#suggestions
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💡 "The Kings and Queens Crown" : this can be the first and only equipped comfort piece that is crafted from the black forge. It makes sense to wear a crown while sitting on a throne. Am I right?
💡 To be able to build a functional well. Maybe make it even a cooking addition to the game to get a special type of water that enhances food or meads to some degree. Even if it just extends duration. With Ashlands coming, maybe if you build the well in the BF or meadows near a mountain, you get "snow melt" water that could be used to keep you cool. Assuming there is some kind of heat debuff from ashlands.
💡 give spears an alternate attack move, where you can thrust your spear forward.
💡more uses for chitin!
leviathans are one of the most exciting things to find in early game, but are relatively unappreciated after you get the knife and harpoon.
would love to see more uses for it, whether that be shields, weapons, armor, crafting bench upgrades- anything really.
💡 Add a "stop, drop, and roll" emote that reduces the DOT effect of being on fire.
Valheim can be educational, too!
💡can you make a ward act as a shield to buildings?
💡colored crystal walls for making stained glass windows.
💡 dunno if it was suggested before but steam workshop mod support would be rlly cool
💡 Audio cue when the player's magic shield runs out of time
💡 Make the spear throw give more skill xp than the stab, since it requires more skill and risk. (Going off the wiki for xp info, ||2.25 vs 1.5||)
💡 New world modifier that alters the speed of in-game days to go faster or slower. Having longer or shorter days can provide greater flexibility in gameplay
💡 Option in settings to keep bloom on but remove whoever sneezed on my screen
💡corner stairs
💡make a picnic basket that works similarly to the tankard, except it can hold up to 3 food types that all get eaten simultaneously when you use it.
💡 ACTUAL ladders 🪜
💡Underground Exploration: Expand the underground cave systems with new dungeons, resources, and challenges, encouraging spelunking and exploration.
💡 Comfort Trinket.
An item that equips like the Wishbone, but it provides +2 comfort while resting.
Not to useful while leaving your base, but I reckon it'd be very valuable when trying to scrape some rested bonus together in a challenging biome.
💡 New recipes based on bukeperries to eliminate specific foods types, for example: bukeperries + magecap to eliminate foods giving an eitr bonus or bukeperries + cloudberrie to eliminate foods giving more stamina than hit points, etc...
💡 Make shift-clicking the "Craft" button enable continuous crafting of an item recipe until you run out of materials or another command is issued.
💡 The title background changes based on the biome that the last played character has either discovered, or logged out from. It's just a little touch that should go well with showing the current character and their equipped gear in the title screen.
💡 add an ash lizard
💡 Maybe Haldor and Hildir deserve a family name?
💡Mistland Work Stations
Maybe the materials for these three stations (black forge, refinery, galdr table) could be adjusted slightly to lower the overall cost of black cores? To balance this, maybe they could require more or additional materials- for example, the black forge could require 6 copper or iron, but only 3 black cores.
Reason being, 1) I feel like the flow is a little off, since I seem to come across more materials for crafting the gear before finding the means to craft them. 2) there’s already the potential to cycle between the three stations relatively easily.
💡 Blocking/parrying a 1/2 starred enemy gives 2/4(at least) times more xp
💡 feather fall should have some interaction with the wind direction
💡 There should be an option in the world settings to disable wind / no sailing deadzone.
💡more wildlife throughout the biomes, passive or violent or friendly, (would make game more immersive, create more food sources, and allow more items to be expanded off of potential drops
💡 A large pillar/spire in the Deep North that generates a large whirling storm around it. Deals damage to players and player-made building pieces (All wooden structures and stone/marble that is beyond the vivid 'green' stability.)
Destroying or damaging the pillar ends the storm and perhaps is a source of new material? Ancient Frozen Eitr?
💡 Reset All Dungeons Dev Command
💡 add an option to enable sound effects and a name of biom showing when the character gets into an already explored biom like it is first time. Especially for Swamps, Mountains and so on.
💡 i want a cat 😞 pwetty pwease (this is begging, big or small idc)
💡 Giving the Stone workbench an addon built with Ashlands or DN materials. The new level lets you grind some new and old components at the Stone workbench to make a dust/bloom/powder that can be thrown into the Blast Furnace to make metals. The obvious example is a rudimentary steel bloom using iron and coal/bone/chitin. But it can create new odd things, make old materials valuable even if only a little, and give the Stone bench something to craft.
💡 Serpent Scale Shingled Roof pieces.
💡Add some food that passivies tamed lox(es?) to enable players to keep them inside their bases and not random holes in the ground without having to worry about them causing mass destruction when a single greyling is in the area. In Addition, it would be nice if there were other doors that didn't have immoveable parts ontop/on both sides because right now only the basic wooden gates can be used to build a double gate that lox(es?) can pass through. Also whilst you're at it could you maybe fix they're climbing-ontop-of-eachother issues?
💡 Make it so every fish type has its unique recipe , currently only one late game fish has any uniqueness and all the other fish are just fish meat , this change would encourage fishing as something more than just a completionist activity , they way I see it it could be a specific fish from a biome plus one vegetable/berry/ shroom type from the same biome and one from the next or previous one and it would be a silver type food ( balanced stamina and health) with higher stats than jerky (serves same role but is stronger as a reward for more challenging ingredient acquisition
💡Add a proper way to transport tamed animals through the ocean. Maybe a new ship with cages and a way to order or drag animals into them without killing. Or just an option to drag them on board without killing or playing around to drop them there.
💡
tame dvergr and allocate him to tasks like agriculture, wood, stones.
💡 bug spray
💡creatures should attack in different ways and what I mean is swinging their weapon at you in different ways ex:a skeleton being able to do a swords secondary attack and use the full primary combo, cause after a while a greydwarf brute hitting you in the same exact way feels a little bland after a bit. Creatures with bows should be able to walk while pulling the string to keep their distance. I think that the biome mini bosses such as trolls and abominations are ok the way they are and so are creatures like blobs and other creatures like them.
💡 Make greydwarf brutes drop core wood and shamans drops fine wood.
💡 Core wood expanded usefulness: better coal ratio and core wood chests at 5x3 capacity
💡 Customizable cape design/pattern (Lox, Linen, etc) + additional cloak/shawl from Hildir.
💡 What would be really good if you could also change the radius of the hoe with the Q / E switch when leveling the terrain. To create better walkingways or Something else.
💡 A beacon powered by refined eitr. It will make a similar forcefield to that of Haldurs or Hildirs. If a player is within the forcefield/radius of the beacon, they will be granted a stamina and health boost effect, as well as 1 point of comfort. This can be useful for building, farming, repairing structures etc more efficiently.
💡ability to travel through teleporters with tames or a storage hole for tames on the boats (for console)
💡 add more ambient sounds. Obviously, the birds songs are almost necessary. They are already in the game but just when you stay afk on pause for too long(it's really amazing to listen to them and it would be even better if we could hear that while playing) . Secondly, different sounds of equipment: the screech of metal armor and other stuff(like shields or weapon) on your back
||I got the idea from a Minecraft mod - "Dynamic environment(?)" and that's awesome to be honest||
💡jewellery such as crowns,head dresses, arrow head necklaces ect that can be made with bones or metals that allows comfort or resting boost to be extended
💡
Chitin arrows.
Costs 8 wood, 2 feathers and 2 Chitin for x20.
Deals 26 pierce damage and 12 frost damage. It also applies Wet to the target for a short duration to give it an 'oceany effect.' Gives Chitin Arrows some synergy with other weapons.
💡 adding a command to turn off stamina and overload
It's pretty annoying when you're on creative mode, fully cheating, building houses and you still have to wait for the stamina to reload or when you're exploring on creative and carrying too many items slowers you and you don't want to fly
💡Bears
Bears spawn in meadows at a certain distance from spawn. Tough creatures that are equivalent to plains-tier enemies. Using their hide, trophy and black metal, you can make the highlander set (tier 5 armor that rivals padded). Their hide and trophy can be crafted together to make a bear rug.
||April Fools||
💡Planting radius so a circular warning that would change colour if your to close to another vegetable/Tree so green good orange ok and red bad
💡 actually add the haldor gamemode "haldors hope" (i want it)
💡 Weather totem so I can turn on the rain when i'm afking in my house and want to listen to the sound of rain/storm. no need for something to make it nice out again.
💡 sleeping in bed fully restores HP, stamina, and eitr (if applicable)--I don't think this would upset balance/could be abused much if at all, given the setup already required to have a bed and sleep in it (cleared enemies a certain radius, fire, etc.); would just be nice added benefit to sleeping, and help get to full HP quick after eating a meal to raise HP
💡as a secondary and technically renewable way to acquire resources, and only after 'beating' the biome in question Haldor should sell (albeit probably at a price that makes it pretty inefficient to do more than a few) metals and a few other choice resources, e.g. tar, crystal, sap extractor (after beating the Queen), for example copper & tin bars would be for sale, maybe a hundred for few hundred coins a piece and only after beating Elder
💡A crystal made display similar to the sealbreaker fragment one from infested mines. You could display smaller trophies and many more
💡 Can we have First Person view in dungeons and on the boat available. you could just roll the mouse to zoom in until its FPV. Just to be clear, I have played with a First person view mods and it is great also immersing in the dungeons and absolutely beautiful on the boats. its also interesting walking around in your build with FPV.
💡 deathsquito malaria
💡 ocean currents, ocean currents would move your boat like wind but without the need for your sails to be up, ocean currents would move in a fixed direction and be placed upon world creation, essentially they would be a way to either more easily travel against the wind or travel with both currents and wind for extra speed. going against a current would slow you down though.
💡cats bc who doesnt want a ginger guy meowing at you for food after coming back from a tiring boss fight who is laying on your bed like he pays the rent
💡 An option in world settings to allow resources to respawn, aka trees regrowing from stumps, dungeons resetting after a certain number of in game days, and mining nodes too. Would give a lot more longevity to a consistently used multiplayer world.
💡 As the Ashlands are coming, so will Deep North, but what about it. Recently I've heard from what Grimmcore said, that the devs need to make it feel like endgame and fun at the same time. So for me, I don't think that the idea of deep north is enyojaboe enough, or makes creative process easier, it's the opposite, It seems kinda generic and I think many will agree. The last biome of Valheim should be epitomy of our adventure, so my idea is that the final destiny is - the land that was in the 10th world even before Odin made it his purgatory, even the boss eas there before, he was not sent there - he was imprisoned after - the rightful ruler of Valheim. Don't make it snowy, ashy, misty - we have all seen it before. It should feel primodrial, eerie, dangerous, mysterious - something to get us a feel how Valheim was before Odin. The creatures in this land should feel ancient and don't resemble anything we've seen before, It should give the devs freedom without beiglng chained to the generic idea of Deep North. As for the land, It could be combination of lush forests, barrens and steep terrain - to test us after we've bee through. The idea came to my mind as I heard the doubts of Grimmcore if Deep north is right, but they know they promised it - I encourage you to discuss!
💡 Middle ground biomes.
A couple biomes that sort of blur other ones together, the spawns tend to lean toward the weaker of the two biomes.
Tundra, as an example would exist between mountain and meadow/black forest.
Mires between swamp and plains.
Islands on those tiny outcrops of forest and plains in the middle of the ocean.
Or even more unique biomes like a 'Great Peak' on the top of absurdly tall mountains.
💡 Let's be real, bumping your boat around like a bumper car is about as dignified as trying to raid a village with a butter knife. It works, sure, BUT we propose a more fitting method – the Viking Grip! Imagine grabbing your boat and pulling it across land instead of that backache-inducing struggle.
💡 has anyone thought about instruments already?
There could be a variety os instruments to boost resting and other abilities, like flutes, drums, harps and luthes. Some of them you could play walking and others you couldn't be able to play moving, so you would have to be carefull during battles. There could be a system to sync with an already plaing instrument so people could play together, so ther would be multiple bonus, or simply be able to stack bonuses, so either the bonis is active wile the music is being played, either once you hear the music the bonus has a coutdown os 2 mins or so. Each biome could have a set of instruments, than, or there would be different musics that give different amounts bonuses and each instrument would boost that bonus depending on it's type or level, or each instrument would have it's defined bonus. It could be nice to add up some to the roleplaying.
Exemple 1:
Song of strength
Song of healing
Song of endurence
(stacks bonus depending on instrument quality, level and amount)
Exemple 2:
Flutes - speed
Drums - defense
Strings - healing
Horns - atack
Around a fire - rest + stack for each type of instrument
💡 Tame Hares
💡 give the unarmed kick more physics impulse so we can use it to dislodge anything stuck without needing to mess around with weird sprinting
💡 I've had an idea since the game came out, and I almost started learning how to mod because of it. I love how this game encourages players to explore. The random generated maps are amazing, and the recent addition of HIldirs' request has been a wonderful addition. I also really respect the portal's limitations for the sake of exploration.
One complaint I have that in my opinion hurts the games exploration is the uniformity in the biomes. For example, once you've seen one black forest, you pretty much know how all black forests will look like no matter your world seed.
If there was a way to add aesthetic variants of the biomes we already have, and have those be part of the randomly generated worlds, it would make exploration even more interesting.
