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1. sorry to say this but : SKILL ISSUE. entirely. if you manage to die 30-40 times you ARE doing something wrong. horribly wrong. that death amount is normal for a valheim newbie. not for someone with 6 biomes and 100s of hours under thier belt.
weapon skills work the same as always : they peak at 75 skill. the staff of embers sucks vs anything volture groups as its main dmg source is fire and guess what : ALL enemies in this biome resist fire aside voltures and some are even VERY resistent to it. morgens resist both blunt and fire dmg. i assume youre playing defaults since you didnt mention anything in that regard. consider lowering your difficulty by you die THAT much. the default biome might be too hard for you.
2. the detection range is slightly higher but its not max render distance. that is clearcut nonsense. it also depends on noise. running fireing weapons. combat. all of that creates noise. noise travels very far depending on noise. chopping trees is the worst thing a player who just landed at ashlands can do. as tree cutting is the LOUDEST activity a player can do. building is also very loud.
3. i run a 3070ti aswell. i get between 35-60 fps. the performance has gotten noticeable worse in the entire game since the update. inside ashlands this largely to blame on devs STILL not haveing optimized SMOKE effects. these EAT fps alive since years. they are by far the worst fps killers next to tames.
4. yeah the new food stuff is wierd in many ways. too many recipes are same stats than mistlands tier especially eitr food was basically not a worthwhile upgrade at all. health foods are fine. stamina is again the salad meta just with a new name. recipe filter is a good suggestion and was already considered by the devs its just not a priority for them right now.
5. morgens resist pierce dmg. guess what dmg type spikes exclusively deal. in generel pierce dmg is terrible in ashlands overall but fire is even worse (duh) also these spikes got ALOT of health and deal silly dmg. try them vs a troll. watch what happens. they suck vs the ashlands enemies but a creatively placed portal shack in the right spot wont need any spikes. elevation is your friend. was the same in plains. was the same in mountains. was the same in mistlands. was the same in swamp. players should know this by the time they get to ashlands.
6. ashwood needs a renewable source. just make the twitchers drop ashwood they are the greydwarfs of this biome afterall.
7. grausten has pieces other materials do not have. and vice versa. a common trend between the heavy materials. they wont add those. grausten is also a worse material for building if you want your base to be actually durable. its only advantage is support. grausten can build up to 26 meters without iron supports. stone and marble cap at 18m. in exchange its resistences are outright bad compared to marble. and the pillar pieces have ALOT less health aswell.
grausten absolutly sucks as an outer wall material as its WEAk to pickaxe dmg and takes full dmg from blunt attacks. it also takes 50% elemental dmg unlike marble. this was probaly done due to how common and easy to get grausten is vs marble.
8. game is anti hand holding. it doesnt explain most of its stuff to the player. so expecting this right now still is not getting that memo. and the ram really isnt hard to understand. people make the mistake of spawning it in right as they siege a fortress for the first time instead of well... spawming it somewhere safe first and check it actually out. kinda like the shield. youll figure out how it works in like 1 minute at worst. non issue.
9. it doesnt boost spawning other enemies and its sole purpose is to either force the player to destroy it or avoid going near it otherwise you get tons of extra spawns from it. ashlands spawnrate is supposed to be high because the biomes progression is SILLY fast and quickly over. the enemies are there to slow you down effectively.
too many players think they need to fight thier way trough the biome and kill everything they see while staying in place. this method of approach will not work at all.
2. Render distance was more for painting a picture. Well I learned few things about the noise. Didn't really knew it was such a thing since nothing indicates this. Sneak makes whole lot more sense. Problem is that the terraforming that creates all the noise is not usually made by me but by an enemy. This cascades to more enemies and more noise from destruction until I manage to run away or I die.
5. I know about the ground raising but this has always felt like cheese strat that I was not willing to use besides small landscaping. Kinda like making a 1x1 dirt tower in minecraft. Yes it works but not something you want to bring up with fellow gamers. I made the new mace for ashlands thinking that blunt damage would work on bone creatures but right now I haven't found a Morgen weakness without wiki. Spirit seems to work fine but lacks the base damage.
7. Durability has not yet been a problem for Grausten blocks. I also try to play without wiki as much as possible so I don't know all the numbers. Made sense to build ashland buildings in ashland. Putting mad ashland spikes into meadows is more for looks. We play on private server so pickaxe damage is not a problem.
I get it it's supposed to be a hard game but the hoe is not the answer. It belongs on the regular fields not on the battlefields
1. Scouting's a big thing to do in Ashlands. In personal experience. I'm finding breaks in the patterns of spawns that allow me to take on packs of maybe 5-6 tops before the next group from two ZIP codes over finally Terminator-walks into range. Avoid sulfur arches. Fallen valks can be pure hell early, regardless of class.
2. Nah, it's basically BF if you're harvesting. You know how greydwarves hear you from two ZIP codes over? That's why I used the phrase "two ZIP codes over" before. They're gonna hear us from two ZIP codes over.
3. This one's a stumper. I'm on a 3070 plain, 16GB, 5800x and 60+ FPS. I get processing hitches on first zone-in when rendering brand-new stuff from time to time, but that's it. The only difference is that I'm on Win11.
4. It WOULD be great, 100%, but may need an overhaul of the crafting system to make it happen. Not saying it shouldn't, just saying don't expect a Thanos snap on that one.
5. I don't bother with spikes either. Defensive implements beyond basic earthwalls don't seem to have much ROI. Ballistae are fun though.
6. Whoaaaaaaaaa, those charred bones make very good arrows! Don't limit yourself to JUST magic down there, my friend, the bow is a solid ally in the Ashlands! (Esp. Root Fang!)
