Valheim - IronMontilyet
Greetings vikings!

Since our last blog post we have hit quite a big milestone for Valheim, namely releasing the game on Xbox! If you haven’t seen the cool trailer we made for that yet, you can check it out on our Youtube channel. Like we have promised ever since the announcement, there is full crossplay support, so you can play with your friends regardless of what platform you’re on. So if you’re a long-time Steam player who has been longing to get your console friends to visit your viking base, now is the time to convince them! We are aware of some bugs and issues, which we hope to have fixed as soon as possible, but we hope that the Xbox version is working smoothly for most players. If you’re experiencing any bugs, please make sure to report them to our bug tracker!

To celebrate the release we also have a 20% discount in our official merch store. The sale is active for another week, so if you want to grab yourself some nice Valheim items now is the time to do so!

But of course, the Xbox release isn’t all that has happened in the past month! We’ve also continued working on the Ashlands, and if you follow us on social media you might have seen some tests for what some Ashlands buildings might look like, as well as some further enemy designs!

Today we’d like to share a more recent version of the terrain of the biome. Can you feel yourself melting in the heat already?



While some graphical assets are already being worked on, we’re also fleshing out the gameplay loop of the Ashlands biome. You’re already used to going dungeon delving, but this time we’re testing out the concept of “Fortress time!”. Exactly what that will entail, well…you might be able to guess!

On the subject of the Hildir’s Quest update, we thought we would share some further details about Hildir herself. She has a few things in common with her brother Haldor, like for example that you will be able to find her where she has stopped with her wagon and lox. But why does her camp look so empty…?



Hildir’s camp is not the only new location that will be featured in that update, however. Particularly helpful vikings – or very lucky explorers – will be able to find a few other new and mysterious places scattered across the world. We’ll let you find out what secrets they hold by yourself, but we advise that you prepare yourself before venturing forth!



For Hildir’s Quest we’re also looking at some quality of life updates which you might have spotted on social media – namely a way to move items to and from chests in stacks, as well as a way to toggle manual snapping when building, for better precision.

Build of the Month

For this month, we want to show off this seaside town that FiaWorkshop built! If you want your creation to be featured, use the hashtag #ValheimBotM on Twitter, Instagram or Facebook. You can view previous builds in this thread on Steam.



May your axes be sharp!
/The Iron Gate team

If you’d like to discuss the content of this post, please visit our Discord, or our forums on Reddit and Steam, or make a comment on social media!
Valheim - IronMontilyet
Time for some hotfixes! Aside from what we address in this patch, we are also looking into an issue related to some worlds being reset when playing on Xbox. Additionally, we have a fix for an issue that could cause worlds to be different on Xbox versus PC, which could cause buildings to break. These two issues have been our highest priority and are working as fast as we can to get them fixed and implemented!

An important note here, is that when this is fixed it means that certain worlds on the Xbox version will have terrain changes in small areas of the world. Worst case, if you’ve built a lot in one of these areas, buildings there may break. Unfortunately there is no better solution for this, as the areas need to match with the PC versions for crossplay and all future world generation, and we truly apologise for the trouble this causes some players. Luckily this is something only a small number of players will notice at all. We try our best to ensure that these issues do not happen, but sometimes it’s unavoidable and we are truly sorry for any inconvenience.

Remember that you can use the “Manage Saves” button in the world selection to recover a world if you’ve run into any world issues. And also, if you are having an unplayable game in the latest patch, you can always run the last stable version by changing to the ‘default_old’ branch on Steam.