For example, what if I travelled and found a meadows biome with more spring like flora such as full bloom cherry blossoms (or a Nordic appropriate tree that resembles a cherry blossom)?
Maybe add an aesthetic variant of a biome where we can find trees with deep burgundy leaves. Visual alternatives don't need to be limited to trees, but trees that offer more than green leaves would go along way to make the game more beautiful than it already is.
Since the game is so carefully balanced, I don't think these new aesthetic variants of already existing biomes should offer brand new items or recipes, but just visual alternatives to recipes we already have. This would allow for existing build pieces to offer more colors. This would incentive players who love building to explore more so they can unlock more ways to be creative. This also incentives players who are completionists to unlock every color variant.
Take for example the spring meadow, could offer grassy roofs with tiny flowers. Swamp biomes with purple/orange guck.
💡 Jotunpuffs + Honey = Honeypuffs!
💡 For the deep North there could be Seals as the passive mob - their skin could give the "waterproof" trait and would stop players from getting "wet"
💡I know this is a tedious and otherwise only a qol change but can we get different colored wolves so completed white wolves, black wolves, and a all around mix of both maybe even brown wolves. But all that changes is the coloring regions on the wolf so we can differentiate our favorite puppers and they don’t all look the same.
💡 Driftwood.
Rare pickable object that floats around the ocean.
Normally drops wood but sometimes gives fine wood or ancient bark.
💡 Please add the following 2 skins to the wood wall pieces: White wash & Red Brick pattern
💡 Not quite sure if anyone has brought it up, and I know we will have new build pieces coming up with the Ashlands, but I think it would be really beneficial just to have uniformity between what can be found and what can be built. Some examples of this are: Frost Cave iron doors, Fuling wood structures, Dvergr wood floors, pillars, and furniture, ect. In a similar yet slightly different regard, maybe we could have things like flat roof pieces, and united build pieces despite material type, like different types of wood flooring or walls based upon the wood its made from, or stone build pieces similar to some of the black marble shapes. All of these things could help give players more choices for unique, creative buildings as well as improve the building experience by removing frustration about a certain building set not having a certain piece needed for a build. Darkwood was a hit when it was added, I feel these pieces could be very well regarded.
💡 disable voyage music from playing while traversing Swamps by boat.
💡Have the wet effect from rain slowly build up, so that if you run in between buildings in your base and are exposed to the rain for just a few seconds you don't have to wait the 30 or so seconds it takes with the fire buff to dry off and sleep. Plus it would just be more realistic/logical.
💡 A new Plains tier armour set (medium-heavy) Berzerker armour that includes Silver, Linen, Lox Pelt and one of Hildir's tunics to craft. (this encourages not only exploration but also resource gathering and hunting or taming) Set bonus would buff Melee weapons across the board and reduce stamina when using melee weapons (adopting hildir clothes buff) and also be blunt & frost resistant. Armour would be similar to padded in quality but with the above buffs built into it.
💡 Too many torches and fire sources can cause major lag. Having an option to "Extinguish" or "Put Out" these sources could help manage the lag issue. Sometimes you only want them lit when needed, other times it's better to keep them unlit to avoid lag. Waiting for them to burn out isn't exactly practical.
💡 With too many markers the map gets way too cluttered. It'd be neat to have an option to resize them. Or hide the labels instead while still showing them when hovering over the icon. Or any feature really to de-clutter our map would be appreciated!
💡 Paddling actually drains your stamina, gradually , and holding shift gives you more powerful strokes but drains your stamina faster.
💡More diverse wildlife would be really enjoyable!
New passive creatures in most biomes and have “alpha” counter parts: two ways to finds these so called “alphas” random walking and also a new overkill mecanique ex: kill 50 boar spawn the wrath of the “alpha” giant tusk boar ( has a boss health bar and spawns and controls said overkilled “in this case” boars)
Passive creature list:
-Dark forest: foxes (attack skeletons for bones) runs from humans but reach there den and they might just have do defend with the power of Fylgja and the parent/alpha the “shapeshifting fox” ( can transform into the hardest non-boss creature they have encountered thus far ex: troll all the way to seeker soldier) to balance the more end game even in the earlier biomes.
💡 I would like to have one handed weapons hang from the hip instead of the back. Just an aesthetic preference for myself. Swords on the left hip, axes and maces on the right. Keep two handed weapons as they are. Last second thought, equipable quivers on the back would be really cool to see on the back.
💡 Part 2
-Mountain biome:
Maybe a bear the alpha name the “berserker bear” can find in ice caves random chances like trolls but in the same cave like entrance as the regular ice cave
Or
- a wolf variant where again as the boars ( kill 50 and spawn alpha “long fanged wolf”
Swamp biomes:
- crows ( not ravens) as passive creatures that attack drawgrs for theres eyes mistaking them as corpses they could have a chance to drop drawgr eyes or something that could then be used to craft a special it
💡Part 3
Plains maybe adding more rivers to then add frogs who would target deathsquitos
Passive to humans drop frog legs can be used as food or to craft jump boost potions allowing you to jump 2x or 3x height
Mistlands are hard to travers previous mentionned potion could be to aid the travers aswell as passive spawning wisps that “really enjoy floating arround seekers” odly enough
💡 Make raid variety more RNG, perhaps once one raid is over you can't have the same type again straight after. Or at least not to have the same raid repeat three times in a row and kill all my damn pigs
💡 portal light colors change depending on the biome that the connected portal is in. Like if a portal was in black forest which connects to a portal in the mountains the one in the mountains would glow green while the forest would glow white
💡add an earlygame crossbow
💡 Allow mead horns to store 1 charge of 2-3 types of meads. This could be a modification to the current mead horns, or a new improved more expensive mead horn.
Purpose would be that you can put for example a stamina and health mead in the mead horn, to drink both at once for a health and stamina buff, and for more hotbar space, instead of drinking one at a time. Or you could apply poison, frost, and fire resist all at once. Just thought it would be cool.
💡add the trailership.(please it looks so good)
💡 add more portal options to limit its use. Like a timer to use cooldown, costs to use portals or minimum and maximum distance settings. Something to make portals less easy to skip around the world with
💡 Add a different species of Deathsquito to every Biome, for example:
Meadows: None ofc
Dark Forest: Greysquito - appears in groups
Swamp: Swampsquito - Poisons you but very slow
Mountains: Frozesquito - Freezes you on hit, but dies after hitting you
Plains: Deathsquito - remains as is
Mistlands: Seekersquito - More armored, but slower
Ashlands: Flamesquito - Burns you on hit
Deep North: Frozesquito - very tanky, slow, freezes you
💡im sure this has already been suggested but i didnt see it on search-
vanity armor appearances
with the secondary attack button on your clothing item in your inventory it could open a menu to choose the appearance from a list of items you’ve already acquired
💡 Add a tamable flying mount within the Deep North. Be it a reward from defeating the last boss, A creature we must tame, or even an egg we must hatch.
💡 i was talking with my friend and after thinking about it im sure it is great idea.
please add more "non-straight" weapons to the game (also armours)
my friend said that this game has too much weapons like "get the iron, craft the weapon", it needs more unique stuff, good example is abyssal knife. you get it by searching for chitins which are on massive leviatans, its not another "iron weapon, silver weapon" etc. it is unique. another example is light armour from mountains (idk how it is called) it is unique because it gives you some really nice buffs (movement speed) and it is bit different in getting than other light armours, you get troll by obviously killing trolls, ancient bark from guess what, ancient barks and another miniboss, and theres this "wolf" armour.
💡 Portals:
At some point (maybe when looking at updating the ocean) revisit the implementation of portals - evaluating assumptions about them and looking at how they impact the game.
Current implementation seems to go counter to some of the stated vision for the game, and I think instead of trying to get the game to be balanced and adhere to vision while working around current portals it might be more fruitful to challenge assumptions about portals and look for a different implementation.
💡 QOL n1- when u place a chest (no matter the type) a circle (just like the workbench one) will appear, inside that circle we can craft/build by using the material inside the chest. QOL n2- when u upgrade one of your craft station (workbench - forge ecc. ) the circle that allow you to build get doubled for each level so when the base start to get bigger you don't need to build multiple workbench only to destroy them later.
💡 Should the weather affect the speed at which things grow? Like maybe planted things grow a little faster when it rains?
💡 New difficulty level: Every time you die, the game menu switches language.
💡 I would love to see some personal stats. How many trees have I cut down in total? 
💡 There is a super rare chance for Odin to strike a pose/make a move. So rare, that it will only happen once in a world.
💡 Sea serpent raid, and after the Queen has been slain -|| Bone serpent raid||
💡Water Wells
A placeable object that affects cultivated land in a given area. The cultivated land becomes irrigated, and yields more crops. Perhaps this could be constructed via an artisan table, since this would be a pretty powerful object.
This would make farming just a little easier and less tedious. This would also free up some farmland ideally.
Edit 9/29/24: With Ashlands now being released, perhaps the well could be made with grausten, to further push farming buffs into late game?
💡 Tarred Bolts
Costs 4 Tar and 4 Ancient Bark.
Is crafted from the Black Forge.
Deals reasonable damage but applies Tar to enemies for a duration. I feel applying Tar with a bow would be to strong, but it suits the Crossbows slow reload.
💡 Fix the melee spear hitbox. A suggestion wanted by many.
💡IRL axes are especially good pvp weapons because of their curved blades enabling them to hook onto enemy weapons and shields. The two handed battleaxes already have a high staggering attack and good blocking ability fir parries, but the 1 handeds do not. Could a stagger modifier boost be given to the single handed axes and / or raise their parry bonus (or maybe even base block, but parry seems more reasonable) to a little bit under the tier equivalent of battleaxe?
💡Pinning Recipes: Add a button to all crafting menus that pins the currently selected recipe. Pinned Recipes will show up in the crafting section of the player inventory, acting as a sort of checklist and giving a purpose to that after the first 5 minutes of the game. They would also show up first in their respective crafting station, making them easier to find(this is an issue I mainly have with the cooking pot, but it can be a bit annoying with other crafting stations too).
💡 Fish Traps: Early stage, created using wood, stone, and leather scraps. Placed on a shore line. Gather over time effect like the beehive. Could even have better options later on as you gather better materials so you can catch bigger fish.
💡 design and defend ships with banded shields like vikings
💡Passive Forsaken Powers: I think it would be cool to expand on power system by adding the ability to get a passive power that works with your base.
Examples could be some of the below?
-Elder making any crops you plant finish faster.
-Bonemass maybe having skeletons that spawn around your base/bed in response to a raid.
-Yagluth could be maybe smelting happens faster/more efficiently, or fireplaces can't be put out by weather, etc.
Nothing that would really help in combat, boss fights and such as that is what your active power is for.
For quality of life it would be cool to be able to choose a different forsaken power for active/passive.
💡 1st person mode. Tried it as a mod.. now I can't go back to 3rd person😂
💡 late game drinkable forsaken power meads that give the buff for a fraction of the time. E.g. Eikthyr mead that only lasts for 1 minute etc.
💡 When you’re wet the time to dry should go faster in sunny weather and slower at night because is colder outside.
💡 Fuling with spear should not have unlimited spears, it needs to be like a player when he trow it, he have to go and get it back from the ground
💡 Thor should randomly come and help in the battle by dropping a few lightning strikes at enemies
💡 An easy way to change your character & world name
💡Please make it possible to sort recepies in cauldron by stats and type of food (stamina or health or mead)
💡this could already be a feature in the game but if not this would be a cool feature. if you are returning to a biome that you have progressed past such as Black Forest if you revisit it with swamp gear there would be a higher frequency of star creatures so it would be a bit less grinding but still have a little challenge.
💡A world modifier setting between default and no portals that makes boss trophies unable to be teleported.
It would make for a slightly more challenging experience where players have to essentially recreate the journey presented in the H&H cinematic trailer to progress.
💡 The next level of boat should have a trophy mount at the front. So we can put whatever we want at the 'head' of the ship.
💡 a length of chain (1 meter and maybe also 2 meter) as a buildpiece. So you can make things hang from the roof, other than those coal lights. Also good for when you want to hang those from a high roof and the original chain is too short.
💡 what if you could add runestone carvings into a stone? So you don't build the stone yourself, you can only make the carvings into a stone that is already in the landscape. (And it needs to be big enough) I'm not sure if it should be just one fixed drawing, or if it should be like signs where you can type the text 🤔
💡 imagine if we could drag logs with the harpoon 😯 then you could have more control over where they are placed, and use them as sort of building pieces or decorations. (Fine if it would drain stamina like crazy, then it's just more work)
💡endgame deep north dungeon idea-
icebergs, similar to leviathan mechanics, spawn around the frigid waters of the deep north.
on these icebergs you can venture into a cave w whatever type of loot or ore, and enemies thats important for the deep north.
after spending a certain amount of time in the cave, the ground begins to shake and icy waters from the base of the cave begin to rise. you have to escape in time before you drown.
i suppose if you die your things should spawn on the surface where the iceberg was, and not be gone forever- but of course youll need a new boat and cold gear to head back
💡 A tier four ship, the fastest one and not dependent on wind. Utilizing some dvergr machinery and powered by resin (some other fuel).
