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2.4.0 Replayability and Better Beginnings
This patch focuses on making Enigma worlds easier to start, better to revisit, and healthier for long-running servers.
Try it out here. https://thunderstore.io/c/valheim/p/JPValheim/Enigma_Mode/
Don't forget the QoL modpack it was designed to be used with! https://thunderstore.io/c/valheim/p/JPValheim/Enigma_Mode_QoL/
There are major reworks to Start Temples, Central Meadows, Rifts, Ravine Generation, Slayer, Uniques, Traders, and the overall starting Enigma experience. The goal is to make new worlds feel more playable, give returning players more reasons to explore, and help servers stay welcoming even after they have player history.
If you like playing Enigma in singleplayer, especially making new worlds, you will love this one!
This patch changes how pathing and world generation work. There are new locations, new systems, and changes to vegetation in Black Forest and Plains. I recommend starting a new world for 2.4.0. Feel free to use the same characters.
Enigma Paths
The Enigma Path system has been overhauled after months of playtesting.
The old version created too many paths. With multiple Start Temples and multiple paths at each one, paths became too common. Instead of feeling like important landmarks, they started to feel like clutter. There was also no clear visual distinction between the Main Path and player-made forks, which made path identity confusing.
With this in mind, path generation has been drastically reduced.
- There is now only 1 Main Path
- The Main Path only comes from 1 Start Temple
- Extra Start Temples no longer have pathing systems
- Extra Start Temples now serve as teleport nodes to help new players find better starting areas
- The Main Path is now 6 meters wide, up from 4
- The Main Path is now much more expensive to progress
- The Main Path costs 10-18 coin piles per stage
- This makes progressing the Main Path a major community progression project
- Players earn the ability to fork their own paths from the Main Path after completing Moder Bosschest
- Forks cannot activate the World Serpent
- The only way to raise the World Serpent is to progress the Main Path from the Start Temple to the edge of the world
This means most singleplayer worlds will not see the World Serpent rise unless the player is extremely dedicated. That is intentional. The World Serpent unlocks some of Enigma’s most extreme teleportation mechanics, base building mechanisms, access to powerful trades, resources, and end game systems, so it now sits behind a true server-wide progression event.
I believe this will make Enigma Paths feel special again. I made them too common before, and that took away some of their magic.
Baleog Contributions, Lethal Wounds, and Auto Cart
I want to thank one of the Enigma playtesters, Baleog, for his significant contributions to this patch.
Lethal Wounds were originally created because Enigma needs long term danger. Through Empowering, Bosschests, and Uniques, players can become incredibly powerful. Players can create gear up to level 96, find Uniques that are even stronger, and eventually reach a point where normal Valheim danger starts to fade.
Because of that, the world needs a way to fight back, the world needs to keep its teeth. Otherwise the fear disappears, and fear is one of the building blocks of immersion. Valheim already has awesome monsters with strong identities and memorable moments. The goal of Lethal Wounds is to build on those identities and make dangerous monsters feel dangerous again, even for geared Enigma veterans. This will be especially important for Deep North. When Deep North comes out, Enigma needs to be able to build real lethality into its monsters so the biome can stay challenging for experienced players.
In the previous patch, Lethal Wounds were introduced as the foundation for that system. In this patch, Baleog came along and refined them. Baleog further refined the Lethal Hitboxes, making them feel much more enjoyable and easier to follow in combat. He developed these refinements by playtesting the monsters himself, which always leads to the best kinds of scripts, so I was happy to revise them! Baleog did not stop there. He also revised DhakhaR’s boat collecting script into a special cart system, which I implemented into Enigma as the Auto Cart.
- Each player account gets one auto cart per server, or per R2 profile.
- This means new characters wont get you new carts on a server, ensuring the auto cart stays something special.
- The Auto Cart is a magical cart granted to each player when they first need one
- The Auto Cart can pick up items created near it and place them inside itself
- This is performance-expensive magic, so it is limited to one special cart instead of being applied to every cart
- The Auto Cart is granted when the system checks for one and no Auto Cart is within 10 meters
- This can happen when a player first logs in away from the Start Temple
- This can also happen when a player dies and has a spawn set
- Sorry if the cart spawns inside stuff for some of you. Good luck.
Baleog also developed a new Bear Armor set bonus.