Abbreviated Patch Notes:

Fixes & Improvements
* Left handed mouse fixed
* Manual saving bug fixed
* Swap Triggers controller option added
* Text & UI fixes
* Performance & various bug fixes

Detailed Patch Notes

Fixes & Improvements:
* Manual save no longer causes you to respawn where you saved and can be called to a dedicated server if you are on the admin list
* Left handed mouse should now work correctly again
* Added “Swap Triggers” to control options, to be able to fix a potential issue for PlayStation controllers
* Fixed performance issues in main menu
* Fixed some special characters appearing as squares and symbols should look more like they did before
* Hovertext and text input on signs should now be displayed correctly and can use \t and \n symbols
* Text on signs should now be lit correctly and no lower glow
* Various UI & text fixes that were being displayed incorrectly
* Engine updated to unity version 2020.3.41f1

Console:
* Added graphic setting “Balanced Mode” with 40 FPS and 1440p on Series X and 900p on Series S
* Right stick now only controls the character rotation in character screen
Mar 13, 2023
Valheim - IronMontilyet
Time for another patch with a chunky assortment of fixes! Several bugs have been corrected (both coding bugs and Seeker behaviours) and some Quality of Life improvements have been made, along with some performance optimisations. We have also added a “save” button, so you no longer have to worry about when your last autosave might have been.

Abbreviated Patch Notes:

* Various fixes for the Mistlands
* Various menu and UI improvements
* Added manual save button
* Various performance optimisations
* Localisation improvements


Detailed Patch Notes:

Gameplay & Balance:
* Mistlands giant helmet and sword will now properly drop both iron and copper scrap as intended
* Seeker soldier and ticks should now respawn correctly in dungeons, and ticks starred ticks chance increased from 10% to 20% as intended.

Fixes & Improvements:
* Added Munin to Ribcage locations in Mistlands
* Added saving icon to HUD and delayed the "bad connection icon" when saving
* All game texts have been optimised for better clarity and performance
* Reworked button prompts to a new visual style, added some missing buttons, etc.
* Key hints are now displayed in a horizontal line rather than vertical list and visible in all needed contexts
* Kicked players get a proper message
* Menu selection markers should now be displayed correctly in all languages
* Fixed several focus loss scenarios when using a gamepad
* Haldor’s lines are now translated correctly
* Build menu has been widened to avoid overlapping other interface items
* D-Pad should now be usable in all menus
* Controller and keyboard usage of menus improved
* Skills menu should now work correctly with gamepad and show tooltips correctly
* Mistlands boss should no longer escape her room during rare occasions (changes have been made to how ownership of objects work when transferred to another player; specifically checking the positions)
* Fixed a bug that caused projectiles to sometimes miss even though it obviously should have connected
* Durability bar on item in the inventory and action bar is now only visible if the item has been damaged
* Fixed a visual bug that showed servers that were being pinged as offline
* Thatch roof i-corner 45o can now support itself and will protect underlying beams from rain properly
* Thatch & darkwood roof top 26o middle beam point fixed

Quality of Life:
* Added alternative controller layout and changed layout to be more readable. Build snapping is a toggle in the alternative layout, and has an icon when active
* Added manual save button to the pause menu that displays last save time
* Crafting menus and quick use bar now have cycling navigation when using gamepad
* You can now use the sticks to move to and from a container inventory from the player inventory directly rather than changing menu focus
* Crafting station is now focused when opening a crafting station
* Language can now be changed without restarting the game
* If a server is unjoinable for version mismatch or other restriction this will shown when attempting to join a game from the server list immediately rather than having to wait for the game to load

Performance:
* Performance of distant mountain shadows greatly increased, and added a setting to turn off distant shadows completely. (This may increase performance significantly for players with older graphic cards)
* Performance increased while in dungeons
* Performance improved when using many map pins
* Performance improved while using the inventory with many items
* Network stability and performance improvements for crossplay
* Improved cloud save performance on Microsoft Store version.
* Memory optimizations for textures and fonts
Valheim - IronMontilyet
Time for another patch with a chunky assortment of fixes! Several bugs have been corrected (both coding bugs and Seeker behaviours) and some Quality of Life improvements have been made, along with some performance optimisations. We have also added a “save” button, so you no longer have to worry about when your last autosave might have been.

Abbreviated Patch Notes:

* Various fixes for the Mistlands
* Various menu and UI improvements
* Added manual save button
* Various performance optimisations
* Localisation improvements


Detailed Patch Notes:

Gameplay & Balance:
* Mistlands giant helmet and sword will now properly drop both iron and copper scrap as intended
* Seeker soldier and ticks should now respawn correctly in dungeons, and ticks starred ticks chance increased from 10% to 20% as intended.

