This update is for the Public Test branch of Valheim, and may therefore be unstable. Before we launch this update to the Default version of the game, we want to make sure to have a chance to discover bugs and adjust the balancing, to give you the best game experience possible. Access the Public Test branch by right clicking Valheim in your Steam library, and then select ‘Properties’. In the new window, select ‘Betas’ and type in the code “yesimadebackups”. The Public Test branch should now be available for you to choose from. Please leave any feedback you may have in the appropriate channel in our Discord, or in the subforum here on Steam. As always, remember to be considerate towards players not partaking in the Public Test, in case they want to avoid spoilers. As the password indicates, please make sure to make backups of your save files before playing.
This patch features a couple of new things, but most importantly it fixes some issues regarding Steam Cloud saves. You as a player should not need to do anything, and the saves should be moved automatically. However, for this patch we do advise people to make backups of your saves, just in case.
The bug with Steam Cloud saves would cause players to lose progress if they were playing on multiple accounts on the same PC. To solve this, we have done some changes to how the game saves:
From now on cloud saves are saved under the Steam userdata folder. Local save files for dedicated servers and multi account machines will be stored in a new “_local” folder next to the old save file location, and the old save file location will still be there but nothing new will be saved there. You will be able to see which characters and worlds are located on the Cloud and which ones are locally stored or not yet moved out of the old folders. When starting a local save with Cloud saves enabled in Steam, the file will be moved to the Steam Cloud and a local backup will be kept. Dedicated servers will still only use the local folder though, as this can be started outside of your steam login.
If you have any issues or questions regarding this change, please see our FAQ on the topic, and don't hesitate to contact us on Discord.
Since it’s almost Midsummer, we’ve also added some festive new content for you!
Patch Notes
New Content: * Maypole now enabled in the building menu * Flower crowns! * New banner colours (Orange, white, yellow and purple)
Fixes & Improvements: * Unity updated to version 2020.3.33 (should reduce crashes!) * Tamed animals now follow the player into Haldor’s forcefield * Tweaks to Yagluth’s hair so it no longer flies around in the air * Console command exclusivefullscreen is now toggleable * Mods can now set an isModded flag to let players and our support know the game is modded
Steam Cloud: * Cloud save files will now be stored in Steam/[YourIDNumber]/892970 instead of AppData * Local files will now be stored in “worlds_local” and “characters_local” under AppData and no longer be synced to cloud to avoid sync conflicts and dataloss when using multiple accounts on the same machine, and when using dedicated servers. * Files still in the old file structure will be moved to the Steam Cloud or new local folder when used and a backup will be kept * Worlds’ save files can now be renamed and will load correctly * Large worlds (300mb or bigger) should now sync correctly * Maximum Cloud storage for Valheim has increased greatly, thanks Valve!
This is just a small fixes/QOL patch, to pave the road for Update 1.2, which is coming up fast.
I finally tracked down what had been causing your settings to not save. It was the Steam Cloud all along! And a bug of my own making... Settings should now save and operate correctly. However, they have been reset to default settings, so make sure to go in and adjust/save as needed.
Also, those who had the issue where the game was invisible on launch, now it starts in Windowed mode. Hopefully that resolves it. Other than that, I might have fixed the steep terrain bug where troops get permanently stuck.
Fixed options not saving, disabled Steam Cloud save for the preferences file. Your settings have been reset to default values, please reset them as desired and save
Added max framerate slider
Added mouse sensitivity slider
Added atmosphere volume slider
Convoy spawn area now scales reasonably (square root) with enemy amounts
Added Kills to the unit mouseover
Fixed upgrade cost mouseover readout
Fixed barbarian decapitation sound not playing
Adjusted trooper feet collider to help steep terrain bug
Some time ago we’ve asked you to ask us questions about Drug Dealer Manager, and you didn’t disappoint! You sent us a lot of good ones, so we picked out as many as we could. So many, in fact, that we decided to split this Q&A into 2 parts. Here are our answers, part one!
But first, here are two BRAND NEW SCREENSHOTS for a good start.
Q: What are the inspirations for this game? Where did you get the idea to make it? A: It all started as a spin-off for Drug Dealer Simulator, but the longer we worked on this project the more we realised we want to make this game our own, unique. We’ve added a lot of new ideas and our own spins which completely changed the look of the game. We wanted to create a game where you are a mastermind behind the empire you’re building. You make plans and your underlings execute them. You can see the result in the teaser trailer.
The art style of our previous projects was very realistic so this time we decided to give our artists more freedom. The result is this 3D comics-like style. Thanks to that we were also been able to expand the scope of the game and create a huge interactive city.
Q: Will there be a demo or Early Access? A: We’d like to release a demo but we will make decisions and reveal more at a later date.
Q: Do you have a roadmap? A: We are focused on finishing and polishing Drug Dealer Manager, and only after the game is released will we start thinking more about what comes next.
Q: What languages will there be? A: It highly depends on our wishlist. If we see there is interest from a large group from a region with a main language different from English, we will try to add this language to our game.