- Bear Armor now spawns a Bear Trap when the player performs a perfect dodge
Start Temples
- Krewe’s Welcome Center is now automatically spawned on new Enigma Worlds
- Thanks Krewe for building the wonderful Gazebo, the Gazebo is what gave me the teleportation idea!
- Each world now has 3 Start Temples, blue, green, and red
- Start Temples spawn away from the world center
- Most Start Temples spawn within sight of Swamps and Plains
- This gives new players more biome diversity and a better chance of finding an area they can get started in
- Players can teleport between the 3 Start Temples by standing in the exact center
- The commands `/say red` `/say blue` and `/say green` can be used
- These commands only work at Start Temples
- Players can no longer build workbenches within 200 meters of a Start Temple
- This prevents players from crowding the Starting Area with buildings and instances
- The goal is to keep Start Temples feeling fresh for new players, especially on servers with player history
- New players often judge a server by the first thing they see, so this helps keep the first impression cleaner
Stone Circle Rifts
- Fixed the problem that made Stone Circle Rifts link to the nearest Stone Circle
- Stone Circles now link to other Stone Circles at least 7000 meters away
- This restores the original intention that Stone Circles can teleport the player to distant lands
Central Meadows Rework
- The Central Meadows has been reworked
- Central Meadows means Meadows within 1500 meters of the world center
- The Central Meadows had been mostly unused because Start Temples usually spawn around 3000 meters from the center
- This update adds convenience and QoL features to give players reasons to use the center of the world
- Added Crashed Crystals
- Each world now has 3-5 Crashed Crystals in the Central Meadows
- Crashed Crystals link the Central Meadows to the World Serpent Teleport system
- Players can use `/say ride c` from the World Serpent to travel to the Central Meadows
- The Central Meadows teleport is only available to players who are on the World Serpent or at a Crashed Crystal site
- When teleporting from the World Serpent to the center, players are sent to the closest Crashed Crystal
- This means the Central Meadows destination can change depending on where the player is on the World Serpent
- The lore logic is that when the World Serpent rose, its magical crystals were thrown into the air and some landed in the center of the world
- Because the Crashed Crystals are part of the World Serpent, players can use their magic to travel between the center and the edge of the world
- This was carefully designed to fit into Noportal without completely ruining Noportal
- Most of the world still cannot be teleported through
- Teleporting is limited to specific regions, creating paths of least resistance for building and travel
- This helps Enigma influence players to build in areas that are better for server health without damaging the main play area
Hearth System
- Added the Hearth system
- Players can now set one designated hearth spot
- Players can return to their hearth once every 2 hours with `/say hearth`
- Hearths only work on Floating Islands or the World Serpent
- Each player can only have one hearth at a time
- Setting a hearth costs 9 full stacks of coin
- To get started, build a private chest on the World Serpent or on a Floating Island and use `/say hearth`
- The design goal is to make players more willing to go on long adventures
- Players often avoid exploring far away because they are worried about losing everything and needing to recover their body
- Hearthstone gives players a rare escape option without allowing full portal freedom
- The 2 hour timer means it is a safety tool, not a normal travel system
- This is part of the larger strategy to make building on the World Serpent ideal for players
Central Graveyard
- Added the Central Graveyard
- Every new Enigma world now has one Central Graveyard
- This uses the recent `pregenerate: true` feature in EWP
- The Central Graveyard is located near the Central Meadows
- Players will usually discover it later in the playthrough after activating the World Serpent
- Players can still find it early if they travel to the center of the world
- For most singleplayer worlds it will be mostly empty
- On servers, the Central Graveyard will slowly become populated over time
- The graveyard displays mannequins of players, showing their names, gear, and death counts
- This gives servers a visible history that players can visit later
- The Central Graveyard only exists on Enigma worlds created with 2.4.0 or later
- Worlds created before 2.4.0 will not have a Central Graveyard
Konar Locations
- Made Konar locations slightly more common on the world map
- Added 5 guaranteed Konar locations
- 4 guaranteed Konar locations are on the World Serpent
- These are near the east, west, north, and south World Serpent teleport areas
- Added 1 guaranteed Konar location in the Central Meadows