Fixes & Improvements:
* Added Munin to Ribcage locations in Mistlands
* Added saving icon to HUD and delayed the "bad connection icon" when saving
* All game texts have been optimised for better clarity and performance
* Reworked button prompts to a new visual style, added some missing buttons, etc.
* Key hints are now displayed in a horizontal line rather than vertical list and visible in all needed contexts
* Kicked players get a proper message
* Menu selection markers should now be displayed correctly in all languages
* Fixed several focus loss scenarios when using a gamepad
* Haldor’s lines are now translated correctly
* Build menu has been widened to avoid overlapping other interface items
* D-Pad should now be usable in all menus
* Controller and keyboard usage of menus improved
* Skills menu should now work correctly with gamepad and show tooltips correctly
* Mistlands boss should no longer escape her room during rare occasions (changes have been made to how ownership of objects work when transferred to another player; specifically checking the positions)
* Fixed a bug that caused projectiles to sometimes miss even though it obviously should have connected
* Durability bar on item in the inventory and action bar is now only visible if the item has been damaged
* Fixed a visual bug that showed servers that were being pinged as offline
* Thatch roof i-corner 45o can now support itself and will protect underlying beams from rain properly
* Thatch & darkwood roof top 26o middle beam point fixed

Quality of Life:
* Added alternative controller layout and changed layout to be more readable. Build snapping is a toggle in the alternative layout, and has an icon when active
* Added manual save button to the pause menu that displays last save time
* Crafting menus and quick use bar now have cycling navigation when using gamepad
* You can now use the sticks to move to and from a container inventory from the player inventory directly rather than changing menu focus
* Crafting station is now focused when opening a crafting station
* Language can now be changed without restarting the game
* If a server is unjoinable for version mismatch or other restriction this will shown when attempting to join a game from the server list immediately rather than having to wait for the game to load

Performance:
* Performance of distant mountain shadows greatly increased, and added a setting to turn off distant shadows completely. (This may increase performance significantly for players with older graphic cards)
* Performance increased while in dungeons
* Performance improved when using many map pins
* Performance improved while using the inventory with many items
* Network stability and performance improvements for crossplay
* Improved cloud save performance on Microsoft Store version.
* Memory optimizations for textures and fonts
Valheim - IronMontilyet
Greetings vikings!

It’s been another month and it’s time for another look into how the development of Valheim is going!

In case you missed it, we released quite a large patch last week, which contained a lot of bug fixing and improvements. It also added a new hexagonal door, which a lot of you had been asking for ever since first encountering the dvergr in the Mistlands! We were also able to start adding some accessibility features, such as a setting for disabling flashing lights, and the option to toggle the Hugin hints. It’s just the tip of the iceberg when it comes to accessibility, and we hope to eventually be able to accommodate a lot of the suggestions you all sent in after the last development blog!

Last time we promised to be a lot more open with the development of the Ashlands than we were with the Mistlands, and if you follow us on social media you’ve been able to see some concept art of weapons and fortresses, as well as some terrain tests! You might even have caught a glimpse of some early 3D models! On the sites where it’s possible to blur the images before viewing, we make sure to do so, so that you can avoid spoilers if you want to.

It’s really fun to be able to read your comments about the design ideas this early in the process, and we hope you’re enjoying it as much as we are! Right now we would like to show you another piece of enemy concept art. What if the waters around the Ashlands were inhabited by something that made it a little bit harder to reach the shore…?



While the pre-production of the Ashlands is in full swing with concept art and terrain tests, we’re also working away on the Hildir’s Quest update! It will for example (finally!) feature a way to wear helmets while still having your hair visible. We’ve already teased a bit about it on social media, but it’ll look something like this:



Another thing we’re looking at for Hildir’s Quest is playtesting some new server settings. We’re trying out a hard mode and an easy mode, but also a casual mode where you won’t lose gear upon death. The normal mode will still always be the best balanced version of the game, but we hope adding more ways to play the game can both provide a challenge to experienced players and open the game up to players who would rather take a calm and relaxed approach.

