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However, with the magic i think they'd end up being "forced" or "encouraged" to then add magic to other biomes too. If someone new comes in and see that oh theres magic in the blackforest, but then no other type until mistlands, then it'll be very disappointing. I was going to mention that plains has other magic, but that magic from the fuling shaman is quite literally the same as the fire and blood shield staff now that i think about it. Even the projectiles from my memory seem very similar. Most likely the same code but different effects and design.
But i'm not too fussed about magic, other people will probably want it far more, but i've no other ideas than the ones i've listed. But of course if someone has a suggestion for magic in the inbetween biomes, then go ahead, though always make sure that it's thematically similar and respective of what Valheim IS. So many mods i see end up bloating with vastly different textures, designs, and animations to what Valheim has, making it look like an utter mess.
But, all i want honestly is an Iron Greatsword as the bare minimum. We know Iron Gate can do it, because the abomination is still one of if not my favourite enemy in the game, so those little updates are honestly massive. Little things add up much quicker, and i believe are better at adding depth and progression than big biome updates. Plus, they are most likely far better at relieving symptoms and feelings of burn out. They're like taking a walk when stuck on a major project. I watched the documentary on Hayao Miyazaki, and that man took so many walks and breaks. Plus, they also sometimes jogged his brain enough where the walks inspired different ideas. I'd bet that the abominations might've been a test on developing more complex enemies with more advanced animations and attacks before the tackled making the Gjall (iirc the timeline of when it was added), the Queen, the Valkyrie and Morgen.
Glad that there's someone with similar ideas.
About magic in other earlier biomes is exactly what i want. Maybe i wrote it somewhat clanky, 'cause english is my secondary, but magic through consumables and durable items is exactly what i wrote, and if i remember correctly even suggested at old Valheim Discord server and got some attention.
More detailed it can be some sort of wand or staff that uses ancient seeds, cores or similar "magic" resource and have somewhat low durability. And scrolls or runestones for consumable magic. In my mind it can copy abilities from mobs directly, so you can just use whatever mobs are already using but with some twist, and, because magic is scaling with skill and always has unique utility (like Staff of Fire is best in Ashlands because of blunt damage dealt with projectile, skeletts with shield are perfect for dodging enemies etc) it won't be useless in other biomes.
But that's just my thoughts... Pity my supposed ADHD and some mysterious curse of "Mathematically Dumb" hinders my ability to code...
Kick my ass for the last. Let's go.
at one point devs had said "not everyone will be able to finish the game" but they seem to have caved on ashlands nerfs. and now they have said that deep north will basically be lateral difficulty to ashlands.
my hope is there is some kind of endgame with increased difficulty, like a cataclysm that changes the world to increase frequency of starred mobs or something.
- Sleighs. Large one for lox or whatever new critter you tame and/or a dog sled for a gang of tamed wolves/asksvan. A dog sled would be fun if they got the drift/sliding effect right.
- Ice formation. As waves hit objects and apply the debuff to structures and objects anywhere from rocks, trees, buildings, they could accumulate generated ice formations. This doesn't have to be exclusive to the wet effect, it could just happen in snowstorms. The effect could be negated by the shield generator. To get rid of ice you could make a fire or get out the pick axe. Hardship.
- Advanced elemental magic. I would like a flamethrower and the ability to raise defensive walls of ice for starters. A defensive wall would be a blessing. My fortress incursions look like the siege lines of late renaissance star forts. Raised dirt walls and trenches. Give me a spell to do that in a mouse click.
- More farming options for freezing biomes. I would REALLY like to apply some kind of vine growth to my mountain castle. Something enchanted like a crystal leaf vine or frozen roses.
- More alchemy. I love that character classes became more defined in the late game but I find I rarely use the few bombs you can craft. I would play my mage less and enjoy the accumulation of materials more via other classes if frost and fire pot bombs were a thing. I'd like to add more AOE utility to my rogue and warrior kits. If Alchemy became a skill I would even appreciate the odd chance of crafting an extra bomb when making batches.
. . . and for all the money I've got pages on what I'd like to see after 1 point 0 including balance rationals for a full expansion :P
You dream of a mighty bear, sleeping deep below the earth in the winter of the world. It turns in its sleep, folds upon folds of flesh and fur. It has no head, no limbs. A vast mass of bear flesh, mercifully quiet.
That's one of the Dream Texts and has been in the game since initial EA release.
Cheers!
I want Frost Giants, with freezing breath, and punches that send you flying, and meaty axes that will split you in two.