- This should make it much easier for players to find Slayer Master Konar and start Slayer
- Crashed Crystals can help players reach the Central Meadows region where one Konar location is guaranteed
Slayer Tasks
- Slayer is now easier to start because of the new guaranteed Konar locations
- Once players find Slayer Master Konar they can start participating in Slayer
- Slayer tasks players with hunting specific monsters while using specific gear
- The design goal is to encourage players to try weapons and playstyles they would not normally use
- Build a pile of coins at Slayer Master Konar to get started
- Konar will assign a task
- Players can complete the task to earn coins and Slayer Keys
- Players can also pay double to replace their current task with a new one
- Players are not required to complete every task
- If a player completes a task, the next task cost goes back down to 1 coin pile
- While on task, task monsters can drop coins and Slayer Keys
- Slayer Keys can be turned in to Slayer Master Konar for guaranteed rewards
- Rewards usually include valuable metals, coins, and building supplies
- Each Slayer Key also has a chance to give a Unique reward
- The Unique chance from Slayer Keys is now 1/40 per key
- Slayer Keys remain the most viable long term way to get Uniques
- There is now a wider variety of possible quantity outcomes for each task (added 1.5x, 2x, and 5x variants)
- Adjusted the base task amount for certain Slayer Tasks based on player feedback
- Easy tasks now have a lower rate for slayer keys
- Hard tasks now have a much higher rate for slayer keys
Slayer Lords
- While on task, Slayer Lords and Super Slayer Lords can sometimes spawn
- These are very powerful versions of the monster that triggered them
- The player must kill the Slayer Lord without a nearby player dying
- If the player succeeds, the Slayer Lord drops guaranteed Slayer Keys
Uniques and Ubers
- The Unique playtesting phase is over
- Uniques have been moved to their real gameplay rates
- Uniques are incredibly powerful and can sometimes break progression if found too early
- This means they need to be very rare
- Ubers now drop Uniques 10% of the time instead of 100% of the time
- This allows players to experience the fun of fighting Ubers more often without one lucky kill completely ruining power progression
- Slayer Key turn ins remain the most reliable long term way to get Uniques
- Slayer Keys now have a 1/40 chance per key to give a Unique
- Dyrnwyn parts have the highest Unique chance
- A fully assembled Dyrnwyn has a higher chance than the sum of its individual parts
- This makes completed Dyrnwyn turn ins the best Unique chance
- However, Slayer Keys are more plentiful and will usually be the better long term option
Dyrnwyn Location Changes
- Dyrnwyn locations no longer reset all at once
- Dyrnwyn locations are not included in the normal weekly reset
- Instead, each Dyrnwyn location has a chance to refresh every couple of hours
- When a Dyrnwyn location refreshes, the server shows the message `A sudden mysterious feeling... 🗡️`
- This means somewhere in the world, a Dyrnwyn location just reset
- Players will not know which one reset, so they must check
- This replaces the old system where all Dyrnwyn locations reset at the same time
- The goal is to reduce playgroup tension caused by one player taking all Dyrnwyn locations after a reset
- This gives players at different times of day a chance to find Dyrnwyn locations, even on crowded servers
Swap Traders (Thanks GIVEMEACID for the inspiration!)
- Added new Weapon Traders and Armor Traders
- Weapon Traders and Armor Traders are RNG swap traders
- When a Weapon Trader spawns, it randomly selects one weapon it wants and one weapon it gives
- When an Armor Trader spawns, it randomly selects one armor piece it wants and one armor piece it gives
- Some trades are great
- Some trades are pointless
- It is RNG
- A trader might offer an Iron Sword for a Bronze Sword
- A trader might also offer the reverse
- Added new at-sea trader locations
- Players can now find occasional Longships and Drakkars in the Ashlands populated with Dvergr Weapon Traders and Dvergr Armor Traders
- These Dvergr are specially scripted
- If their boat is destroyed, they go with it
- Bonemaws can destroy these boats
- Weapon Traders and Armor Traders can also populate the Central Meadows
- They also have a small chance to spawn in locations anywhere in the world
- These traders are not as strong as Cointraders
- They are prone to getting killed by monsters if players do not protect them
Dvergr Boat Jumping
- Added new Dvergr boat behavior
- Dvergr can now “get into” nearby boats
- This happens when a Dvergr is swimming or gets into water near a boat
- This applies to all types of Dvergr
- This makes it much easier to move Dvergr
- This also allows players to do lots of crazy stuff
- I bet people will have fun with this one
- Be careful in multiplayer I doubt 2 people can have a good time with 30 dvergr in a boat
World Changes