Finally, we’d just like to leave you with one more little teaser about this whole update. We have already mentioned that Hildir will be a new NPC, and so we thought we’d offer you a small glimpse of the place where you’ll be able to find her…



Build of the Month

This month we want to highlight this mighty mansion by Zacksparrow84! If you want your creation to be featured in this section, use the hashtag #ValheimBotM on Twitter, Instagram or Facebook. You can view previous builds in this thread on Steam.



Skål!
/The Iron Gate team

If you’d like to discuss the content of this post, please visit our Discord, or our forums on Reddit and Steam, or make a comment on social media!
Feb 7, 2023
Valheim - IronMontilyet
Time for another patch, and it’s a chunky one! This patch should fix a lot of various bugs and issues, and we hope there’s something in here for everyone. For example, the ballista now has two modes: one where it will still shoot at anything in its range, but also a new mode where you set a specific target by presenting it with a trophy of your choice.

We have also added two new items for you! One is a buildable version of the hexagonal gate you have seen at the various Dvergr strongholds in the Mistlands, and the other is a very stylish hat for all you master fishers out there. You may be in Valheim to prove your worth to Odin, but sometimes you simply have to prove yourself worthy of a cool hat as well.


Abbreviated Patch Notes:

New Content:
* New build piece: Hexagonal gate
* New item: Fishing hat

Fixes & Improvements:
* Players can now “use” a trophy on ballistas to limit what it will shoot at
* Balance tweaks to various Mistlands enemies
* Mist torches are no longer a primary target for enemies
* Fixes to Mistlands dungeons and boss room entrances
* Various other bug fixes
* Various fishing fixes
* Various networking fixes



Detailed Patch Notes:

New Content:
* New build piece: Hexagonal gate
* New item: Fishing hat (needs a super secret recipe)

Balance & Tweaks:
* Players can now “use” a trophy on ballistas to limit what it will shoot at
* Seeker circling tweaks (They should now feel a bit more aggressive again)
* Gjall spit attack tweaks (They now shoot 2 projectiles again, but the burst interval is increased. Should now be more visible and somewhat easier to avoid instead. More fire damage, less blunt damage)
* Added post-Queen nightspawns of Seekers, Broods and Ticks in Meadows, Black Forest, Mountain and Plains biomes
* Mistlands boss now tries to flee if unable to reach the player
* Mobs inside Mistlands Dungeons can now respawn
* Royal jelly piles inside Mistlands Dungeons are now respawning (Added hanging Royal Jelly piles as an indicator in big dungeon rooms)
* Wolves can now eat Chicken meat (Yum!)
* Mist torches are no longer a primary target for enemies
* Tweaked portal size to Mistlands boss room (The entrance “box” was a bit too big. Players should no longer be able to mine the top of the entrance and be able to press “E” to enter through the wall/stones)
* Tweaked portal size on Mistlands dungeon exits (The exit “box” was a bit too big. Players should no longer be able to exit the dungeon while being on the floor right above the entrance)
* Eitr regen is no longer affected by swimming or when encumbered
* Ymir Flesh is now purchasable from Haldor after Elder is dead, instead of after Bonemass
* Health and resistance tweaks on some Dvergr pieces
* Ballista ammo capacity increased from 20 to 40


Bug fixes:
* Obliterator now converts Mistlands trophies/wood/arrows/bolts properly
* Mistlands biome music no longer stops playing if players use the dev command “env Clear” while being in Mistlands
* Carapace bolt collider fixed (The offset was a bit off previously when you tried to pick ‘em up)
* Depth of Field fix (Stars in the sky no longer blurry)
* Using the console command ‘save’ will now also save your local character file when playing on a multiplayer server
* Cleaned up unused locations and dungeon rooms to lower RAM usage
* Fixed a bug where players could craft an infinite amount of Raw fish
* Hens now lay eggs closer to their bodies
* Hens should no longer change colour
* Skeleton spawners can now spawn skeletons again even if there are summoned friendly skeletons nearby
* Troll trap and Dvergr stake wall no longer take rain damage
* Periodic lag spike fix (Resource unloading will now run while sleeping or pausing afk for 5 seconds if it hasn't been run for a 20 minutes, or when calling "cr" from console, or if none of those things, every 60 minutes)
* Seeker flying sound no longer plays if it dies mid air
* Marble column build pieces: Tweaked snap points (They were previously not 100% aligned with other build pieces)
* Additional damage for Bolt descriptions are now based on Crossbow skill instead of Bow skill
* JotunPuffs, Magecap and a number of other pickables no longer leave invisible dead objects in the world when they are picked, and old dead objects are cleared when loaded in to increase performance and decrease save-file size.
* Pickable DvergrStein no longer fall through objects


