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the stone portal grossly speeded up the biome progression of an already small biome and the lack of proper dungeons on top is why ashlands feels like that.
The lack of gems is a major issue in Ashlands, even more so than the noticeable performance issues the update brought with it.
It is disappointing not to be able to craft/upgrade every new weapon the biome has to offer, especially since this was never an issue in any biome before Ashlands.
It feels cheap to turn resource multiplier from default to x3 just to boost gem drop rate from charred chests in the last remaining fortresses I have left to raid.
Me & my husband play and we are both very sad that we won't be able to craft every weapon. We've gotten all but 3 fortresses, used a map-generator to double check, and we don't even have enough at 2x multiplier.
To say we were crushed by this is an understatement. The only way for us to get all the weapons is to cheat... and neither one of us want to cheat.
We've put the game down for now. It was quite the blow.
Wrong focus or not, I have to admit that this one trip left qute a memory for me and a friend of mine. A short but worthy part of the adventure.
So there is still hope that those dungeons will be added later? Now that ashlands is released they can take some time on that. We'll need some more gems anyway when it comes to upgrading weapons to 4 later.
not for existing worlds. maybe with 1.0 in a few years. but for now : not a chance. most players have now explored most of thier small ashlands biome space and thus wouldnt get any dungeons to spawn anymore. dmg is done for now on that front. would have had to delay the biome for another 10 months to get the dungeons done and THAT would have pushed the too long wait without meaningful content since mistlands too far according to devs.
the gem issue is known. they are cosidereing removeing the gem requirements from the weapons upgrades as the upgrades dont add ANYTHING elemental wise it makes little sense for them to cost more gems. thats just drain for no good reason. dynwyrn useing gems also makes no sense. another consideration currently is to craft them out of the more rare trophy drops like morgen/valk etc or add them as a drop from magmafish fishing like you can get flametal already.
the initial gem cost is fine. youll get enough of these to make all weapons for 2-3 players. the idea was never to let all players make ALL weapons as thats not useful to begin with.
I mean, there is an alternative, just create a new world, bring materials for the new boat and re-conquer the Ashlands. I wouldn't say thats really cheating, just expanding your world.
It's not about being useful.
Me & My husband LOVE decorating the house with every weapon. We have full weapon rooms & an armory!
It's incredibly fun to build and collect every weapon & armor set, then display it in the home. It takes a lot of farming, especially those dang werewolves, but its so nice.
The fact that we won't be able to do this in Ashlands is soul crushing.
I am sure there are other builders out there, who focus more on the crafting part of the game, who feel the same.
I agree. a big part of the game for many of us is the trophy collector aspect. will I ever use Krom? Nope, but you bet I got one on my wall.
I'm def in the builder category myself. I have never been so initially frustrated and ultimately inspired by a building system in a game previous to Valheim. it will forever be my basis for comparison.
that is totally possible. as for the deco you only need the level 1 weapon. no reason to upgrade these at all. thats 1 of each gem per weapon. there is 7 gem weapons and 3 magic tools. 8 if you count dynwyrn but you can only make dynwyrn once per gameworld to begin with so ill exclude that for now.
thats 7 iolite to get all the weapons since no magic tool uses it. (dont ask me why dundr uses bloodstone instead of iolite it makes no sense)
then you need 8 jade for all weapons and magic tools. as only the staff of the wild uses jade.
and then 10(11 if you count dynwyrn) bloodstones. 1 for the forge upgrade. 2 for magic
tools. 7 for weapons.
so 7 iolite. 8 jade. and 10 bloodstones. you have 20 fortresses which can have 2-4 charred chests in them (4 is VERY rare but possible). 2-3 gems on average per. thats an easy safe bet.
now you arent getting ALL weapons for 2-3 players AND another set for decoration. but that aint needed to begin with.
now you dont need that same amount for all players as nobody uses ALL the different gemmed weapons to begin with. thats not realistic to expect nor done by anyone especially when 1 type is CLEARLY stronger than the other in some cases.
but you need 2 gems per weapon you wanna use and 4 per magic tool.
so lets assume 4 weapons from the forge and 2 magic tools per player on average to be fair and spread the options out.
thats like 8 iolite in most of the melee weapons cases and 4 jade and 1 bloodstone per player (the dundr isnt that good and upgradeing the trollstav is currently a waste of materials clearly) magic tools never exceed 4 jade per player as only 1 tool uses them.
we dont know for certain if more upgrades are available before deep north at all sadly. 1 might be likely. 2 are not happening tough.
that amount of gems in 20 fortresses is realistic. now loseing gems due to despawn if people break the chests by combat and dont loot or die is painful. avoid at all costs.
the devs are considering either removeing the gem cost for upgrades as these only add phys dmg anyway and are currently a waste of gems clearly for the most part on melee weapons (bow is an exception due to the spirit gain)
another thing up for consideration currently is useing rare trophies to allow the player to craft gems out of flametal and the trophy.
we will see what they do or dont do.
dynwyrn only existing once per gameworld has the simple reason : its a trophy to hang on your wall so people can showcase a legit dynwyrn finally. its not meant to be more than that currently.
if you keep dying that much youre probaly doing something wrong its hard to say what precisely without seeing you play sadly. consider lowering your difficulty.
every time a morgen rolled over a building or ruin with plants, there's alot of damage numbers under ground. the grausten then appears under the surface of the ground but still collectable. what was really interesting was the shape those damage numbers made. there's structure to them; meaning that the ruins we see that's probably 3x4 m is actually more higher than what's on the surface. kinda like an iceberg.
not digging around to find out, because noise agro, but will be investigating what's with that. maybe it's nothing, who knows.
as for the night cycle, maybe they could flip it on it's head. night is safe and day is blazing hot WW3 like what we got so far. seems like a cheap way of doing it, but could work.
I dug a mote around our base to deal with the skeletons. The ruined structures go deep into the ground, and make for digging a mote rather annoying if you do it next to any ruin.
I'm confused as to why they did this, especially since it seems to be smaller pieces of building. I feel like having so many rendered structures under the ground is not helping with the lag problem.