💡After my 700 hours I decided to join the server and give some feedback. I sent that feedback to the game's website but idk if it was the right place so I will post it and a few other new suggestions again here:
Comfort levels duration should follow food duration. Food duration per biome/playstyles should have the same times. Maybe Cauldron upgrades could balance/boost the food durations. (Better cauldron=better food?)
💡 HP/Stamina potions should have duration over time and not only for one time when u enable them and only if you are missing HP or Stamina. Resistance potions work great.
💡 The Swamps still don't have their own cape. A raincoat that protects from rain but not the puddles would be nice.
💡 One handed melee weapons should have vertical aiming hits too, or an aim system like bows. Only horizontal aiming makes the fighting position of you being on the higher ground a disadvantage, rather than the advantage it would give of you not hitting the air in front of you.
💡 Light Armors to have armor value upgrades to be usable for every biome after, once they are found. For example it would be nice to be able to use Troll Armor set for any reason in Plains (hunting, raiding,taming) and not being one hit.
💡 Heavy Shields could have a shield bash mechanic that uses stamina, just like the parry one the bucklers or medium shields have
💡 The 3rd NPC - a blacksmith. Cousin of Haldor and Hildir, a skilled smith from Nidavellir who got lost in Valheim in search of new materials, the only option he got is to set up his workshop and wait for the souls worthy of his craftsmanship. The basic idea goes - located in plains, anvil icon on the map. What he has to offer? A new materials - ingot/ore/item to create new weaponry, armor sets, arrows etc. The first thing you would have to buy is of course, similar to barber kit item to build a new, Nidavellir forge. These items would be bought with gold, but how to obtain the new sets? So our blacksmith has few schematics to buy, for the all parts of armor and weapons. But how would we buy them to unlock new recipes? Trophies! If you bring him ( for example ) X fuling trophies, you can buy chestpiece schematic, X tropies of fuling shaman to obtain the helmet etc. New weapons and armor sets should be equal to the biome tier one but have some unique passives or feeling. The ore would be ongoing for the next biomes but you would require new schematics - bought with corresponing biome trophies. After you beat Yagluth - new schematics unlock, the Mistlands ones and same for Ashlands and so on. As for the forge upgrades? (To not make it tedious and too grindy) Bring him trophies from previous biomes - to prove your worth and prove you conquered and mastered the biome! 3 upgrades - 1st the mountains ( for example X wolf trophies ), 2nd the swamps ( X Draugr trophies ) and 3rd for the Black forest ( Greydwarf, Greydwarf shaman and Brute ). All that would bring some new fun grind for the side progression while feeling like Valheim. We all have stacks of trophies with no use ( except decorations and few needed for armors ) so the idea would bring some use for these too! Let me know what you think! (Of course everything could vary but a blacksmith NPC idea is solid for me)
💡Be able to enchant different types of arrows with elemental damage - Fire Carapace arrow, Frost Iron arrows.. makes the damage more relevant even if its a biome or two behind.
💡 with upcoming updates please add more soundtracks on the spotify (currently there are all soundtracks except mistlands)
💡 Carrots, turnips, onions etc to have optional 1x1 tile blocks/borders around them when you plant them so that we know how much space exactly they need. Would also make us create the patterns we want more freely and have nicer looking fields. 🙂 With trees it needs bigger blocks/borders ofc. Would be nice to be able to plant berries and mushrooms too. I cant see the reason why not yet. Whatever is plantable. Dandelions too, maybe more flowers. Would be nice to be able to make a proper vineyard with pergolas, since you add vines..
💡 Include the melee weapon's reach in their stats list.
Swords have better range than axes, but how could you know this other than actually using the weapon? And even still it's very hard to determine properly. What about two-handed weapons? Which ones have similar range? Which ones have better range than others?
This information is not essential but it is important
💡 show the stamina consumption per swing adjusted from weapon levels as well
💡 New roof and wall pieces made from fine wood.
💡 small row boats ? something like a faering or oselvar (the latter being a bit late for the 'viking' period) would be quite neat.
💡 Show a HP bar for Bubble of protection and renew HP each time its cast
💡 A big, wooly zebra in the DN.
They cannot be tamed, because they are not horses.
💡 old growth greydwarf, size of a shaman with its attack being its hand in the shape of a spear, like the stone golem, has ancient bark and Yggdrasil roots through its body and spawns in the outermost black forests near mistlands and swamps. carved its face into something resembling a dverger
💡 PLEASE keep the deep north mostly barren with minimal music, or at least the most northern part. its an experience like no other sitting at the most northern part of the map looking over the ocean with night, snow, and wind around you before you exit the playthrough. less is more, nothing captures the stillness and death of the artic like nothing. any music I feel would be too energetic, there shouldn't be life, it should be life fighting against the elements in a place it shouldn't be (images in #screenshots )
💡 I don't really like suggesting things for biomes that aren't out. But please don't make Ashland's and especially deep north really easy after you get your gear from that biome. Like in black forest it's really hard at the start but the moment you get bronze gear most things in the forest aren't a threat. We want the new gear to be good upgrades but please don't make the biome too easy after you get the good gear.
💡 Add a new tame called “Roc” a giant bird from Norse and middle-east mythology. They are big and strong enough to pick up an elephant. They should be very strong flying creatures and a late game tame after the Lox. It should be found in the large/tippy top of the mountains, deep north or mistlands. Instead of trapping and feeding it to tame it you should have to find its nest and steal an egg and escape alive. The rocs would spawn in pairs of 1 or 2 at or near a nest. After stealing the egg you need to build a hatchery or just leave it in a warm place to watch over time. While the hatching period is in progress you are prone to raids from Rocs specifically to get the egg back. If you fail to protect the egg or your base the rocs will take the egg back and leave causing you to have to get another. The hatchery would be made of roc feathers, normal feathers and a wood like fine or ancient. After hatching it takes a few days to grow but you have to feed it to gain trust and pet it. After it’s fully grown you can ride the Roc and fly around and pick stuff up but it takes stamina. You can feed the roc certain meat to raise its stamina and maybe HP. There will also be an option to craft a saddle but not be a requirement to ride the roc. The saddle would give 1 to 2 spaces of inventory and slight armor for the roc. I think there aren’t that many tames in the game especially ones you can ride so I feel like the Roc would be a perfect fit for the game and tame list. This might be a push but it could also be able to pick up the Lox if not the lox other animals and creatures. For example- wolfs, greydwarfs, chests and maybe the cart.
Just a thing I thought about because flying mounts would be really cool and useful for the game especially mid to late or just late.
Note- This isn’t supposed to be easy getting the Roc. It can fly and be ridden which would make the game easier. It’s meant for late game.
💡 Display the day count on login.
💡plz soundtrack on Apple Music I can’t find it (I don’t use Spotify)
💡fall damage is too great, the slope at which you slide down because of gravity is too shallow
💡 Remove the fall damage cap, but allow the jump skill to reduce the damage from falls
💡 Option to hide/show helmet at Barber Station so players can see how their new do looks with their helm.
💡 It'd be more natural if deer rugs, lox rugs, jute carpets, etc.. altered their shape when placed on stairs because they look weird floating there all stiff.
💡 when making a server, why censor the password? there is not really a point there unless you are a streamer, but then you can easily cover the password if its so important. its just really annoying when you mistyped something and then you have to completely restart the server just to change one letter so your friends can join. also you could be able to make servers without passwords, that would be so much easier to make community server really playable in the vanilla version of the game.
thank you and have a good day.
💡 slightly different to my old suggestion, but still the same topic. There should be an option to make the sailing dead-zone bigger or smaller using a slider in the world settings. Disabling the deadzone should also give moder new foresaken power.
I think people hated on my old suggestion because I had a button in mind to disable it, so the pros wouldn't be able to make the game harder.
💡 An iron gate build piece. Something that kinda looks like this: 
💡 animals should tame more rapidly when they are within close range of already tamed animals of their species.
💡 Using shift+E instead of just E to open other gates, doors, or shutters connected to the one you're trying to open
💡 trolls should be tameable (guys it's a joke)
💡 Pull up the chair before sitting down when there's something in front of it (like a table)
💡 Stone Golems raids - Mountain and Plains raids, acts like the Troll raid. Defeating a Golem and Moder enables them, they cant be disabled. Much like defeating Trolls and The Elder enables troll raids.
Raid Start - "The Mountain Moves" | Raid End - "The Mountain settles"
💡fix Moder’s AI while standing on the ground. This is especially important for multiplayer cause this is when she acts the buggiest.
💡 Swamp tier roofing- Mossy Roofs from Ancient Bark
💡 More build shapes and sizes, that's it. Building a circular structures are painful in this game. (Especially floors since square floors just clip through each other and look like an ugly mess.) They don't even need to be curved shapes, having triangular shapes alone could be helpful.
💡 make dragon tear attachable to item stands, it looks really cool
💡 If staves ever have a secondary attack, the one for dead raiser could be an order to your skeletts, either to move somewhere (when aiming at the ground) or attack a single enemy (when aiming at that enemy)
Clicking on the same area/enemy removes the order and they go to default behaviour
💡 You guys should let us wear hood with our dverger circlet
💡 a feeding trough for taming animals. you can put food in it like a chest so you dont have to put it on the ground
💡 Clearer information on what skills actually improve:
For the most part, skills increase dmg done and stamina consumption, but it only tells you about dmg.
I don't ask for the specific numbers, but just having them say that they do decrease stamina usage would be better than just "dmg".
Another example is crossbows, the skill says it increases damage and accuracy, but according to wiki it also decreases reload time, this should be shown as well, it's very hard to determine manually whether this does reduce reload time or not
💡 a proper creative mode instead of opening the console
💡 better hurt and drowning noises feels weird to have a dude whimpering in my ear from drowning while any other time my female character is completely silent
💡 following this, I noticed that the eitr used from the skill level from staves is also not shown, and in the case of blood percentage for blood magic, it doesn't show the reduced amount
Both of these would be very useful to know, especially during combat to determine when to use an spell attack or not (at least for eitr)
💡 A wooden raft securely fastened to a tightly stretched rope. Individuals are utilizing their own physical strength to ascend onto the raft by climbing and then exerting force with their hands to pull it along the rope. The tension in the rope provides a stable anchor for the raft, allowing for controlled movement as the individuals manipulate their weight and apply force to propel themselves forward.
💡 Climbing boots that stop you from sliding off all but the most extreme inclines
💡 Carapace chest should either give resistance to slash or blunt.
You craft the chest from the hard skin of seekers, which are resistant to physical dmg (but the chest giving resistance to all physical would be broken), so it'd be appropriate (at least for that tier) to have resistance to another physical dmg type.
💡 make moder come to the ground more
💡 Seasonal Yule (Santa) Gloves that allow you to pick up snow in the Mountains to throw snowballs at enemies or other players.
💡 Some marker in the build menu that shows buildings that stop mob spawns. like the star for workbench improvements.
💡 Make it so Neutral Wisplight Lamps (marking Mines and Dvergr Camps) can be seen from much further away from above the mist in the Mistlands. Small QoL change to make mistland a bit less like walking in the dark. Would still drive players to varius POI's and give a reason to climb to high peaks.
💡 horizontal crystal panels. Could be use to create flat transparent roofs for example.
💡 Double bed so that two people playing together, can sleep together.
💡 Implementation of a new feature in the character and world selection menu to add tags and/or notes to characters and worlds. This will make it easier for players who have played a lot of games to find their way around.
Examples: "nodeath with Lisa", "build plains with John", "hardcore game with Audrey and Christopher", etc.
💡to be able to plant our own berry bushes would be cool! And to be able to make your own ship once you reach the near end biomes
💡 To solve the issue with the waist items, belt of strength can easily have upgrades that you attach stuff as you progress.
In more detail:
Once you kill the Elder, you could attach the Swamp Key to the belt once you unlock iron.
Once you kill the Bonemass, you could attach the item once you unlock silver.
Once you unlock wisplight, you could attach a small wisplight lantern to the belt.
The belt is too essential for the strength and the weight limit on how I see it and it's a very important item as you progress. Those upgrades can also have visual upgrades on the belt, showing the items hanging from it.
💡Dont allow damage to pass through walls - especially in the Mist mines and Queen event.
💡skeleton troll. hes a miniboss. he smacks you with a big femur
💡 Throwing Axes: uses the Axe weapon skill, similar to spears is a thrown weapon that can be retrieved (maybe make it only have one, thrown, attack as primary), unlike spears stacks to some small number like 5 or 10; spears are kinda lonely as the only thrown direct damage (as opposed to the ooze/bilebag bombs) weapon, and you can only have one per item slot
💡add Ladders to the game
💡The ability to toggle a hood for whatever cloak is currently equipped. Either make it just vanity or maybe it goes on automatically when it rains. Would be cool to have hoods over helmets
💡 Eclipse event (all thanks to your phrase in valheim-chat, @carmine reef )
💡Craftable musical instrument (for example a flute) that you can take with you to your adventures and play while resting to gain an additional resting bonus. This would make it possible to gain higher resting bonus while out in the wild with just a campfire.