Fishing tweaks & fixes:
* New item: Fishing hat
* Fish no longer despawn when far away
* Fish found in Ice Caves now respawn correctly
* Higher tier fish now give slightly more Raw fish and there’s now a small chance for fish to give players some extra materials when they are successfully reeled in
* Fishing bait is now returned if pulled in without fish or when recasting
* Fishing bait recipes now take basic fishing bait instead of previous biome fish
* Fishing bait recipes, and the fishing bait sold from Haldor is now 20 instead of 40 (This change was made due to the fishing bait return change mentioned above)
* Fish will now try to escape when hooked. (Fish will wobble and splash in the water when they try to escape, which increases the stamina usage when pulling in. When they’re not trying to escape, the stamina usage for pulling in is reduced)
* Tetra can now spawn at higher levels correctly
* Tuna now only spawn in the Ocean biome
* Higher-level fish only jump in the Ocean biome
* Slightly increased skill gain when fishing


Networking fixes:
* Fixed a bug where players received the “Fail to connect” message instead of “Server full” when trying to join a full PlayFab server
* Fixed a bug where PlayFab accidentally signed in twice
* Major improvements in how the game handles multiplayer sessions when going offline/disconnect. (It now tries more often to succeed with creating lobbies/relog compared to previously)
* Added a pop-up message when players are trying to start a server when they’re not signed in correctly (i.e. being offline in some way)
* Added support for non-crossplay PlayFab servers, and Xbox network users without the “Crossplay privilege” can only host and join non-crossplay supported servers
* Added new server parameter that server owners can use if they want to run multiple dedicated servers using the same MAC-address in order to get unique PlayFab IDs for every server
* Improved error handling of privilege manager
* New “DNS Lookup failed” message when a server with an URL can’t be added to the server list due to DNS lookup failure
* Improved performance and behaviour of local server lists
* Fixed 2 soft lock cases that could happen when using PlayFab
* Fixed a bug that paused matchmaking-timers when the game was paused


Misc:
* Reduce lighting flashes accessibility option added, reduces flashes for thunder, monster & player elemental effects, Galdr table, Obliterator and Portal
* Raven hints can be toggled in settings (and console command removed)
* New console commands added: catch (simulates catching a fish), printnetobj (lists number of network objects by name surrounding player) & cr (runs the periodic unloads unused assets routine manually and resets the timer)
* Improvements made for the “Manage Saves” menu, should now be a lot less laggy to use
* Localization updated
* Yule items have now been disabled
* Turnips can now be put on item stands
Valheim - IronMontilyet
Just a small patch with some additional tweaks!

Patch notes

* Hexagonal door no longer flickers when opened
* Yule items have now been disabled
* Hens should no longer change colour
* Turnips can now be put on item stands
Valheim - IronMontilyet
Time for another patch, and it’s a chunky one! This patch should fix a lot of various bugs and issues, and we hope there’s something in here for everyone. For example, the ballista now has two modes: one where it will still shoot at anything in its range, but also a new mode where you set a specific target by presenting it with a trophy of your choice.

We have also added two new items for you! One is a buildable version of the hexagonal gate you have seen at the various Dvergr strongholds in the Mistlands, and the other is a very stylish hat for all you master fishers out there. You may be in Valheim to prove your worth to Odin, but sometimes you simply have to prove yourself worthy of a cool hat as well.