7. Eh, it's a building set, one of the building sets of all time. I like Black Marble better.
8. Yeah, I like Conan Exiles' battering ram better, personally.
And finally:
9. Make sure to break all the little headstones too. To be super sure, dig down in the spawner area with a pickaxe 2 notches to make sure any of them didn't get buried on spawnin. It seems like ALL the stones gotta break, not JUST the monument.
1. Agreed. The spawnrate is too insane and needs to be hotfixed.
2. That explains why the spawnrate feels like a problem because the mobs will see you from the other side of the map.
3. Performance definitely needs to be fixed both in Ashlands and in areas where you build a lot.
5. They need to make it so spikes don't take damage when they hurt enemies.
9. Real, torment stones SHOULD make enemies almost non-existant in that area after getting destroyed.
you dont need the wiki to figure these things out yourself. there was no wiki during ptb an me and others still figured these things out rather fast. as testing this kind of stuff does not take long.
morgens resistences and weakness are unique. not shared by any other creature so far. dont wanna spoil it if you wanna figure it yourself.
you dont have to SNEAK. you just shouldnt make so much noise. especially early on until you get better gear and know the enemies better. enemies breaking ♥♥♥♥ does not cause other enemies to come from afar. that got fixed during ptb already. only if the player does it the enemies will react to that. a morgen rolling trough a grausten ruin wont count as player noise.
raised ground can be viewed as cheese strat or not. up to the player themselfs. the devs dont view it was a cheese strat they said "well its a creative solution on the players end so we see no reason for changes as we like it when our players find creative solutions to problems that arent glitches" so that is here to stay.
and its not needed for ashlands to begin with. if you thiink you need to build a giant ass outpost at ashlands buttom shoreline well... thats your choice. which doesnt mean its a smart choice at all. and in ashlands case it aint a smart choice at all given the design and concept of the zone.
I think I noticed a decrease in Spawnrate after the last unnamed mini updates on June 3rd and 4th, or maybe just because I started destroying the small tombs of the Monuments of Torment as well (previously I only destroyed the Monuments of Torment).
One thing that has helped me survive is digging little deep holes everywhere (obviously if the various enemies allow it) and using them when I'm in trouble.
I marked them on the map simply with the name ''trap''.
If I am chased or the situation gets bad I make the enemies come closer and with any club that has knockback I make them end up in the hole with one blow.
They can't escape from there and I'm safe.
Unfortunately this doesn't work with the Fallen Valkyrie which I hate deeply.
Yeah there needs to be a renewable source of ashwood. Maybe add it to the drops of some of the enemies, like greydwarves drop normal wood.
But on your comment on resin. What. It is one of the few resources I constantly need to farm in lower tier zones as I'm always running out of resin even with a pretty small base. Even now that I've replaced most of my lights with the lanterns.
"Spawnrate" is very intentional. It's not going to change.
What others have mentioned about "noise" and stealth, and clearing spawners should be considered if you'd like to stop complaining about "spawnrate" and learn the biome.
I've seen content channels where they can wiggle it through the fortress door to take the inner door. But if you use a black metal pickaxe and probe the inner wall you can usually find a spot that does not say "too hard" and just pick the wall open.
or you could leave the outer wall in tact and create a perfectly safe portal outpost.
Out of 3 maps we have one that this is true. On the other two the spawn rate is constant.
Having the 10 minute break, or even more is way more fun in our opinion. We have many bases, and can take our time. On the maps with the constant spawns we do not play hardly.
I'm going to preface this with that for the most part I'm enjoying the biome, but I kinda disagree about the death rates. I've a thousand hours in the game, done about ten full solo runs, fresh start worlds and characters, playing on normal. But, I do die frequently such that I don't think I've ever had a (ingame) skill peak past 50, and that was likely the running stat. My current run I sped through the game's first biomes to reach the Ashlands, but still took 130 days. I'm now nearing 200 days for my first time exploring the Ashlands, which i think is comparable to the other runs i've done for first times exploring and learning a biome. Its probably natural to die more the first time, fighting against the unknown, but also, the biome is ratcheted up with the spawn rates (which i think is ok, thats the point) to simulate a never-ending war. I'm sure in future runs once i know what to expect I'll die a bit a less and play through the biome a bit quicker, but still will die more frequently there than in the other biomes, as probably by design. The enemies aren't particularly hard to kill, just that they hit harder. With the proper weapons too, its breezy; but the resistances aren't such that its restrictive if you choose to use other weapons. I main swords for this run, but the skill plateaus around 30, with death so often (crossbows is 12, spears maybe 20 or so). I don't actively try to level gear other than normally playing, as its prohibitively grinding and just to lose that progress anyhow every 5% skill loss. I'm not sure if grinding for skill levels would help significantly in slaying enemies easier and dying less or if just keep brute force play the game status quo as I have been.
https://steamcommunity.com/sharedfiles/filedetails/?id=3264597932
Except, I dunno about other worlds yet, but Ashlands is looking flatter than the plains. Yes there is elevation differences, but its gradual. And short of terraforming your own earthen walls, nothing is safe in the obstacle filled wasteland. Any grausten structure or outcropping gets soon blown up in short order. I haven't bothered to try and reinforce the area with a defensible base, and it was challenging enough establishing a beachhead with a stakewall as I learned the surrounding area. But the area outside my stakewall transformed from an obstacle filled charred forest to a clear barren wasteland; Its like D-Day and the Western Front vibes rolled into one. I've never had so much wood before Ashlands as I do ashwood and wood now.
I am just happy they don't have rifles and machine gun nests.
I can't say if the progression is fast, but the enemies do slow you down for sure. Finding flametal around the lava fields and the fortresses further inland do seem to be the limiting factors to progressing, which requires venturing forth beyond the beachheads. However, I think the Ask armor set and askvin cape were nicely done, and the perfect godsend to mobility to navigate the Ashlands with.