💡 Blood moon nights where the moon is red and enemies that show up are more likely to be 2* variants
💡 Allow the possibility of upgrading butcher knife.
You need several couple of swings to kill lox despite the dmg...
200-500 dmg per level might be enough. Especially if more tames that are presumably stronger than lox are added
💡 Add a rope (maybe craftable from linen?). You could use the rope to leash animals (mostly boars) and pull them, or tie your boat to a wooden pillar just so it stays. You could also tie it between two wooden beams to create a makeshift banisters for your stairs
💡 More emotes, perhaps dances? 👀
💡 For artists, YouTubers, and others, having a green screen is often really useful. But we can't use a green screen like we used to anymore since the change in how sign text appears, which used to be opaque not transparent like it is now (see: https://media.discordapp.net/attachments/1202267437647527977/1219214944063717396/image.png)
There's a workaround, but we have to build something behind the "green screen", like so: https://media.discordapp.net/attachments/1085160078878986282/1227089836691689502/image.png https://media.discordapp.net/attachments/1085160078878986282/1227093287995707503/image.png
Unfortunately there's no mod for green screen, so could you possibly consider changing the sign back?
💡A few ideas, maybe for future of Valheim, DLCs, or even Valheim 2 ?
Adding more cultures to the Valheim world, making it a place where not only Viking legends live again, but other too.. and based on starting choices, players would get different sets of tools, weapons, gear and foods, building pieces according to the culture they represent... example: Aztecs, Native Americans, African tribes, Indians, Mongols, Chinese, Japanese etc., each with their own tech trees... and biomes adjusted to fit these cultures... having jungles, deserts, bamboo forests generated for these players instead of standard meadows... Basically having a World of Valheim. Technologies from other cultures could be another reason for exploration and conquest and could be used in combination with others, so it would provide a great mixture of crafting, enhancing and combining all kinds of weapons, gear and building pieces for everyone to enjoy. Another thing could be a New Game + where after defeating the Last boss, the world modifiers change, bosses and monsters become stronger and have new move sets. Providing a new level of replay ability and endless fun.
💡 Make the skeletts from dead raiser sometimes spawn with other pieces of gear like helmets, chest pieces, etc.
I'm not asking that they would have more defense, resistances or anything, or that you could put gear yourself on them, they would be purely visual cosmetics.
💡enemies that spawn with shields don’t hit as hard but they can block a few times before dropping their shield
💡 add wardstones, that block damage like 10 times and recharge it with some Eitr
💡eitr infused magic floating floor stones. can place in thin air as foundation piece. I want to build a craggy wizards tower with architecturally improbable extensions. and floating castles.
💡 The fuling village that spawns right next to yagluth's altar should be at least x2 or 3x bigger.
They're the fulings adjacent to their god-king and they seem just like any other village you encounter in the wild. There are even other villages that can be bigger than that one.
We can imagine them to be the ones that "protect" the altar so it'd make sense that they took extra effort into doing so.
Optionally, they could actually have better fortifications instead or additional to the increased size (either unique fuling stone walls or normal stone walls, but not saying they would be completely enclosed)
💡 Bring back the glowing text on signs, BUT, to make it more "realistic" as to why "Vikings can suddenly make neon glowy signs", make it a new item that requires one Wisp instead of one Coal.
Voila, we all happy.
💡It would be cool if the game would have Darker Nights or a toggle in map settings, like almost 100% dark that forces you to use torch if you wanna explore it at night time. Also running in Black Forest from trolls without seeing nothing than what your torch shows would be funny as hell))
💡 when you teleport you always her door or gate sounds if theres one nearby. Can we just get rid of those sounds? its weird because no one actually opening or closing them and its driving me crazy especially since my base has both iron gates and wood doors so i hear both sounds every single time
💡viking "monster capture balls" to simplify the process of transferring animals from one location to another
alternatively, a cage upgrade for the boat or cart that function the same way
if you have a harpooned tameable you can "use" the cage and it gets transferred into it
if you have a leashed (referring to the rope suggestion above) tamed you can do the same
just anything to make moving animals less of a gamble/trial
💡 planters ? so i can have flowers places with no land under them
💡 More Magic to build on current items: Things like staffs that allow different spells like water, air, and healing | wands that are crafted with multiple gems to allow element attacks though a selectable wheel at lower cost of mana and lesser damage | scrolls allowing a specific spell like return spells, warding for buildings in a selected area , and armors to be enchanted for protections against elements. Enchanted weapons to cause elemental damage. dimensional storage for an extended inventory.
💡 Possibility to hide nicknames, creature names and life bars for better immersion mode (no map, no portal).
💡 make it possible in accessibility settings to disable the shiny visuals of the wisplight. The visual effects currently give me seizures. It's a combo of the flashing light and back and forth movement of the wisplight that causes issues. 'HeyListen' mod helps, but currently no options for playing on vanilla servers.
💡Possibility to despawn a boss when the players very far from him. With a friend, we need to fight moder in the black forest without our stuff because we died before. Climb the Mountain it's impossible because she attack us during the climb.`
💡 More tree variety. Not even necessarily new tree types, but a bit more variety in the ones that exist would be neat, and probably wouldn't require that much work, I assume? Since you could probably just mix parts of the existing models and reshapes some stuff. Some tall birches, split birches, smaller pines, crooked pines, some taller oaks, etc.
💡Split the Spear weapon into two different weapon categories. Javelins, which are stackable and non-retrieving as arrows are now. Short ranged melee weapons as spears are now. & Spears that have an extended range that attack akin to the secondary of the crystal battle axe.
💡 A "half and a half" sword that gives players the option to use it two handed or with a shield. Two handed would make it fast and nimble and hit a little harder, but less blocking ability, whereas using it with a shield would make it slightly slower but hit a little less hard.
💡when I last had a seeker raid, it had one of the starter raid themes. Can it keep up what they have all been doing, getting more dramatic depending on the difficulty of the raid?
💡The world modifier 'combat' should be divided in two.
The original one is:
"Governs how much damage you give and take. Also hovers how likely you are to encounter higher leveled enemies, and how dangerous they are."
There should be one modifier to governs how much damage you give and take. There should be a different modifier to increase/decrease the odds of encountering higher leveled enemies.
💡you might all hate this but I hate the mists even more so here goes. the mistland mists aren’t working. It’s an obtuse soupy mess that tips far too much into frustrating rather than challenge. And the mistlands are GORGEOUS. hiding them is a crime. and we already have an intrusive fog mechanic that makes the plains hard to work in a lot of the time. SO - let’s take those plain fogs and put them as standard in the mistlands. it’ll still be hard to see, but not impenetrable and arguably more atmospheric with the environment, which still presents lots of vertical and navigational challenge. the current mists only appear in the mines, but let’s make them more aggressive, so the wisp light is non negotiable for entry, unless you like being murdered blind by insects.
OR. Just make the wisp light do a better job, increase the visibility radius substantially and make damn sure the mists can’t slip in between the camera and the back of your character. It’s just miserably tedious. Old suggestion sure, but needs repeating.
💡 The ability to send Wisplight out at the cost of Stam or Eitr; standing still and holding a button sends it out and away from you (maybe 15-20 meters?) following crosshair. Allowing you to carve through some of the mist to see what's ahead. Clear drawback is standing still, so it wouldn't necessarily prevent the encounters that come with stumbling upon Aggressive Creatures in the biome. But would add some options for exploring the mist a bit more effectively.
💡 after the queen is killed lower the density of the fog in the mistlands so players can see the beauty of the landscape that the queen corrupted, at least for some amount of time after each queen kill.
💡Wilting Willow. Deep north forgeable that’s used to make willow cinnamon at the cauldron. Used to make a better frost resistant potion and is used in stamina and eitr foods.
💡 I feel like I'm probably shouting into the wind, but here goes: I hope that once the game's content is finished, the devs will go back and do a QoL update that incorporates a bunch of the more modern features of survival-craft games that have been developed in the 3+ years since this game came out. Things like: being able to craft from containers, auto-depositing loot (not just stacking in the current chest), etc. - things that just make life and building a little easier. You can start by looking at some of the best mods that came out for the game to see what people wish they could do. One of my favorites is the one that adds a simple, non-specific clock to the UI, that just says things like "afternoon" and "evening." Such a simple touch but it helps so much. Anyway, that's my wish.
💡 rosebush that can be planted for decoration. bought from the merchant
💡Poll channel in discord
💡A straight downward plunging attack with swords so you can stand on top of a gjall or seeker soldier or others and stab down.
💡 Add a feature where trees are seen with a mark where your axe hit it to visually show how much more health the tree has. The bigger the mark/dent, the lower the tree's health.
💡Troll rug? gives something to do with all that excess hide, plus it would look pretty cool.
💡 The dead raiser should summon the skeletts exactly where you're aiming rather than a random location around the caster
If you're aiming at a location too far away, it would summon as it is now.
💡 Valheim live action movie please 
💡 Dvergr camps/outposts could have another kind of special crate that has a sealbreaker fragment.
it's implied that dvergr don't want the queen to be freed so it makes sense that they also try to recover the fragments just to avoid someone (like you) to open the citadel.
However, same rules apply, if you break something, dvergr break you.
💡 Grass roof
💡 official valheim dedicated servers for coop playthrough events
💡 A boat update, being able to add small upgrades to the bigger boat like more storage room, helping row the boat, or being able to alter the way it looks.
💡mountable deer
💡 Can we get some visual changes for armor and weapon upgrades? For example, you need bone to improve leather armor so having bone somewhere on the boots or chest would be nice.
💡 I'd like the portals to have a gui for setting them up. Some way to see portal names, or unattached portals and make the connection
💡endgame versions of all bosses where they're all powerful enough (faster, hit harder, take less damage) to be as scary as each other (eikthyr is cool, should be terrifying, is actually a pushover)
defeating them could yield power upgrades or just special, shinier trophies, or nothing but your own pride
💡 Make wards disable Player damage to structures so that they actually serve a purpose
💡 A way to split into teams to be able to do battles or competitions. This way you would not deal dammage to your teamate if you are too close
💡 Anglerfish size should matter for the number of baked fish you can make.
💡 Change the Carapace Helmet design to have little pincirs/mandibles on the helmet. The crafting recipe require Mandibles to craft it, but no where in the design does it reflect those Mandibles used in the current design . I love the carapace armor, but the helmet to me just looks like the Padded Helmet without the chainmail around the neck.
Drake Helmet requires the Drake trophy and it reflects it in its design with drake horns
💡 Make it so you need to be in the radius of a artisan table to place the eitr refinery, like the blast furnace. This would make more sense because the refinery is using the light blue power of moders tears to run, as seen on the cogwheel on the refinery's side.
💡A sickle tool to use to collect our crops in a larger planting radius and which can also be used as a weapon
💡 Beeswax candles for small tabletop lights
💡I had an idea to go with this: For an endgame battle with the elder, he can grow a giant chain mace root out of his arm, and swing it around. On the third hit, it smashes open and spits into greydwarfs. He can also summon a knot, which is like an abomination of small roots
💡 Kind of a niche, unlikely-to-become-relevant thought, but it'd be kind of funny if the Fenris armor made you vulnerable to spirit damage. Not really relevant outside of some limited PVP situations I imagine, but I feel like I'd be asked to put this in suggestions if I wrote it anywhere else, so so I shall.
💡 Demolisher needs refined eitr but still deals pure physical dmg, even when upgraded, which is weird considering skoll & Hatti and Krom are similar: No eitr required, both deal pure physical dmg
Either add fire or lightning dmg as base or after upgrading it or remove the refined eitr requirement (Other materials cost could be increased as compensation).
💡 Make the protection staff's shield immune to pickaxe and chop dmg.
There really isn't reason to have it being vulnerable to them at all, especially considering the enemies you would prefer to use it against specifically deal pickaxe/chop dmg with some or all of their attacks
💡option for a permanent night mode or event, potentially one you can start, like an eclipse idea I saw somewhere above
nightmarishly harder if permanent, but worth the trade if you can handle yourself at night
💡 Diving. No wait, take your finger off the downvote. I simply propose a simpler mechanic where you can press a key or button to submerge. It could be a great way to retrieve items, with the camera remaining above water (similar to Hogwarts Legacy during some quest where you press the dive button to retrieve loot then resurface).
To expand on this mechanic, holding down the dive button would keep you underwater, with a time limit or breathing bar. This feature could let you hide from mobs, excluding undead ones that can walk underwater.
💡 A way to select or deselect the markers you want to share on the cartography table
💡 An indication on which slot hildir's clothes is put on.
It's kinda difficult to know whether something is wore in the chest and legs at a glance. Especially when you can wear any kind of clothing
💡Deep North Portals should instantly freeze over on placement (shorting them out)
💡cinnamon, basic food ingredient crafted from ash tree bark. Barleymeal made from barley, cinnamon, and blueberries, acts as a medium stamina, high stacking, low cost food to use around the base and not feel like your wasting your food. Can be expanded on once we get the ingredients for the Ashland and deep north
💡 I would like a hot key that works for the tillers on the boats, raft, and the cart.