Abbreviated Patch Notes:

New Content:
* New build piece: Hexagonal gate
* New item: Fishing hat

Fixes & Improvements:
* Players can now “use” a trophy on ballistas to limit what it will shoot at
* Balance tweaks to various Mistlands enemies
* Mist torches are no longer a primary target for enemies
* Fixes to Mistlands dungeons and boss room entrances
* Various other bug fixes
* Various fishing fixes
* Various networking fixes



Detailed Patch Notes:

New Content:
* New build piece: Hexagonal gate
* New item: Fishing hat (needs a super secret recipe)

Balance & Tweaks:
* Players can now “use” a trophy on ballistas to limit what it will shoot at
* Seeker circling tweaks (They should now feel a bit more aggressive again)
* Gjall spit attack tweaks (They now shoot 2 projectiles again, but the burst interval is increased. Should now be more visible and somewhat easier to avoid instead. More fire damage, less blunt damage)
* Added post-Queen nightspawns of Seekers, Broods and Ticks in Meadows, Black Forest, Mountain and Plains biomes
* Mistlands boss now tries to flee if unable to reach the player
* Mobs inside Mistlands Dungeons can now respawn
* Royal jelly piles inside Mistlands Dungeons are now respawning (Added hanging Royal Jelly piles as an indicator in big dungeon rooms)
* Wolves can now eat Chicken meat (Yum!)
* Mist torches are no longer a primary target for enemies
* Tweaked portal size to Mistlands boss room (The entrance “box” was a bit too big. Players should no longer be able to mine the top of the entrance and be able to press “E” to enter through the wall/stones)
* Tweaked portal size on Mistlands dungeon exits (The exit “box” was a bit too big. Players should no longer be able to exit the dungeon while being on the floor right above the entrance)
* Eitr regen is no longer affected by swimming or when encumbered
* Ymir Flesh is now purchasable from Haldor after Elder is dead, instead of after Bonemass
* Health and resistance tweaks on some Dvergr pieces
* Ballista ammo capacity increased from 20 to 40


Bug fixes:
* Obliterator now converts Mistlands trophies/wood/arrows/bolts properly
* Mistlands biome music no longer stops playing if players use the dev command “env Clear” while being in Mistlands
* Carapace bolt collider fixed (The offset was a bit off previously when you tried to pick ‘em up)
* Depth of Field fix (Stars in the sky no longer blurry)
* Using the console command ‘save’ will now also save your local character file when playing on a multiplayer server
* Cleaned up unused locations and dungeon rooms to lower RAM usage
* Fixed a bug where players could craft an infinite amount of Raw fish
* Hens now lay eggs closer to their bodies
* Skeleton spawners can now spawn skeletons again even if there are summoned friendly skeletons nearby
* Troll trap and Dvergr stake wall no longer take rain damage
* Periodic lag spike fix (Resource unloading will now run while sleeping or pausing afk for 5 seconds if it hasn't been run for a 20 minutes, or when calling "cr" from console, or if none of those things, every 60 minutes)
* Seeker flying sound no longer plays if it dies mid air
* Marble column build pieces: Tweaked snap points (They were previously not 100% aligned with other build pieces)
* Additional damage for Bolt descriptions are now based on Crossbow skill instead of Bow skill
* JotunPuffs, Magecap and a number of other pickables no longer leave invisible dead objects in the world when they are picked, and old dead objects are cleared when loaded in to increase performance and decrease save-file size.
* Pickable DvergrStein no longer fall through objects


Fishing tweaks & fixes:
* New item: Fishing hat
* Fish no longer despawn when far away
* Fish found in Ice Caves now respawn correctly
* Higher tier fish now give slightly more Raw fish and there’s now a small chance for fish to give players some extra materials when they are successfully reeled in
* Fishing bait is now returned if pulled in without fish or when recasting
* Fishing bait recipes now take basic fishing bait instead of previous biome fish
* Fishing bait recipes, and the fishing bait sold from Haldor is now 20 instead of 40 (This change was made due to the fishing bait return change mentioned above)
* Fish will now try to escape when hooked. (Fish will wobble and splash in the water when they try to escape, which increases the stamina usage when pulling in. When they’re not trying to escape, the stamina usage for pulling in is reduced)
* Tetra can now spawn at higher levels correctly
* Tuna now only spawn in the Ocean biome
* Higher-level fish only jump in the Ocean biome
* Slightly increased skill gain when fishing


