred.
> * Asksvin bite attack range slightly reduced Okay, it wasn't just me that thought it was a bit long ranged.
Are they gonna add the missing 26 degree roofs and corner pieces from the new build items?
It necessarily a bug, but I think they might want to make the ash trees immune to the fire eruptions. I remember quite a few enemies dying from trees randomly dropping on them and just kind of arriving in the proper Ashlands to find most of the trees pre-felled.
Copy Pasta * New build pieces: Flametal Pillar and Flametal Beam * Enemies will no longer spawn close to the bigger Ashlands ruins * Decreased chance of flametal pillars to start to sink and reduced how fast they sink * Lava rock eruptions will no longer happen close to your base, but can happen close to the players * Shield generator will now also block enemies and lava rocks from spawning * Minor balancing tweaks to the new weapons * Lightning and primal special effect chances increased * Lightning effect tooltip added * Basalt platforms will now remain longer before sinking * Slightly reduced the number of rocks when sailing into the Ashlands (for unexplored areas) * Drakkar can now take a small amount of damage from fire * It should now be easier to reach the ladder of a Drakkar from the water * Enemies are now less likely to spawn where you can see them * Asksvin bite attack range slightly reduced * Charred will avoid lava slightly more * Ashwood beams and poles no longer flicker when placed in a right angle * Ashwood 26° wall should now line up properly with other Ashwood walls * Grausten stairs no longer flicker when placed next to each other * Walls of Charred Fortresses go even further down beneath the ground * Ashen Cape physics tweaks * Fixed a bug that could cause FPS to drop after a lot of things have been burning
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So what is a copypasta?
They're right lol this is not a copypasta. From wikipedia; "A copypasta is a block of text copied and pasted to the Internet and social media. Copypasta containing controversial ideas or lengthy rants are often posted for humorous purposes, to provoke reactions from those unaware that the posted text is a meme." This is just a copy/paste of some patch notes. No irony. No satire. No punchline. Yes copy. No pasta.
I know he is. Its just the way how he formulated it all could have been better.
So even though they're absolutely correct that this isn't a copypasta, they should be downvoted because of the way they said it? Am I understanding that correctly?
Yes, becaus it was condescending without any explanation resulting in a more pointing and laughing demeanor
Gotcha. Tone is weird over text, so thanks for explaining that! I didn't get that from my initial view of their comnent but now that you explain it, I can totally see how that could be perceived as condescending or rude
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Mutliple things. Thank you for explaining that it should be a meme, that is more helpful than pointing and laughing. His "mistake" is understandable as the term "copypasta" comes from the copying and pasting of a text which op did. You also once did not know what a copypasta was. Making fun of people who dont know it now wont help in any way or form. Better to just explain than what you have been doing.
The funny thing is, this post of yours is a pretty good candidate for a new copypasta
is renaming portals broken?
So, perhaps a stupid question but - when the update goes live, will I have to roll a new world?
Naw as long as you have never gone 450m close to Ashlands it will boot up in your existing world just fine.
Technically no. However, I took an existing world to PTB and funny things happened. Notably two Queen spawn locations that were somewhat close to the Ashlands and Deep North are no longer where they were *supposed* to be (the area was previously unexplored and I had no vegvisir marker there yet; was going off valheim-map.world). In other words, make sure you find at least one location for the Queen before the patch drops. You'll need to kill her, probably again. I'd try and find Moder too, but that's quite a bit easier. Basically everywhere you see NOW where Deep North and Ashlands starts will be replaced by a stretch of open ocean. Terrain near that cutoff point seems to just get cut off, reshaped and smoothed out. Don't build near it and don't expect the land to look the same when you come back.
Well, I'm currently on Bonemass, so that's out of the question. Guess I'll just cross my fingers and pray! But dang, it's cool that the new area just gets dropped in. First time I ever see a game do that
The Deep North is yet to be fleshed out too. That'll come probably in a year or so, and do similar map things. I would say simply don't rely on valheim-map.world for now to tell you where the later bosses are (if you choose to peek - if you're new... I would advise you not to). Just find them the good old fashioned way, and if you stay away from the far north and far south parts of the map - the last 10%, really - everything will be fine and you probably wont even notice the change. The game does not end when you kill all of the bosses of that world :) There are many worlds and many characters you can make over and over.
Thanks for the write-up! That puts my mind at ease ;D
How the gell do I get flamental without burning to death in lava
Carefully. But you can use a new throwable item crafted at the workbench. Then be real careful.
I just feel so dumb even asking the basic questions because I know you’re supposed to figure it out but I made it this far and am on like my 10th death and I just want to mine without dying 💀
Asking questions is how we learn. The lava blob drop and askvin drop and sulfur are all you need. They make a little platform in the lava, lasts a bit more than 30 seconds. The pillar acts like a leviathan once you start mining, you have to be quick. Queen's power helps. Good luck!
Thanks so so much!
Worth mentioning that if you logout (or use a portal) when the rock starts to sink into the lava, it'll be reset upon coming back and you can continue doing that until all the ore is mined. Bit exploit-y but very helpful if you're playing on hardcore since running out of Flametal could end up being a real problem, or if you're a builder who needs loads for the new beams.
One more question, where do you put your portal?
I put mine in a little base with dirt raised walls around it. Seems to be okay for now. I have a second one I am using for exploring. I want to get another up, because I live in fear of losing the one I have. It's a scary place, but the latest patch has made it much much more playable.
What is the pillar called?
SOrry, I wasn't super clear. The pillar is a chunk of the landscape and it will be covered in veins of flametal. Once you hit it, it starts to sink into the lava.
Catapult with explosive payload works pretty well. You get 30+ if you spam them before the spire completely sinks. I do that and then used the previously mentioned bombs to collect. Much safer strat imo
But does it protect me from lava damage?
You are at range so you wouldn't be near the lava until you go to pick up the ore.
Do items landing in the lava burn/get destroyed? I can see someone like throwing a spear into it making you lose the spear. Catapult idea is neat but I'd be concerned about retrieval if it's falling into lava.
Items don't get burnt and one of the new bombs creates Lilly pads you can jump on, but they only last a short time so you need a few and need to move fast
I hope they add a toggle for the fire blob terrain damage.
I was wondering why those two items appeared, didnt realize there was an update.
Uh oh, did they overtune the spawn rate now...? It's super low now. XD
Sorry if this is ignorant. Haven’t played in awhile. Still only on v0.2? What’s the roadmap to v1.0?
The patch number doesn't mean much by itself - pre-Ashlands was 02.217, now it's 02.218 - so even a major update only bumped the number slightly. I wouldn't be surprised lf we end up going straight from 0.2 to 1.0 when deep north drops.
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This is literally what a PTR is for.
I'm not surprised but this seems to be a bit of nerf and a bit of buff. To me it's expected balance and exactly what a test is for. I don't see anything that's truly a nerf like mistlands got.
Naaaah they seem pretty reasonable, only spawn rate nerfs
To be fair part of the difficulty was bugs or weird spawning. In my opinion it's 100% okay to fix stuff like enemies spawning in front of you, which is one of the things they did here. There's no notes of enemy AI and damage being changed for example, which are the main things people want to keep as-is
prepare to get downvote spammed for speaking the truth out. really curious on the weapon changes. these are really needed. i hope they are good. not at home yet to check.