💡we need some organization in the cooking pot so recipes are easier to find. That menu is a mess now
💡 A new highest raid setting where the chances are the same, but raids that are based on biome would happen on any or most biomes.
For example, seeker and gjall raids would be enabled in meadows with this setting (but are disabled in lower settings)
💡For the Dead Raiser, let us choose between melee and bow skellies with primary/secondary attack.
The unused button is right there.
💡The ability to give Barry the bone man jones a beer
💡 add an option to toggle between the current camera controls on a gamepad and the original controls. 1000+ hours of muscle memory with the old way make this really frustrating
💡 Floor chests are so useful. We need floor/ceiling sign plaques, please.
💡self made Mineshafts/Tunnels/Caves through the use of pickaxes and maybe wood planks for stability
💡I'd basically turn down the intensity of the fog. I have to use a mod that increases the view radius to enjoy the scenery of MistLands.
💡 Add smaller ornate doors. We have larger ones but smaller are still plain wood
💡 Healing magic staff that works on your teammates and summons like the shield does
💡 Would it be possible to let trees from seeds grow just halfway or smaller when they do not have enough light?
💡 A weapon made with the thunderstone so it has more then one use for it. Personally an Iron Age electric mace would be cool but black metal tier would make more sense maybe
💡 Datsun 100A
💡 Re-use the landing animation you do when first being dropped off by the Valkyrie as a generic long fall landing animation.
💡 Some kind of utility item that can pick things from the sea floor, probably some kind of magic claw on a chain or so. Could be used to fetch dropped items or serpent scales, make the world feel more fully accessible. If it's a post-iron item, in theory I like the idea it could be used to pick lumps of bog iron, as an alternative to dungeon crawling, and a nod to how the Norse historically got iron, but I'm not sure where these bogs would really be, swamp isn't deep enough. Tricky question is how this device would make it easier to see to the bottom of the sea.
💡More animals, both wild and pets
💡 Running out of stamina while using the bow should release the arrow.
From my experience with bows, it takes much more effort to actually return the draw string to neutral than simply releasing the string entirely. Which makes me wonder why our characters would bother attempting that when they tire out
💡 Magic Hare Greeves. Hare Trophy + Scale hide + Springs+ linen
Increases run speed by 15% and increases jump height by 15%-30% but uses more stamina for jumping.
💡 Maybe couple more map icons. Examples - Berry for berries; Mushroom for shrooms; Ingot for ore deposits.
💡Better swimming mechanics.
Remove the stamina usage when normally swimming and only using it when the player is diving. Also making the player able to place things and break them while diving. In case of drowning losing hp in a frequency of 5hp per 0,5s
💡sunset in the mountains always makes the snow look like it's on fire and the blizzards look black instead of white, which gave me this idea:
Volcanic eruption event (for the mountains?), turns the biome into a land of brimstone and fire temporarily, maybe have some lava, get rushed by surtlings maybe
💡 I think it would be an interesting interaction for trolls that do not spawn with tree clubs to have a chance to pick one of the rotten trees up from the ground if they pass by one to use as their weapon as they chase you if you run. Maybe it breaks in two or three hits/swings but it would be a fun unexpected scenario to run into while fighting one.
💡Change the controller attack direction back to the old way, instead of being controlled by camera direction. Or make it an option, please.
💡 One last boat. This will be a longship that will be used to transport live stocks, with some room for cargo.
💡 IF the death penalty slider for gear is separated and becomes its own separate setting:
Easiest setting would make the character respawn with all gear that can be equipped (meaning materials and consumables would be left at tombstone)
Easy would be as current easiest death penalty (character respawn only with equipped gear) but everything else is left at tombstone
Normal is as vanilla (all in inventory is left at tombstone)
In Hardcore, you lose everything permanently (as current hardest death penalty)
💡 End game two handed hammer (is it called the Destroyer?) , should be able to mine ores/rocks. It could have an AOE and higher damage so you could take out something like a copper deposit in 20-30s
Would also be cool if it worked on stuff in the mistlands (maybe not tissue?). Could just be a massive help with getting mineables as the black metal pickaxe does not really feeling like an upgrade to the iron pick. It's not able to one-shot copper or stone for example and it's durability is barely better.
I think axes suffer from a similar issue but it's not nearly as bad as pickaxes. Also, maybe it's dumb to make suggestions when Ashlands is so close and may add the type of cool tools I am thinking about.
💡can we get a channel again that posts the twitter posts?
💡Make the natural mist (not the magical mist of the Mistlands) dissipate near light sources indoors (campfires, fireplaces, torches, etc.) to give the game's ambience an extra touch of realism.
Indeed, for my part, I find that having fog in houses that are closed on most sides and contain several light sources is rather unrealistic.
I can't imagine how difficult this would be in terms of development and coding, but to put it simply, the dissipation radius could be modelled on the rest radius provided by fires, for example. What's more, I imagine (perhaps wrongly) that this would help reduce the number of instances within the base during this meteorological effect.
💡 Press and hold E on workbench to autorepair, same way we hold E to stack chests.
💡 Would love it if there was a way for more than one Viking to row at once when we're sailing into a headwind. Maybe seats on the sides of the long ship that extra rowers can sit in to row. Increase rowing speed by some scaling percentage per rower to prevent cheesing the row mechanic.
💡 Im sure this has been mentioned prior. I feel like as long as you place an upgrade within the radius of the workbench it should count instead of having to place upgrades within 2 meters. It makes things kind of cramped when placing these around. Especially if you want things to look more natural. Like being able to place a chopping block outside near some wood rather than 2 meters from a bench inside. Even if it was increased to 5 meters it would help.
💡
Please return the ability to attach turnips to item racks. For many this is a small thing, but I love decorations and the turnip fits perfectly into them
💡a new game setting that allows to just teleport with smelted ores (imo this must be the normal mode)
💡 An option to disable enemy health bars - would go well with immersion mode. It makes a surprisingly big difference to be focused on the enemy models instead of the red bar above their head.
💡 have building pieces within range of the appropriate bench be repaired slowly over time. Spontaneous rain while building wouldn't be such an ugly headache
💡 wisp light that actually removes the mist
💡 An upgrade for the cultivator: a highlighted 4x4 grid pattern for both planting and harvesting crops, and then another upgrade to an 8x8. It could be unlocked with the second and third current upgrades already in game, or just add it to the final current upgrade
💡Ashlands Zombie Ship Raid Event "Death sails from the South"
Requirements: beat the queen, must be on coastline
A longship constructed of scorched timber, bone and sinew pulls ashore, disgorging undead ashlands warriors. These warriors continue to spawn periodically from the ship until it is destroyed, ending the raid event.
💡 When using a ward in your build, have comfort pieces link to it so that the total comfort level is given across the whole ward range. Would enable much greater building freedom.
💡 A "stay here" option for Dead Raiser summons, similar to wolves.
💡 Make it able to craft some nords/viking instrument (like flute, oboe, lur, lyre, tagleharpa or drums) to be able to play pre-recorded traditional nords music (like skjaldardrápa, mangsöngr or draeplingr) alone, or in thune with friends, similar to Sea of Thieves group music. Playing it would give +1 comfort. Maybe some music sheet could be found in dungeons or in lost chest / treasure in order to be able to play the music
💡 New Work Bench: Drafting Table (not attached to the name). Ingredients, Resin, Wood, Leather Scraps, Deer Pelt.
Different workbench is used exclusively for building Comfort Items. Main QOL change is Comfort level is tied to all items within build radius, instead of radius/cluster of specific items.
Why? The radius for putting all comfort items near specific fire is tedious and counter intuitive--for example, the highest comfort level might be in the space between the Bed and fire, away from most comfort items (or something like burying a bed). This would also allow more freedom in decoration and establish a more intuitive comfort zone: the whole living area.
💡 Black Metal Armor
It would take 30 Black Metal per piece, craftable at the black forge. High Armor value but -10% speed reduction per piece. It would be a alternative to carapace armor (or make it craftable at the normal forge and thus a alternative for padded armor).
💡 I have posted on steam, please add option or return the way you strike an enemy the way you are facing not the way the camera is pointing this seems like we are going backwards and this is important to the way i play which is badass (rogue/ninja build atm) and striking behind me when I am facing 3 enemies is crazy 😂 also Thanks for the game 1900hrs and still it rock'n fun 😇`
💡 more cooking options for deer meat please. Even as a substitute for sausages would be nice. Currently it's best use after black forest is wolf food
💡 Iron chimney and fume hood pieces to funnel smoke from the hearth.
💡 I think the ability to place a standing wood torch without a workbench would be helpful. Especially in no map mode.
💡 it would be nice to be able to push the chariot from the back to help going thought steep terrains. There could be a bar or just a snapping point to interact
💡 I would like to see birch trees have a higher drop rate; preferably something over 1:1. I would like to have a tree farm that does not force me to chop down all of the birch trees in a region just to keep the seed supply up. Also, I would like to avoid going to a different world just to harvest my wood there.
💡I think it would be really cool to see more fist weapons maybe caestus or something similar with one for each or most metal types.
💡 Late-game crop with lightning properties
💡more mounts would be pretty cool, nothing crazy like WoW but one or two more would be interesting to have
💡 Disabling continuous music also affects the music during boss fights.
This suggestion is to make the theme during boss fights ignore the setting and always be on loop. It's weird to be having an epic boss battle where there are moments when music just stops playing and you're just there fighting for your life with only the ambience sounds and my screams of pain and horror
💡 Swamp Miniboss Idea: Draugr King wielding a battelaxe
💡 Can we have another option on the world modifiers portal slider that allows refined metals (ingots) but not ores. Something like "Portal Items - Refined Metals - Normal - No Boss Portals - No Portals." This would still require either boating the ores back to base to refine, or building a base at the dig site to refine the metals, but would allow us to portal refined metals to ease building bases around the world.
💡 Would be nice to see semi-permanent wheel ruts/flattened area created when pulling the cart down a path regularly traversed. Would help to make trails or roads through the biomes without using the hoe
💡 add a new trader, where players could gamble to win smth. Maybe betting gold to try to win more gold or some different bets to win certain metal ingots or other unrestoring materials.
💡 setkey options for eitr to match the setkeys for stamina.
💡 Since the hackers deleted pretty much everything a couple months back, I'd like to write down a previous suggestion I had posted. I love this game to death but I think the part I enjoy about it the least would be the boss fights. As far as I can tell, HP does not scale with player count (apparently it does but my point still stands considering the same concern occurs when they are just as tanky naturally), which makes some of the mid-late game fights tanky as hell for singleplayer, boiling them down to the guaranteed breakage of at least two weapons and a 20-30 minute dance of dodging the same 3 attacks while barraging them with as many hits as you can before you run out of stamina. It's more of an endurance test than anything, even if you go well prepared. I appreciate that the queen expands her moveset as the fight rages on for example, but even then, it still feels very much so dragged out. It would be nice to see some extra spice being added into the bossfights to make them more engaging than tedious, and I hope it gets addressed sometime before the full release, maybe after all the bosses have been added so player feedback can be received.
💡 seed merchant/trader so i can actually use all my spare beech seeds to get some birch, maybe even an acorn
💡 Ability to name boats.
Bonus points if the name shows up on the hull somewhere
💡 make tameables easier to transport. The boat thing's been requested forever, I'm not talking about that. What I'm talking about is rather moving my boar from the village I tamed him in, to the meadows house I live in. It's hillarious making a fence racetrack from point a to point B with torches, but there has to be a better way.
I can think of 2 solutions to this: make tamed animals walk towards food when not hungry so you can make a sort of trail, or make it so that all pets can follow you like wolves.
It's been said so many times but I really dread the moving of pets in this game. Many thanks!
💡 Have the DN boss (or one of the 'large' enemies) be heavily armoured with either metal plates, ice, rock or like a shell that makes it take reduced damage. But it has weak points like the Gjall that destroy some of this armour. It should still be killable with its armour, mind you, just more difficult.
Bonus points if the boss is very weak to poison damage, but the armour is immune to it.
💡 make bucklers not reduce movement speed at all, it would make them actually viable for knife users.
💡 Lightning Bolts.
Costs 4 Copper, 1 Refined Eitr and 1 Thunderstone to make 20 and is made at the Blackforge.
Deals 22 Pierce damage and 30 Lightning Damage.
The Thunderstone is effectively refunded when crafted, the recipe just requires you to have one in your inventory to make the arrows.
Since very few enemies are resistant to lightning damage so I feel its elemental damage should not be too high, plus it dealing 22 pierce means it does less physical damage than Bone Bolts' 32, but its total damage is 52 which sits it neatly between Iron Bolts at 42 and Blackmetal Bolts at 62.
It should have the hefty cost of Eitr to make it less spammable. (Looking at you, Frost Arrows.)
💡 Cycling snap points when planting carrots, turnips ext. allows you to change to a 2x2 or 3x3 grid of crops. Alternatively just a different build piece on cultivator to do this also.