Networking fixes:
* Fixed a bug where players received the “Fail to connect” message instead of “Server full” when trying to join a full PlayFab server
* Fixed a bug where PlayFab accidentally signed in twice
* Major improvements in how the game handles multiplayer sessions when going offline/disconnect. (It now tries more often to succeed with creating lobbies/relog compared to previously)
* Added a pop-up message when players are trying to start a server when they’re not signed in correctly (i.e. being offline in some way)
* Added support for non-crossplay PlayFab servers, and Xbox network users without the “Crossplay privilege” can only host and join non-crossplay supported servers
* Added new server parameter that server owners can use if they want to run multiple dedicated servers using the same MAC-address in order to get unique PlayFab IDs for every server
* Improved error handling of privilege manager
* New “DNS Lookup failed” message when a server with an URL can’t be added to the server list due to DNS lookup failure
* Improved performance and behaviour of local server lists
* Fixed 2 soft lock cases that could happen when using PlayFab
* Fixed a bug that paused matchmaking-timers when the game was paused


Misc:
* Reduce lighting flashes accessibility option added, reduces flashes for thunder, monster & player elemental effects, Galdr table, Obliterator and Portal
* Raven hints can be toggled in settings (and console command removed)
* New console commands added: catch (simulates catching a fish), printnetobj (lists number of network objects by name surrounding player) & cr (runs the periodic unloads unused assets routine manually and resets the timer)
* Improvements made for the “Manage Saves” menu, should now be a lot less laggy to use
* Localization updated
Valheim - IronMontilyet
Happy new year, vikings!

We opted out of writing these regular development blogs for the last part of 2022, figuring there wasn’t much more we could tell you that wasn’t about announcing the Mistlands update itself! But now we have passed that particular milestone, and it’s time to look towards the future.

First though, we want to say a most heartfelt thank you to all of you who played the Mistlands during the Public Test phase, and to all of you who have played the update since it was released properly. Thank you for your feedback, for your thoughts and for your time! With Mistlands being such a large and long-expected update, it was quite scary to finally reveal it to all of you, and it was such a relief to see how much you liked it!

But now to the future, for real.

Our next big biome update is going to be the Ashlands, and we have begun with the pre-production of that biome by creating some concept art and trying to work out the feeling we want the biome to have. It will be quite different from what we’re all used to, given that the Ashlands is a large chunk of land at the far south of the map, rather than small islands spread out over the world.

When it comes to development itself, there is something we would like to do very differently this time. With the Mistlands, we were very secretive. This is great for those who want to discover as much as possible for themselves (which is the main reason why we kept so much hidden), but it’s also not very transparent. Therefore, our ambition with the development of the Ashlands is to show you a lot more of the process. This will mean you will see things in their early stages, and maybe even things that won’t end up making it into the game at all, but you will also hopefully have a better understanding of how far along the development has gotten. We’ll be trying this out for the Ashlands development period and see how it goes, and we’d like to start off right away by showing you some enemy concepts:





As you might be able to guess from these images, our current design vision for the Ashlands is that it’s a land of the dead, as well as a place with quite a volcanic nature. We’re really looking forward to exploring the concept and finding out where it will lead us, and we’re excited to have you along for this journey!

If you’re concerned about the Ashlands taking a long time to develop, you can rest assured that we have some fun things planned for you between then and now. Something you already know is that Valheim will get an Xbox release early this year, and with the crossplay support you will be able to play with your console-bound friends. We have also talked about adding some new difficulty settings, and we are working on something which we’re currently calling Hildir’s Quest! While the programming and QA folks were busy working out the final bugs of the Mistlands, our artists got creative and designed some brand new clothes for your characters, which became the start of this little update. The clothes might still get further changes, but we think they’re looking pretty nice so far!