Q: What gangs will we see in the game? How will we be able to customise ours? A: We’re aiming to create three playable gangs in our game, the Young Royals, The Phantoms, and Las Espadas. Each will have unique traits, starting location, etc. More about them in a future Steam post. How you will interact with them will be your choice as a player, as we want the experience to be that of an open sandbox with many emergent gameplay systems and events that will create unique situations each time you start playing.
Players can embrace the starting bonuses, or go in a completely different direction. While buying buildings, the player has to keep in mind that there are many special kinds of structures in the game which provide us with unique bonuses for certain gameplay styles. Want to play aggressively? Buy or infiltrate a hospital to increase the survival chances of injured subordinates. Can't keep up with your subordinates' salaries? Buy some bars and houses to satisfy their demands. What is more, certain in-game events can give temporary or permanent bonuses to your faction.
Q: What kinds of weapons are used in the game? Are there many different kinds or just one, like guns? When and how often are they used? Can we customise them somehow? A: During combat, our gang members will visually use different kinds of guns or melee weapons, depending on the combat type. However, during our early testing of the game, we found out that equipping every single gang member is really daunting in a game which already requires us to manage a lot of other things, like drug transport, distribution, money laundering, etc. This is why the weapons are mostly a visual aspect.
Q: How many different drugs will there be in the game? Will you be able to create and refine drugs, like in Drug Dealer Simulator? What are the drug mechanics in the game? A: There are currently around 12 different base drugs split evenly into two categories: “hard drugs” and “soft drugs”. We know that this division may not be sp straightforward but we decided this distinction will improve the readability.
It’s not all, however, because the game will be flooded with different mixes of these basic drugs. This includes good quality mixes as well as diluted drugs or even toxic mixes. Players will be able to modify drugs in lab buildings by adding new substances to the batch or trying to retrieve pure versions of a drug from a cheap mix.
Different districts in the city will have their own preferences for certain kinds of drugs but that will also change depending on how addicted your clients are. You can sell high-quality addictive drugs for a low price and, after some time, switch for a more diluted version at a higher price. If there is no other alternative for your clients nearby, they will be forced to buy what you offer them.
This is the end of part one of the Q&A with the devs. In part two we will answer some more questions, including how the economy works in the game, how the police work, and more! Stay tuned.
Cart -Wood: odd weekdays gives softwood, even weekdays give darkwood -Fiber: just linen thread -Hunting: weekday influences the type of animal product -Forage: each day of week has different fruits and vegetables, afternoon/morning also has different resources -Seeds: changes between large amounts of grain and a couple of crop seeds, you get better traits as your skill increases
Stone well (buildable) -Fresh water
Mine -Iron -Stone -Salt -Clay (and cement)
Boat -Fishing (bounty changes on weekend) -Diving (bounty changes on weekend)
Smithing -Lets you trade iron ingots for specific iron parts
From these only the Stone Well will stay in the game, everything else will be replaced by better systems in the next updates following the AI update.
We are also rebranding, “Everyday Life Edengrall” is a mouthful and doesn’t add anything, the game will be just “Edengrall” now
And this will be the new title screen. It will take a while to replace everything, we will be finished with the rebranding by the time the Building Update releases.
Speaking of the building update other than the furniture lighting we basically done with new features, it will be just bugfix from now to the release.
Due to technical reasons, not all survivors were able to receive the Crossout’s anniversary gifts during the festive event. Some players didn’t receive the gifts even though their accounts were meeting all the requirements for obtaining them, and the players actually logged into the game during the event.
We are glad to announce that the issues have been fixed! We issued the gifts to all players who didn’t receive them, but who logged into the game during the event. Hurry up and check your storage, profile and amount of premium subscription days! Please note that the premium subscription’s time starts as soon as it is activated.
We remind you that during the “Crossout day” event, players could receive 2 gifts:
Unique pack “Crossout turns 7!”, which includes the armoured car “Survivor”, character portrait “Julius”, unique paint and elements for banner customization.
Additional bonuses, the amount of which depends on how long ago you joined the world of Crossout.
Level 10 with the “Engineers” faction and registration less than 2 years ago — 2 days of premium subscription.
Level 10 with the “Engineers” faction and registration from 2 to 3 years ago — 4 days of premium subscription.
Level 10 with the “Engineers” faction and registration from 3 to 4 years ago — 7 days of premium subscription + “Ice crystal” paint.
Level 10 with the “Engineers” faction and registration over 4 years ago — 10 days of premium subscription + “Ice crystal” paint + Hubcap with a hologram “Emergency lights”.
For more information on Crossout, follow these channels:
Hello Inhabitants, we have some exciting news for you today, a demo of Oddworld: Soulstorm Enhanced Edition is now available to download.
Oddworld: Soulstorm Enhanced Edition will be available on Tuesday, June 21st. Add the game to your wishlist, and help the community unlock these fantastic digital rewards.