💡 Add Game Profiles on Steam Market, 6 different biomes for 2000 points and an exclusive one for 10000
💡I need some Flugsvamp, (Fly Amanita) for bärsärkargång, (berserker rush). I haven't completed the game, but have come across some of the mushroom so far, and see no sign of the Fly Amanita although it looks fairly similar to the first mushroom you find in the Meadows. When we learnt about vikings in school, the Fly Amanita was one of the things that really stuck with me that vikings would sometimes eat before going into battle as they are poisonous but could fuel a crazed rage in the consumer if the right amount was taken. I think it would be an amazing addition to the game. The game mechanics of it would have to include a drawback, after a few seconds of heightened stats, so you really need to think whether it's worth the risk or not.
💡 white and red marbel
for more gorgeous builds
💡 Have a way to turn a ballista on and off fully, without having to use a trophy to change it's target to make it safe or deconstruct it. Maybe long-press E or add a toggle handle like the Obliterator has on it that we can interact with.
💡 A lox wagon would be awesome! A way to transport goods and players overland would make the loxes WAY more worth the amount of work required for taming.
💡 i think that yule glowes could work as a traded or crafted fists type weapon (with small ammount of frost dmg? or snowball throw secondary attack?).
💡 u should make map bigger and add some flying creatures that player can fly on in next updates
💡 make it easier to change weapons and shields while using the controller (equip wheel?). It is much slower for controllers to equip your weapon and shield.
💡 Stone wards. does what a ward does, but stone. Ancient bark, Stone, Surtling core. Unlocked with stonecutter.
💡 Label new recipes in workbench/forge/black forge/artisan table/hammer. Sometimes you need to spend some time to find all new things what you can make
💡 Make a wallpaper of the Ashlands Gameplay Trailer (Waiting for the Livestream to start) image.
💡goat
💡Add a command selection on tamed animals for them to sit. Allow us to have tamed animals sit on the trebuchet. Allow us to fire said tamed animals with the trebuchet.
💡 methane caves scattered around the world with damage debuff upon entering. Potential for new materials, tables, monsters, ext. And an ice wall around the edge of the world instead of a waterfall… could be hidden gems in the wall! What?!
💡 make a different backpacks to get more space in inventory
💡 Some sort of Seasons applied to biomes such as meadows to create a little more variability. Not all biomes need the seasons or necessarily all of the seasons. Even if only cosmetic, although, there is the opportunity to have different spawn rates or other changes.
💡 Reduce the base number of slots in your inventory in order to further increase it with the help of backpacks like we increase weight with Megingjord( for example, a backpack made of venison skin, wolf skin, and bull lizard)
💡 Drops from bosses that are progressively useful for decoration in later parts of the game.
Right now, the main reason to kill bosses after the first time is to get their trophy and use it as decoration in item stands.
This idea could be expanded further by making their main drops being used to build decoration/cosmetic-only pieces after the biome the boss is from.
For example, antlers from eikthyr could be combined with materials from BF or later to build some kind of eikthyr statue or furniture. Similarly, Moder's tears + a material from plains or mistlands could be used to build a unique dragon-themed throne (as we have a dragon bed).
💡 More incentive to defeat the 3 Mini bosses other than aesthetic's. Defeating the mini bosses grant you a WHOPPING 30 seconds more to your forsaken power. Having completed the Request, the player would have 6:30 Minutes of duration.
💡some way to lock in skill progression after certain milestones, randomly noticing that my skills have all dropped by 10-15 points because i spent a little time screwing around and managed to get nailed by the skill drop every time is a little annoying
💡 Is there any way we can make the troll armor look less like a pair of pajamas? Maybe long sleeves for stealths sake? Bracers? Anything?
💡 lox cart
💡 lox saddle bags
💡I am once again asking for salad to be craftable at a level 4 cauldron so that sequence breakers (bossless runners) get at least one craftable food at that level that doesn't require blackmetal. Otherwise, sneaking into the Mistlands to grab black marble for a mortar and pestle yields you nothing you can use that isn't Modergated.
Eyescream, Wolf Skewer, and Seeker Meat with fully-upgraded Mountain gear is intense but workable in the Mistlands, but it really leaves you thirsty for the stamina that Mistlands terrain requires (and the greydwarf eyes for eyescream run out faster than is sustainable, requiring periodic grinding). Salad would be a nice reward to ease that thirst a bit.
💡Salt
Probably purchased from Haldor. While it undoubtedly has its place in recipes (Surströmming, anyone?), the main use I had in mind for it is an option for the hoe.
Salting the Earth with the hoe consumes salt and has a similar visual effect to Pathen, but has the following properties:
-Plants, branches, rocks, flint, mushrooms, dandelions- no objects spawn or grow on the salted ground. Useful for mushrooms or dandelions that keep regrowing under the floor of your house. They will start appearing again once the salting is undone with a different option of the hoe.
-Creatures won't spawn on salted ground.
-Snow won't appear on salted ground.
💡 allow makro editing.
If that's not possible, then alternative hotbar options.
I for example have health potion on 5. How about shift+5 for an other potion, lets say stamina.
Similar with arrows. E.g. 9 for fire arrow, shift+9 for an other type of arrow
💡 Add separate slots for weapon and armor items so they don't take up inventory space
💡 Automatically equip items (weapons and armor at minimum) when retrieving them from the tombstone
💡 Make workstations use items stored in chests automatically as long as they are within range
💡 A straight roof option, if we want to build something without a roof on the upper part of the house and still keep the lower part dry
💡 use bonfires in the plains to scare off deathsquitos in a small radius
💡 revert the recent changes to controller button layout, specifically in regards to camera/minimap zoom. failing that, VASTLY increase the customization options for controller layouts.
💡add yggdrasil seeds to plant in mistlands
💡I'd like to see woodcarving and stone crafting implemented to give players the option to create statues from either (fine) wood and stone / black marble. Statue(tte)s unlock when you collect a trophy from a monster.
Wooden statue(ttes) can be cut with any knife and are able to be put on display using the item stand on a table.
Stone statues will be cut with a bronze or iron chisel and will have a maximum height of 50% above the player's height to avoid them being too tall. They can be placed both indoors and outdoors.
💡 This might be a huge thing to ask but please develop ocean before Deep North.
It's due for an expansion since the very beginning and the more content all other biomes get the emptier it feels.
Considering ocean separates ashlands from DN it would make perfect sense to have it developed before the actual final update when the game reaches v1.0.
Even if it's divided into several parts spread throughout the rest of the development and have it expanded little by little, but would still be better than an underdeveloped ocean with all major biomes expanded and full of content (this last part is assuming DN gets it first)
💡a bossless run mode/make a bossless run end goal - either something like being able to progress in different ways through the game without killing bosses (moder seems to be the main problem here) or a milestone to say "well done, you made it through each and every biome without killing a single boss" if you get one of every trophy except the boss ones
💡 Animal Bait station - Have a new building that does not require a workbench, You can put any food item in it to draw in sepecfic creatures native to the Biome. Would be good for collecting live boar and other tamable creatures. Alternativly could do a monster baid station for Greydwarves and Trolls
💡 Add crafting recipe to the work bench that allows the player to turn wooden arrows into Fire arrows by adding resin to already crafted wooden arrows 🏹
Recipe could be perhaps unlocked 1 upgrade above fire arrow tier?
💡 Is the fire of Muspelheim actually pathetic? The Staff of Embers should dry you when equipped.
💡 There are 1 and 2 star animals/enemies, what about food/seeds? Like 2 star carrot that gives much more bonus to health/stamina and when planted will give much more seeds than usual with like 10% rate of spawning another 2 star carrot.
💡Provide an opportunity to shoot from the bow, to fish in a sitting state on the ship, because now when you are riveted you can do nothing, and in a standing state (when you are not riveted) at high speed there is a possibility of falling overboard.
💡 light armor for plains and mistlands!!!!!!!!!
💡More stacks/piles, and possibly a simple GUI to add and retrieve stuff from them.
You know wood stack, stone pile, and other storage entities that look like someone piled a bunch of that stuff, and that you can destroy with a hammer to get that stuff back?
Adding more kind of stacks/piles that can be placed would improve the looks of storage facilities, also because the only alternatives are chests with very little variations in how they look, and you can't tell what's inside them without opening them.
Not necessarily for all things, but at least for stuff that people tend to accumulate on purpose, basically pieces used in crafting recipes and consumables, like food, ore and metal bars, skins, arrows...
Their usability could be improved too. Interacting with them could open a chest-like dialogue so you can take only a part of the stack, or add to an existing one, instead of having to place 50 pieces and be able to only retrieve the whole thing, no middle ground. This could or could not be represented by the stack getting visually smaller or bigger, but the main point is to make them more usable, because right now only chests are convenient enough and every storage room looks the same: a huge wall of tagged cabinets.
💡 SUGGESTION: Fenris hair and Troll hide rugs
REASONING: both of these fabric-like resources are mostly used in their respective sets and otherwise have not much usage, and in contrast with that they are relatively common and readily available - especially troll hides. If we could make rugs out of them the way we can from deer hide, wolf skin, lox fur, yute etc. that would make both an awesome decoration and give a potential application to using them even after their light armour variants are made.
💡 Maybe... Progression system that works like this: You can not explore ahslands fully cause one cave with very hot material called fiery cores or smth. Ashlands boss would drop Fire Spirit that you can imbue to your wisp, this allows you to explore Deep North (but not Deep North dungeon). then in deep north you can find ice spirits that allow you to imbue your wisp with cold and then you can enter this cave in Ashlands. From this cave you get core that allows you to craft some kind of item that allows you to enter Deep North dungeon. This will make the end game progression more complex and fun (if obtaining cores and spirits would be by killing some kind of monsters [ spirits in both biomes] and doing puzzles [ashlands cave] )
💡 Repair seeker attack hitboxes. Right now the Seeker and Seeker Soldier have a lot of attacks that can go through walls or hit you without hitting your perceived hitbox.
💡 More uses from bones. After plains, skeleton raids we have no real use for them.
💡 Fishing is more interesting with tier loot crates
💡 When choosing 1.5 resource rate, single drop items are doubled (rounds 1.5 up to 2). Can the rounding be done randomly? Sometimes single drop items drop 1 and sometimes drop 2.
💡 and related suggestion: maybe one of those hanging Fenris hair "curtains" found in mountain caves as a buildable option? that would be neat too
💡 Make it possible to mount every item from the game on an item stand (both horizontal and vertical). I don't see why not, except for maybe that it takes time to implement? I was very disappointed when I found out you couldn't.
💡 Since we are supposedly getting a ||fire propagation on biomes besides the Ashlands|| world modifier in the next update or something like that, what about a modifier that stops water damage on wood?
💡 When chopping wood, after the first strike the character could start wielding the axe with two hands. Only a visual/cosmetic thing, dmg values or hitbox wouldn't change
Alternatively (or additionally), the secondary attack could be with two hands instead of one. This attack does deal increased dmg, but that's despite the character performs it with one hand? Seems inconsistent, increased damage but visually no change except the attack being vertical
💡 Currently MMB (Middle Mouse), when in building mode, breaks the targeted item. This suggestion leaves that functionality as-is.
I'd like to propose a secondary function, perhaps (but not necessarily) activated by a long-press on whichever key is bound: it "picks up" the placed build piece so that it can be repositioned without having to 1) break it 2) chase/recover the mats 3) re-enter the build menu and re-select the item, then try to get back to the right placement position. Any builder knows that sometimes this sequence of steps is not quick or easy, and it's frustrating when you had the placement almost right, and then can't get back to the spot or angle you were in. This--or anything else that performs the same function--would help immensely!
Pressing MMB again while in this mode would break the item. Doing anything other than placing it, such as using RMB or exiting the mode, would snap-revert the piece back to its original position, making no change.
💡 console command "klapaucius" for a 1.000 coins
💡 Resource Specific storage containers, would have more space than a normal box but only accepts one type of resource
💡 let me climb into the blast furnace - the chimney has enough space and it would be funny
💡 A way to heal/feed lox while riding them. I'm sure this has been suggested in the past, so I apologize.
💡
Saw (Tool)
Trims the protruding wood floor edges from structures so that they can can perfectly fit in the floor gaps without some edges sticking out.
💡AN OPTION, SO IT REMAINS ENTIRELY OPTIONAL: for the mist to be cleared entirely when you kill the queen. those who like it can keep it, those who don't can complete their mission there and never have to deal with this awful mist again
disclaimer: i've not played mistlands, and i kinda don't want to with how bad the mist sounds, especially given it's incredibly difficult to permanently get rid of it all
💡 have just carrots and not seed carrots and normal carrots. barley makes barley. flax makes flax. magecaps make magecaps. just make it possible to craft seeds using carrots if we really need the seeds
💡 auto pickup enabled for cold eggs, but not warm. toggleable
💡 metal bar pile/stack
similar to the wooden stacks and coal/stone piles we can build, but for metal. would be nice to decorate with
💡 characters singing while traveling at sea
💡 Much larger POI structures like keeps, fortified villages, small castles, etc.
They're probably not there as a way to encourage players to build their own outposts/bases, but I can argue that with having those bases spawn much further away from spawn and being somewhat rare. See them as a very convenient refuge the player can use to their advantage in a moment when they have little means to build an actual base.