Hildir’s Quest will also have some other fun things, like an additional NPC (the eponymous Hildir herself) and a way for you to re-style your existing characters’ hair! Don’t worry though, an update like this won’t be taking any significant time away from the development of the Ashlands. Due to the nature of game development, not everyone can work on the same thing at the same time, and working on something like Hildir’s Quest will ensure that the Ashlands pre-production can proceed while the team works as efficiently as possible.

Another thing we want to do in the future is to improve the accessibility of the game. This is long overdue, but we want to finally add some options so that more people can enjoy Valheim. If you have a disability or any other factor that affects your gaming, you are more than welcome to send us an email and tell us a bit about it and about any solutions you can think of that would improve your experience.

Build of the month
Since it’s been a while without announcing a Build of the Month, we want to highlight more than one creation this time! Check out the cosy cottage by HelloHellie, MythicBuildV’s epic dragon temple, and the proud Mistlands keep by TBasicBuilder. If you want your creation to be featured, use the hashtag #ValheimBotM on Twitter, Instagram or Facebook. You can view previous builds in this thread on Steam.







Thank you for joining us on the Valheim journey thus far, and let’s head into 2023 together!
/The Iron Gate team

If you’d like to discuss the content of this post, please visit our Discord, or our forums on Reddit and Steam, or make a comment on social media!
Dec 20, 2022
Valheim - IronMontilyet
Before the holiday season truly kicks off we have a few more bugs that we wanted to address! In this patch you can expect some adjustments to various crafting recipes, further fishing fixes, as well as tweaks to several Mistlands enemies. We also found a way to optimise the game to make your RAM a whole lot happier!

Abbreviated Patch Notes:
* Tweaked mistlands gear recipes and stats
* Ballista behaviour and recipe tweaks
* Mistlands events, spawning and ai tweaks
* Various balancing tweaks for comfort and fish
* Fixed various animation, effect and gameplay issues
* Music will fade out correctly for locations when continuous music is turned off
* Optimised game assets to decrease RAM usage and game download size

Detailed Patch Notes:
Balancing & Tweaks:
* Mistlands armour and shield recipes rebalanced and durability increased
* Staffs have rebalanced recipes and stats
* Ballista tweaks (Increased fire rate, sound effects added when shooting and losing sight of targets, tweaked targeting behaviour)
* Ballista ammo recipes made cheaper
* Mistlands Seeker event tweaked (It will no longer trigger in Meadows, Swamps, Mountains or Ocean. It will no longer spawn Seeker Soldiers and the amount of Seekers & Broods has been rebalanced)
* Seeker AI tweaks (They should now circulate a bit and not be on the player constantly to give them some time to catch their breath)
* Seeker Soldier and Gjall spawn rate tweaked (Was spawning quite frequently earlier. It’s now much similar to Troll spawns in Black Forest)
* Comfort from different carpets no longer stacks
* Gjall will now only shoot 1 projectile at a time instead of 2
* Hare running speed slightly decreased
* Tetra bait uses Fenring trophy instead of Ulv trophy
* Fish in mountain caves will respawn correctly, and small additional lake added
* Tuna also always takes ocean bait since it is in ocean as well

Fixes & Improvements:
* Stutter fix when walking left with hoe or hammer equipped
* Fixed animation issues on dual knives idle and block idle
* Fixed a lighting issue with fog in black forest
* Fixed an error while viewing a character in the main menu that has a fish in its inventory
* Fixed an issue that could cause the Mistlands boss to escape (Sorry, Your Grace)
* Spawned skeletons will unsummon correctly after rejoining a network game
* Find console command shows absolute position rather than offset
* Mating hens no longer sound like boars
* Correct effects will now be shown when placing marble bench and table
* Music will fade out correctly for dungeons and locations when continuous music is turned off
* Some locations that had looping music will now only be played once
* Various networking changes to solve connectivity issues when using crossplay
* Sounds, music, animations and textures have been optimised to save around 485 Mb of RAM and to decrease the download size of Valheim by approximately 420 Mb
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