- Reduced density of Dvergr Harbours in Swamps, Plains, and Black Forest
- Added clusters of smaller fir trees in Black Forest
- Added clusters of large pine trees in Black Forest
- Increased rates of bushes in Plains
Deep North Preparation
- I have analyzed as much publicly available Deep North information as I can so Enigma can be ready for Valheim 1.0
- I expect Enigma to be available for Deep North Valheim within 48 hours of Jere updating Expand World Prefabs for Valheim 1.0
- I expect to have Enigma Deep North running within 1 week of the Deep North launch
- That being said, I expect most players will want to play pure Vanilla Deep North first
- I expect interest in Enigma Mode Deep North to grow once players are bored of Vanilla
- Many Deep North preparation changes have already been made based on the available information
- Deep North looks like an awesome experience
- I am really proud of what Iron Gate has done
- I especially expect things like the Grappling Hook to be adored by players
- Deep North is absolutely enormous and gives Enigma a whole new area to play in
Deep North Design Direction
- The development mentality for Enigma Deep North is to preserve the vibes of Deep North
- Most vegetation and location generation should be left alone
- The focus will be making monsters powerful enough to hold up to Enigma Mode
- Players will be encouraged to use the World Serpent as an access mechanism to Deep North
- Players can build bases in the safety of the World Serpent and drop down into Deep North to explore
- The new Hearthstone system is designed to support this gameplay loop
- This allows players to build huge laggy bases on the World Serpent without sacrificing the playability and performance of Deep North itself
- This same strategy can be used for Ashlands with the South World Serpent
- It can also be used for Deep North, Mistlands, Black Forest, and sometimes Mountains with the East and West World Serpent
Misc
- Odin and Ancient Seed vegetation add commands no longer trigger in Swamp
- This prevents overspawning of invincible trees players can’t remove
- Fixed an issue causing World Serpent `/say ride` teleports to not go to the current location if you are within 100 meters of it
- Fixed an issue causing Ancient Seed regrowth to trigger an extra regrowth for every ancient seed prefab in the loaded area
- Uber monsters now drop 5 guarenteed Slayer Keys per kill
- Players can now use command `/say roll` to roll a random number from 1 to 100 in chat
This patch focuses on making Enigma worlds easier to start, better to revisit, and healthier for long-running servers.
Try it out here. https://thunderstore.io/c/valheim/p/JPValheim/Enigma_Mode/
Don't forget the QoL modpack it was designed to be used with! https://thunderstore.io/c/valheim/p/JPValheim/Enigma_Mode_QoL/
There are major reworks to Start Temples, Central Meadows, Rifts, Ravine Generation, Slayer, Uniques, Traders, and the overall starting Enigma experience. The goal is to make new worlds feel more playable, give returning players more reasons to explore, and help servers stay welcoming even after they have player history.
If you like playing Enigma in singleplayer, especially making new worlds, you will love this one!
This patch changes how pathing and world generation work. There are new locations, new systems, and changes to vegetation in Black Forest and Plains. I recommend starting a new world for 2.4.0. Feel free to use the same characters.
Enigma Paths
The Enigma Path system has been overhauled after months of playtesting.
The old version created too many paths. With multiple Start Temples and multiple paths at each one, paths became too common. Instead of feeling like important landmarks, they started to feel like clutter. There was also no clear visual distinction between the Main Path and player-made forks, which made path identity confusing.
With this in mind, path generation has been drastically reduced.
- There is now only 1 Main Path
- The Main Path only comes from 1 Start Temple
- Extra Start Temples no longer have pathing systems
- Extra Start Temples now serve as teleport nodes to help new players find better starting areas
- The Main Path is now 6 meters wide, up from 4
- The Main Path is now much more expensive to progress
- The Main Path costs 10-18 coin piles per stage
- This makes progressing the Main Path a major community progression project
- Players earn the ability to fork their own paths from the Main Path after completing Moder Bosschest
- Forks cannot activate the World Serpent
- The only way to raise the World Serpent is to progress the Main Path from the Start Temple to the edge of the world
This means most singleplayer worlds will not see the World Serpent rise unless the player is extremely dedicated. That is intentional. The World Serpent unlocks some of Enigma’s most extreme teleportation mechanics, base building mechanisms, access to powerful trades, resources, and end game systems, so it now sits behind a true server-wide progression event.