Besides, the POI could still be expanded, so building more isn't exactly discouraged
💡 Guys, I come here to suggest that within the game a portal be made to the underworld and that within the underworld there should be a normal map with the same size full of new biomes as in the original Valheim map and it would be really cool to be able to have an underworld world before they finish the game what do you think of the idea,
💡 More fist weapons
💡 Change the XBox PC Gamepass root save file structure so it doesn't share the same location as the Steam version. My Steam Worlds are sharing a location with the XBox worlds so both are showing up in the worlds screen and is starting to get confusing. Sometimes I'll join the PC world by accident and my game will crash.
💡 Ability to change wisp color (to something like orange) for those of us with light sensitivity and a bright blue wisp is painful.
💡 Please make a pvp world modifier. I know the game and community prefer PvE however there is a niche that would love the replay-ability that PvP would bring to Midgard.
The update would be simple really just make friendly fire a world modifier. Then make a clan tag system which allows tames, portals, and ballistas to see non clan members as enemies.
Boom you’ll have an amazing locally hosted concept
💡WINE! GIVE ME WIIIIIIINE!
💡Mistlands ship upgrade!
A way to upgrade or equip your ship with a more potent wisp light so you can see slightly better in front on the boat...
💡 While having corpse run status, gear should be equipped significantly faster.
It's basically panic mode, so the character rapidly gearing up right after getting the equipment back in a hot zone makes some sense
💡 Since we have difficulty sliders now, can we get monsters like Graylings, Serpents and Loxes with stars on higher ones?
💡 Make iron bars not weigh more than scrap iron. I'm no metal expert but i feel like if you melt 1 scrap iron and get rid of its impurities it should be the same weight if not lighter than its scrap.
💡 (reposting because it was lost with server hack) -
Add a few rare structures to the game with minimal effect on the gameplay, there would only have to be 1-2 types of them per biome, which would each generate 1-3 times in every world.
For example these could be: a slightly larger/more intact abandoned village, fuling, draugr, dvergr settlement; a small unique island with a structure on it for the ocean, something that looks like a structure made by other resurrected vikings (maybe specifically the buildings of the ones who are mentioned one rune stones), a large yggrdasil shoot, large rock. Or some curiosity like a friendly dvergr outpost, a viking outpost in the mountains that generate with already tamed/starred wolves, some abandoned towers that stand out, etc.
There is currently nothing unique to look forwards to finding in the relatively huge world, just the same similar dungeons and similar sized abandoned buildings/settlements, just adding a few rare (and also more interesting) structures would go a long way for the enjoyment of first- and long-time players alike, it would give a reason to explore the whole world if someone wishes to find one of each of these structures in their world, assuming that at least one per type/biome would be guaranteed to generate.
It would be the best to make the importance of any unique items negligible, no player should feel forced to look for them for some gameplay affecting item, they could have either no unique loot, or something purely cosmetic/meant to be collected and displayed if someone wanted to do so.
💡 Able to have a building hammer and a torch equipped, sounds like its already a thing but its not :(
💡 Update the Valheim Soundtrack on Steam. It's missing a ton of music.
💡 When cooking food it could increase comfort level slightly, the sound of meat sizzling is just comforting you know.
💡 Drying Rack - Would work similar to normal cooking but does not need a fire. Inspired by the tradition of dried and fermented fish
💡Eitr Infused Karve and Eitr Infused Longboat.
Eitr-Infused Karve - The magic of the Mistlands imbues this new Karve with industrious might. Sailing speed increases and your stamina loss when Fishing from your Karve is reduced.
Eitr-Infused Longship: The magic of the Mistlands imbues the Longship with a Banner of War. Wisp light Lanterns hang from the front and back of this Longship, and fighting within 20m this Longship increases any damage you deal.
This gives each boat a niche within the overall gameplay loop, encouraging people to take their Karves out for quick, industrious trips or using the Longboat to establish a beach head.
💡 I do not know if this is already a thing or not but, if you kill a animal with a bow it gives slightly more recourses rather than a melee weapon.
💡 I don’t know if anyone suggested it, but: how about a mineshaft system so we could’ve dig through the mountains and not going around them. Like place the special beam-like structure which will prevent the ceiling from collapsing and there you go.
Also maybe add more ores more deep inside in the ground so mineshafts would also have a point for collecting resources which would be deep within the mountain.
💡 great idea was brought up in the valheim chat by jono for a grappling hook. I thought about the items in the game and thought, "what about a hookshot". using black metal, springs, and flax rope and maybe something else not sure, to make a tool that wears down over use to hook and pull yourself to locations. it would pull you to location at x rate with no falling protection so you would have to pair it with the feather cape to safely attempt high pulls. could be used for escapes or traversal.
💡Certain monster attacks can affect terrain under specific conditions.
By "certain monster attacks" I mean heavy attacks by large "siege-type" monsters such as the troll's log smash.
If the attack is performed and it hits a section of terrain without dealing any damage to objects or structures, then the height of that section of terrain is reduced by half the distance to it's lowest neighboring sections.
This simple rule displays the following behavior: no effect on level ground, sections of high walls such as earthworks or moat walls will get "smoothed out" with repeated blows, allowing enemies passage through. Additional time can be bought by "shoring up" earthwork walls with buildable structures (beams, spikes, stakewalls, stone walls) to take damage in the stead of the terrain.
The intention of this suggestion is to bust 100% raid-proof base designs, understanding it is the intent of the game's normal design that raids should always pose at least some degree of a threat.
💡 Create a sealant for wood that will protect it from the elements
Some craftable item that either removes, or significantly extends the wear period for non covered wood (likely would not work, or would only slightly extend wear time for submerged wood). First idea that came to mind is some kind of stain, crafted with resin and something else, you then use that on built wooden pieces to seal them from the elements. This still wouldn't change any of the shelter mechanics, it would simply be an option for people that don't like the tedium the wear mechanic provides, while still requiring effort and up front cost, giving an in-world solution rather than disabling the mechanic.
💡 make sausages placeable on vertical item stands so they could be hanging from the wall like how sausages are often traditionally stored
💡 the Ashlands got me thinking, the very north could house some frost giants at some point due to Nordic mythology as the next biome update maybe even fighting Ymir or something similar as the final boss of that area.
💡 i would like to build on this idea instead of item stands make it a place able decoration so its easier on the devs for implementation purposes
💡 Have a boss that's just a swarm of bees that you have to sacrifice queen bees to summon. When you summon it you get the same text as when the bees are happy but it says "The Bees are Angry" instead.
💡Please make it so that the slightest mouse movement does not "reset" your typing in the type-for-quantity feature of splitting stacks. There's no imaginable reason for it to need to do that, and it causes the workflow issue described below.
When using KBM, we play with one hand on the mouse. For efficiency, when I take my right hand off the mouse to type upper numbers or press Enter, I typically do it as I begin typing the first number. Taking my hand off the mouse gives the tiniest nudge of the cursor, which should mean nothing--but Valheim interprets any mouse movement as resetting what you were typing.
For example, if I needed to split 20 or 29, I'd type the 2, and while doing so my right hand would be in motion to type the next number and press Enter. However, when I type the second number, Valheim has instead treated it as the first.
💡 make the skill xp gain higher for crossbows and elemental magic. Staff of embers gives 2/3 as much xp as any Melee weapon and is way slower. Crossbow gives 1xp per shot while bows are much faster to shoot and give 1.5xp per shot
💡 Please add tabs to cooking station, sort the receipes by mead, health, stamina, mixed tabs. With every update list of receipes is getting longer. Scrollling through that list becomes a bit annoying. Few tabs with sorted items would make the cooking more accesable after some point of the game.
💡 ability to name ships
💡when running out of stamina while drawing a bow, instead of it canceling the shot, make it deplete the draw at a reasonable rate. this is so I wouldn't have to look at my stamina bar while shooting, especially with the higher level bows that draw more stamina.
💡 Probably being asked already, but it would be nice if we had an option to show our tamed animals (boar, wolf, lox, anything in the future) with different symbols on the map.
This would make it easier to locate an animal if / when it was lost for whatever reason.
💡 This, alongside ship icons shown on the map, could be tied to the cartography table.
If it's present somewhere in the world, the icons would show up.
💡 Able to turn deer hide into leather scraps, Deer hide makes leather armor so it would be nice to turn 1x deer hide to 4-5 leather scraps
💡A block that brings up the UI of what biome you entered but for your base, for example when you've entered the Black forest you know or the Ocean UI you get when entering the ocean, it would be cool to name your base and when you enter it pops up that UI, what block this could be I don't know but it would be cool in my opinion and bring a better feel for your base almost like being welcomed.
💡A slider to change cursor size because it is tiny at the moment
💡 A way to hide the markings on the map
💡 Items in chests have a doubled Stack size.... For example, 50 wood is the stack size in your inventory.... while in a chest it's 100
💡 Chests within a short range by a workbench should allow for its inventory to be used, or have a workshop chest item that connects to nearby workstations as an inventory for those workbenches
💡Super tiny suggestion but when tree's fall a small cloud of dust appears under the tree if it smacks into the ground.
💡 5% chance for a random natural spawned tree to have a beehive on it in any applicable biome.
💡 i wonder if a talisman which reduces the cooldown of the forsaken power would be nice. Maybe hard to get (craft/or buy ).
💡Protection staff currently has animation lock as well as cast delay, to the point where it is possible to release the cast so players around get the buff, but die in the process yourself. Unless that is intended, it seems like an oversight. Please make it possible to either cancel animation with a roll, or have the buff apply to the player a little earlier so you won't die immediately after casting it.
💡allow us to mount a ballista onto our ship. Maybe you could even manually control it while the ship is sailing. It would be a fun way to hunt for serpents especially if the ballista fired a harpoon.
💡 New kind of cart. Something more durable
💡 Similar to Don't Starve Together and Minecraft - allow for torch/fire attack on trees that will start fire, it will destroy trees but give X amount of coal per tree.
💡 Since the game is so oriented towards Vikings and sailing, I would love to see in the near future a possibility to drop the anchor (where it would be feasible with regards to the depth or any obstructions) or dock the ships using lasing methods with the in game docks. Also a combination of those where you can anchor with the bow of the ship and lash the stern to the dock that you've built. Hope it gets read and there are more people who share the same idea!
💡💥Ashlands Animated Trailer💥! The last two were great, thumbs up to whoever did the animating!
💡 armor scaling upgrades
I like the cosmetics of some of the armors better than i like the cosmetics of other armors. i think for this purpose having the ability to use area based resources to upgrade previous area's armor would be cool.
For example, using Roots would let you upgrade Troll Armor to be comparable to Root armor in durability are resistances, then after it is maxed out, using whatever the mountains had for its special armor.
💡 Weather works semi-globally right now, being in a meadows and starts to rain means it rains on all meadows.
But I believe this should change, instead of weather affecting all the same biomes, it should start at center of wherever the player is at the moment it starts but remains static. Kinda similar to raids. You can move away from where the weather is if you move far enough.
However, the area weather is still huge so not like moving away can get you to avoid it so easily. Especially when sailing.
This is mostly so weather becomes more forgiving while still having a degree of realism tied into it (immersion and all that),
💡 a way to see the character's level statistics from the character selection interface.
💡 DUEL WIELDING SPECIFIC WEAPONS IN THE GAME!!! ALLOW US TO USE TWO AXES OR DAGGERS, SWORDS, EVEN SHIELDS LMAO THIS WOULD MAKE THE COMBAT WAY MORE COOL AND COMPLETE
💡 Give us the trailership as a sailable entity. Slower speed and more storage, and some armor on it to protect against serpents. Maybe a small building platform that offers limited support so you can customize it.
Edit: I had this message in from a couple weeks ago, I forgot to ever send it lol. disregard
💡 Serpent Scale-mail armour.
Have it cost Scales, Linen and a little bit of Chain and make it Plains tier light armour.
💡 be able to use death squito needles as a option for bolts for the crossbow. I have about 700 needles not being used for anything.
💡 Or, rather, buildable grappling hook posts for around your base and like he said, a hook for grappling around!
💡 Probably a bad idea but able to build chests on boats.
💡 Hey devs, it would be cool to have more early games magic staffs or wands for a more varied play style. Maybe some would come from the greyling and others like a bone wand from the skeletons.
💡 In next updates, please add some one-handed magic weapons, because I wanted to have a dvergr lantern in the other hand to look more like a magican, but I cant😩 (btw, make it so you can’t use a shield while using a magic weapon)
💡 I think the biggest update this game needs is a 1/4 or 1/2 arch wall/ceiling tile. Trying to work with rectangles just to make a tower that's cylindrical is beyond frustrating. The other suggestion I have is there needs to be more decorations, fence appearances, pathway designs.
💡 Any biome with natural fallen logs as part of the biome features, (Meadows, Black Forest, Swamp etc) to have a mixture of different timber species native to it's natural biome as drops when cut. For example, cutting a fallen log (fixed log) in the black forest gives 50/50 wood & core wood, as an additional way of discovering resources early on, but you would still need to progress to unlock cutting the trees with the same wood type in them also.