I believe this will make Enigma Paths feel special again. I made them too common before, and that took away some of their magic.
Baleog Contributions, Lethal Wounds, and Auto Cart
I want to thank one of the Enigma playtesters, Baleog, for his significant contributions to this patch.
Lethal Wounds were originally created because Enigma needs long term danger. Through Empowering, Bosschests, and Uniques, players can become incredibly powerful. Players can create gear up to level 96, find Uniques that are even stronger, and eventually reach a point where normal Valheim danger starts to fade.
Because of that, the world needs a way to fight back, the world needs to keep its teeth. Otherwise the fear disappears, and fear is one of the building blocks of immersion. Valheim already has awesome monsters with strong identities and memorable moments. The goal of Lethal Wounds is to build on those identities and make dangerous monsters feel dangerous again, even for geared Enigma veterans. This will be especially important for Deep North. When Deep North comes out, Enigma needs to be able to build real lethality into its monsters so the biome can stay challenging for experienced players.
In the previous patch, Lethal Wounds were introduced as the foundation for that system. In this patch, Baleog came along and refined them. Baleog further refined the Lethal Hitboxes, making them feel much more enjoyable and easier to follow in combat. He developed these refinements by playtesting the monsters himself, which always leads to the best kinds of scripts, so I was happy to revise them! Baleog did not stop there. He also revised DhakhaR’s boat collecting script into a special cart system, which I implemented into Enigma as the Auto Cart.
- Each player account gets one auto cart per server, or per R2 profile.
- This means new characters wont get you new carts on a server, ensuring the auto cart stays something special.
- The Auto Cart is a magical cart granted to each player when they first need one
- The Auto Cart can pick up items created near it and place them inside itself
- This is performance-expensive magic, so it is limited to one special cart instead of being applied to every cart
- The Auto Cart is granted when the system checks for one and no Auto Cart is within 10 meters
- This can happen when a player first logs in away from the Start Temple
- This can also happen when a player dies and has a spawn set
- Sorry if the cart spawns inside stuff for some of you. Good luck.
Baleog also developed a new Bear Armor set bonus.
- Bear Armor now spawns a Bear Trap when the player performs a perfect dodge
Start Temples
- Krewe’s Welcome Center is now automatically spawned on new Enigma Worlds
- Thanks Krewe for building the wonderful Gazebo, the Gazebo is what gave me the teleportation idea!
- Each world now has 3 Start Temples, blue, green, and red
- Start Temples spawn away from the world center
- Most Start Temples spawn within sight of Swamps and Plains
- This gives new players more biome diversity and a better chance of finding an area they can get started in
- Players can teleport between the 3 Start Temples by standing in the exact center
- The commands `/say red` `/say blue` and `/say green` can be used
- These commands only work at Start Temples
- Players can no longer build workbenches within 200 meters of a Start Temple
- This prevents players from crowding the Starting Area with buildings and instances
- The goal is to keep Start Temples feeling fresh for new players, especially on servers with player history
- New players often judge a server by the first thing they see, so this helps keep the first impression cleaner
Stone Circle Rifts
- Fixed the problem that made Stone Circle Rifts link to the nearest Stone Circle
- Stone Circles now link to other Stone Circles at least 7000 meters away
- This restores the original intention that Stone Circles can teleport the player to distant lands
Central Meadows Rework
- The Central Meadows has been reworked
- Central Meadows means Meadows within 1500 meters of the world center
- The Central Meadows had been mostly unused because Start Temples usually spawn around 3000 meters from the center
- This update adds convenience and QoL features to give players reasons to use the center of the world
- Added Crashed Crystals
- Each world now has 3-5 Crashed Crystals in the Central Meadows
- Crashed Crystals link the Central Meadows to the World Serpent Teleport system
- Players can use `/say ride c` from the World Serpent to travel to the Central Meadows
- The Central Meadows teleport is only available to players who are on the World Serpent or at a Crashed Crystal site
- When teleporting from the World Serpent to the center, players are sent to the closest Crashed Crystal
- This means the Central Meadows destination can change depending on where the player is on the World Serpent
- The lore logic is that when the World Serpent rose, its magical crystals were thrown into the air and some landed in the center of the world
- Because the Crashed Crystals are part of the World Serpent, players can use their magic to travel between the center and the edge of the world
- This was carefully designed to fit into Noportal without completely ruining Noportal
- Most of the world still cannot be teleported through
- Teleporting is limited to specific regions, creating paths of least resistance for building and travel
- This helps Enigma influence players to build in areas that are better for server health without damaging the main play area
Hearth System
- Added the Hearth system
- Players can now set one designated hearth spot
- Players can return to their hearth once every 2 hours with `/say hearth`
- Hearths only work on Floating Islands or the World Serpent
- Each player can only have one hearth at a time
- Setting a hearth costs 9 full stacks of coin
- To get started, build a private chest on the World Serpent or on a Floating Island and use `/say hearth`
- The design goal is to make players more willing to go on long adventures
- Players often avoid exploring far away because they are worried about losing everything and needing to recover their body
- Hearthstone gives players a rare escape option without allowing full portal freedom
- The 2 hour timer means it is a safety tool, not a normal travel system
- This is part of the larger strategy to make building on the World Serpent ideal for players
Central Graveyard
- Added the Central Graveyard
- Every new Enigma world now has one Central Graveyard
- This uses the recent `pregenerate: true` feature in EWP
- The Central Graveyard is located near the Central Meadows
- Players will usually discover it later in the playthrough after activating the World Serpent
- Players can still find it early if they travel to the center of the world
- For most singleplayer worlds it will be mostly empty
- On servers, the Central Graveyard will slowly become populated over time
- The graveyard displays mannequins of players, showing their names, gear, and death counts
- This gives servers a visible history that players can visit later
- The Central Graveyard only exists on Enigma worlds created with 2.4.0 or later
- Worlds created before 2.4.0 will not have a Central Graveyard
Konar Locations
- Made Konar locations slightly more common on the world map
- Added 5 guaranteed Konar locations
- 4 guaranteed Konar locations are on the World Serpent
- These are near the east, west, north, and south World Serpent teleport areas
- Added 1 guaranteed Konar location in the Central Meadows
- This should make it much easier for players to find Slayer Master Konar and start Slayer
- Crashed Crystals can help players reach the Central Meadows region where one Konar location is guaranteed
Slayer Tasks
- Slayer is now easier to start because of the new guaranteed Konar locations
- Once players find Slayer Master Konar they can start participating in Slayer
- Slayer tasks players with hunting specific monsters while using specific gear
- The design goal is to encourage players to try weapons and playstyles they would not normally use
- Build a pile of coins at Slayer Master Konar to get started
- Konar will assign a task
- Players can complete the task to earn coins and Slayer Keys
- Players can also pay double to replace their current task with a new one
- Players are not required to complete every task
- If a player completes a task, the next task cost goes back down to 1 coin pile
- While on task, task monsters can drop coins and Slayer Keys
- Slayer Keys can be turned in to Slayer Master Konar for guaranteed rewards
- Rewards usually include valuable metals, coins, and building supplies
- Each Slayer Key also has a chance to give a Unique reward
- The Unique chance from Slayer Keys is now 1/40 per key
- Slayer Keys remain the most viable long term way to get Uniques
- There is now a wider variety of possible quantity outcomes for each task (added 1.5x, 2x, and 5x variants)
- Adjusted the base task amount for certain Slayer Tasks based on player feedback
- Easy tasks now have a lower rate for slayer keys
- Hard tasks now have a much higher rate for slayer keys
Slayer Lords
- While on task, Slayer Lords and Super Slayer Lords can sometimes spawn
- These are very powerful versions of the monster that triggered them
- The player must kill the Slayer Lord without a nearby player dying
- If the player succeeds, the Slayer Lord drops guaranteed Slayer Keys
Uniques and Ubers
- The Unique playtesting phase is over
- Uniques have been moved to their real gameplay rates
- Uniques are incredibly powerful and can sometimes break progression if found too early
- This means they need to be very rare
- Ubers now drop Uniques 10% of the time instead of 100% of the time
- This allows players to experience the fun of fighting Ubers more often without one lucky kill completely ruining power progression
- Slayer Key turn ins remain the most reliable long term way to get Uniques
- Slayer Keys now have a 1/40 chance per key to give a Unique
- Dyrnwyn parts have the highest Unique chance
- A fully assembled Dyrnwyn has a higher chance than the sum of its individual parts
- This makes completed Dyrnwyn turn ins the best Unique chance
- However, Slayer Keys are more plentiful and will usually be the better long term option
Dyrnwyn Location Changes
- Dyrnwyn locations no longer reset all at once
- Dyrnwyn locations are not included in the normal weekly reset
- Instead, each Dyrnwyn location has a chance to refresh every couple of hours
- When a Dyrnwyn location refreshes, the server shows the message `A sudden mysterious feeling... 🗡️`
- This means somewhere in the world, a Dyrnwyn location just reset
- Players will not know which one reset, so they must check
- This replaces the old system where all Dyrnwyn locations reset at the same time
- The goal is to reduce playgroup tension caused by one player taking all Dyrnwyn locations after a reset
- This gives players at different times of day a chance to find Dyrnwyn locations, even on crowded servers
Swap Traders (Thanks GIVEMEACID for the inspiration!)
- Added new Weapon Traders and Armor Traders
- Weapon Traders and Armor Traders are RNG swap traders
- When a Weapon Trader spawns, it randomly selects one weapon it wants and one weapon it gives
- When an Armor Trader spawns, it randomly selects one armor piece it wants and one armor piece it gives
- Some trades are great
- Some trades are pointless
- It is RNG
- A trader might offer an Iron Sword for a Bronze Sword
- A trader might also offer the reverse
- Added new at-sea trader locations
- Players can now find occasional Longships and Drakkars in the Ashlands populated with Dvergr Weapon Traders and Dvergr Armor Traders
- These Dvergr are specially scripted
- If their boat is destroyed, they go with it
- Bonemaws can destroy these boats
- Weapon Traders and Armor Traders can also populate the Central Meadows
- They also have a small chance to spawn in locations anywhere in the world
- These traders are not as strong as Cointraders
- They are prone to getting killed by monsters if players do not protect them
Dvergr Boat Jumping
- Added new Dvergr boat behavior
- Dvergr can now “get into” nearby boats
- This happens when a Dvergr is swimming or gets into water near a boat
- This applies to all types of Dvergr
- This makes it much easier to move Dvergr
- This also allows players to do lots of crazy stuff
- I bet people will have fun with this one
- Be careful in multiplayer I doubt 2 people can have a good time with 30 dvergr in a boat
World Changes
- Reduced density of Dvergr Harbours in Swamps, Plains, and Black Forest
- Added clusters of smaller fir trees in Black Forest
- Added clusters of large pine trees in Black Forest
- Increased rates of bushes in Plains
Deep North Preparation
- I have analyzed as much publicly available Deep North information as I can so Enigma can be ready for Valheim 1.0
- I expect Enigma to be available for Deep North Valheim within 48 hours of Jere updating Expand World Prefabs for Valheim 1.0
- I expect to have Enigma Deep North running within 1 week of the Deep North launch
- That being said, I expect most players will want to play pure Vanilla Deep North first
- I expect interest in Enigma Mode Deep North to grow once players are bored of Vanilla
- Many Deep North preparation changes have already been made based on the available information
- Deep North looks like an awesome experience
- I am really proud of what Iron Gate has done
- I especially expect things like the Grappling Hook to be adored by players
- Deep North is absolutely enormous and gives Enigma a whole new area to play in
Deep North Design Direction
- The development mentality for Enigma Deep North is to preserve the vibes of Deep North
- Most vegetation and location generation should be left alone
- The focus will be making monsters powerful enough to hold up to Enigma Mode
- Players will be encouraged to use the World Serpent as an access mechanism to Deep North
- Players can build bases in the safety of the World Serpent and drop down into Deep North to explore
- The new Hearthstone system is designed to support this gameplay loop
- This allows players to build huge laggy bases on the World Serpent without sacrificing the playability and performance of Deep North itself
- This same strategy can be used for Ashlands with the South World Serpent
- It can also be used for Deep North, Mistlands, Black Forest, and sometimes Mountains with the East and West World Serpent
Misc
- Odin and Ancient Seed vegetation add commands no longer trigger in Swamp
- This prevents overspawning of invincible trees players can’t remove
- Fixed an issue causing World Serpent `/say ride` teleports to not go to the current location if you are within 100 meters of it
- Fixed an issue causing Ancient Seed regrowth to trigger an extra regrowth for every ancient seed prefab in the loaded area
- Uber monsters now drop 5 guarenteed Slayer Keys per kill
- Players can now use command `/say roll` to roll a random number from 1 to 100 in chat
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