💡 dedicated Xbox servers should be able to fit more then 10 people I understand capping it at 10 for co op with friends from your Xbox but playing on a dedicated server should be able to fit at least 20
💡 I think ship need some update or just make it harder to be broken. I drown many times in mistland and I am worry about that in ashland
💡 make it so you can choose how many items you want to craft so you don't have to craft 1 by 1 every time. This would be very useful when crafting foods so i don't have to spam the craft button 20 times. I know there is a mod for this but it would be very good if it was in the vanilla game.
💡 I hope to one day see a 2x2 or 2x3 gate in the game. One variation being the regular rectangular shape of a door and the other variation having a pointed tip like Darkwood gates. This would allow players to make proper gateways to let large skiffs pass through by stacking several on top of eachother.
💡 would be nice to have animation variety for the spear weapons , the simple jabbing looks too goofy when spamming attack 🙏
💡 Im sure it has been mentioned before but now with all the new stuff from ashlands, recipes in benches and cauldron need to be categorized or a system to quickly find what you want without having to scroll up and down to find the thing you looking for from the 50+ listed items.
💡 Magical storage boxes... That you can access without having the materials on your inventory... Saw this feature on Enshrouded. Really handy if you have a massive base. How this works is whenever you are crafting on the base premises you will automatically access the materials that is stored inside the magic chests.
💡 Can we make items float in the water when you kill an enemy or destroy something? i hate losing serpent scales everytime i kill one or having to dive hoping to not lose the nails or other boat parts 😭
💡 I feel this may be a little too soon but I think having the final boss battle of the game at world spawn would be really cool way to end the game.
💡 Multiple weapons visible at the same time:
The Vikings would look more interesting if multiple WEAPONS were visible on your character (sheathed) at the same time. Sword on the hip, bow on the back, beside 2h Mace, something like that. It could be all WEAPONS (not tools) that are on the Quickbar. To allow this, maybe some option to wear 1h swords/axes/maces on the hip.
💡 Or just the first hand-held equipment in the 1-4 slots could be shown rather than all of the ones in the hotbar. To keep it simple
💡 Buff the Seeker Soldier Trophy Droprate.
💡(hoping I don't get hate for this but--) A third body type? Something more gender neutral? 🏳️⚧️
ENBY folks don't get a lot of rep in games so I understand if it's an immediate no. . . 🥲
💡 remove gjall from the game
💡We Need Better Optimization:
Valheim is a one-of-a-kind masterpiece in design and gameplay. However, when building and decorating begin to dominate, and the instances in certain chunks exceed 20,000, the game almost slows to a crawl, losing its luster. I believe I speak for all dedicated builders when I say that the game requires a more efficient method of managing instances, whether through reworked building mechanics or alternative solutions.
💡 I may have also mentioned this before, but after hearing the composer talk about wanting to add more tracks to the meadows after the deep north on JadePG's ashlands stream, I think music is such an awesome edition to gaming and more dynamic combat music would make exploration feel so much more immersive. It's not a big deal when it happens but sometimes you stumble across a big enemy or a group of enemies, or both, and there is this disconnect between your struggle and the music being all explorative and ambient. I do know there are combat tracks for raids and other planned combat encounters and those are obviously awesome and perhaps this is a big ask for composer and coder alike but it's just such a compelling thought. Perhaps a way to implement it would be to have the music build out of the biomes exploration music the longer you spend in a combat encounter, and perhaps for the stronk enemy types, they have their own unique instrument which comes in when they appear. Just a thought but thanks to all again for reading and your thoughts.
💡 this is a little thing, and nothing to do with the update, but would be nice if we could replace items on an armor stand without having to take it all down and put the rest back
💡 dunno if this has already been suggested but:
1.-add a backpack: similar to meginjord, but instead of increasing strength it should give us a full extra horizontal slots.
2.-Strength stat: every point of strength should help us lift +1 or 0.5 more weight so if we get 100 str it should be an extra 100 or 50 extra weight we should be able to carry. and also increase damage of all weapons a little bit maybe 10% max.
💡 a way to change the orientation of hanged items on expositors. For example, swords by default are hanging vertically, but it would be nice to hang them horizontally
💡 more bees
💡 Flower pots. I'm sure it's been suggested and maybe it's on it's way but I'd love to see flower pots to stick the seed veggies in (since they can flower) Could also stick other plants in that don't go in certain biomes -- they would NOT be harvestable - just decoration. Obviously. (but sometimes you gotta state the obvious lol)
💡A counter of the days in the upper left of the map UI, handy.
💡 Reduce deadthsquitos vision radius by 5-10%
💡A clock like device to tell us the time. Maybe constructed from Yggdrasil wood and Eitr.
It would like tell us the time like a magical sundial to show when we can sleep and when we can’t.
💡You dry off faster when naked, makes sense right?
💡 A rework of the item stands!
Some items. especially weapons clip through them, or are mounted weirdly, with a distance to the item stand or angled. I'd love to see 2 pretty item frames for both directions and 2 itemstands that you can't really see (however that may work), because often you only want to see the item itself.
💡 Seasons: a spring-summer-autumn-winter succession within an x amount of days. Maybe every 30 days like irl, so that we can have height based snow around the map and not only in the mountain
💡accesibility option
being able to hold left click to repair multiple build pieces, instead of having to spam like a monkey when you have a lot to repair but don't know exactly wich ones need repairing
💡 Can the 5th boss be easier to find? The runestones to point toward him are far too rare. Perhaps they can also spawn in goblin towers or other locations?
💡 Update Magmafish (fish from Ashlands) to drop updated bonus loot when caught when Ashlands drops & goes live.
💡 plains tier light armor I realize this has been said 100 times over but it really should be a thing
💡 Make poison arrows appear in other biomes than swamps. Or add another type of arrows for swamps. Why would they appear in the place where everyone got the resistance to poison? They become useless, we always leave them there`
💡 Hello, I'd like to make a suggestion. I know many players have been struggling with the amount of inventory slots that we have, the megingjord and the additional carry weight you can get from ashlands are great but with how many items there are in the game now your inventory gets cluttered really quickly especially because we have no gear slots. Therefore I'm asking if we can get some additional inventory slots (maybe like a row extra space) and also if all gear can be equipped in seperate slots. Thank you for the consideration and have a great day! 🙂
💡 addition to cartography table, a tool to customize what you show on the map, let's say you want to only show someone one island not everything you found, so a tool would let you let's say circle things you want to show and the rest won't appear on the cartography table
💡 Please normalise vertical hitboxes. The regularity of enemies being able to hit the player, but not vice versa is terrible.
💡 More variation in music would definitely be nice. Specifically, I'd like to hear more variations with the resting/comfort music (perhaps based on biome, day/night, or comfort level?). It's one of the tracks I hear the most and while it's still cozy it has got somewhat repetitive in my brain.
💡 suggestion about death penalty mechanic:
Consuming bosses trophy gives a few levels of protection against death penalty:
E.g.: Eikthyr protects 0-10
Elder 11-20
And so on... Up to a max of 60 or 70, maybe
That creates an incentive to kill bosses more than once
💡light wood building pieces for bright rooms, all the building pieces we’ve been getting have been dark. Maybe made of fine wood.
💡 staff of healing: blood magic, heals allies (other players and tames--player "team/faction") within a certain radius, costs caster HP & Eitr; only provides XP per cast that actually heals any HP, flat rate per cast, and targets get a status effect cooldown that prevents being affected by the same spell regardless of source (i.e. same or different player caster) to prevent making it too easy to farm up blood magic XP and also balance the powerfulness of on demand burst healing
💡 cape rework: give the linen cape a unique buff, give the lox cape a different buff than the wolf cape, and give the troll cape a unique buff and remove it from being a part of the requirement for the troll set effect (i.e. you get the troll set effect when wearing the helmet, tunic, and pants just like every other set effect in game)
💡 The red flashing damage overlay needs to have the ability to be fully disabled when using the "Reduce Flashing Lights" setting. I'm pretty photosensitive and it was really bothering me when enemies are hitting you in rapid succession. It quickly becomes a health concern for people susceptible to seizures.
💡 Scaling Sea Serpents: make certain attributes of sea serpents--health, damage, and actual model size--scale with how far out their spawn point is from world center, such that if you're out sailing near world edge, the serpents that spawn will be double, triple, quadruple...quintuple, even, maybe?...the health, damage, and size relative to the "standard" serpent as is now (okay, maybe the scaling would have to be such that even if 5x damage and health are reasonable, sizing doesn't scale as quick and is only 2 or 3 times as big for that amount of scaled health & damage, because thinking about it now a 5x size serpent would be....quite the chunky boi)
💡 Admin of the server can launch world pause. It will be quiet good changes when playing with friends and one needs to go afk for a while.
💡A buff or rework of bronze armor:
In comparison with troll skin armor, their difference in armor is 6 units, while bronze armor slows down its wearer by 10% and does not give any bonuses, then the need to create it simply disappears.
It would be worth adding a bonus that eliminates the loss in mobility, and adds, for example, a reduction in the consumption of stamina during attacks, or a direct increase in weapon skill, as is done in the same troll armor
💡 How is there still no corner stairs, just like with roofs?
#valheim-help message
💡 when upgrading crafting benches the radius for building should get bigger
💡 There should be a way to repair more than 1 structure at a time, sometimes when I overlap some structures it becomes really annoying to repair them, sometimes I even have to deconstruct some parts to get access to another.
💡 Reduce the amount of space crafting station upgrades need to be apart from eachother.
💡 More flora and tree types please
💡 it would be really cool if putting frostner in the obliterator did something cool considering how you’d be offering Thor a hammer that’s based off his own.
💡iron cage on a wheeled-wagon, to transport tamed animals between bases or other locations.
💡 Create version branches in steam for players to select specific version to play on instead of just default_old which sometimes doesnt get correct version of valheim for players they want, this would especially help players who are modding their game
💡 Map updates when you build and or edit the landscape by digging or paving it.
Not sure whether this has been mentioned before or how difficult it would be to implement, but I think it's a cool idea.
This could also possibly be coupled with contouring or contour lines on the map.
All of these features could also be toggleable if people don't want them.
💡 Transmog for armors. There are so many cool looking armors like Root or Fenris, but are not very viable later in the game. It would be awesome for example if we could have for example a Shrine to Loki, that could "trick" everyone, including the wearer, that they are wearing a different armor than in reality.
💡ability to stack ingots for aesthetics. I think it would look cool that you can stack 3 ingots of some kind like you can stack stone and coal. it would match perfectly at my forge
💡 Viking Calendar or lunisolar calendar object
💡 highlight pieces on menus that your character hasn't yet built or touched. Maybe also a subtle glowing effect on workbenches that have a recipe you haven't built yet or something, or at least for recently unlocked recipes. Easy to miss the springs on the Artisan table, for example.
💡 old version Ashlands ore could still have a use. And to make it accessible, you can buy it from Haldor after defeating The Queen, to a high price. 10.000 coins for 10 ingots.
It’s use? Building an arena/Spawner Block.
It would function as a spawner with a set area where the spawnswill appear. They won’t be able to leave the area think of it like the ward area Which k would make smaller to use as the spawn area.
You could insert a trophy into the spawner to tell it what to spawn. These spawns would be aggressive to anything and anyone but themselves and the arena block. They would also drop nothing at all. Oh they would be one star exclusively so it’s high risk.
This would be useful for skill training.
💡 I guess somebody already mentioned this, but..
It would be cool to build our own Runestones and write our own lore into it. It could use the same model, maybe different color or smth.
It would be similar to Book and Quill in Minecraft, except cooler.
I understand most people won't use this. But writing down long messages into multiple Signs, is just pain.
Also it is extra decoration for our builds.
💡 The Ability to use Shields as a Weapon, for example a shield bash maybe
💡allow using multiple beds.
💡 a button that brings down a menu that shows you everything that's affecting comfort
💡 Can we please have a nicer gate door? The only doors that a rider on a lox can currently fit through are the regular wooden gates. This makes for a drab lox pen.
💡 Another setting for the portal slider that allows everything to be portable except metals and ores. This would be the "easy" slider while the "everything allowed" would be the "easiest" setting
💡Different types of wooden walls, doors and window frames, for example bright birch ones, log cabin core wood ones, dark green moss covered ancient ones, esoteric and ornate yggdrasil ones
💡 I think the Arbalest shouldn't unload its self when you charge it and put it on your Back. Only if you put it away.
💡 Some sort of early game crossbow. Maybe a finewood crossbow before you get to the Arbalest, with an adjustment of the Arbalest material cost of course.
💡 A search bar in the crafting menus would be appreciated. I kinda get lost sometimes xD .
💡I know this has been asked for a million times already, but at this point we could REALLY use some sort of inventory expansion items. There are too many mandatory things to carry, having to constantly port back to base because you can't pick up another item after almost every fight is getting increasingly frustrating, especially on ptr. A quiver, a belt for potions, a food pouch, a generic backpack with some extra slots... anything would help.
💡 a craftable potions that could allow you to travel or build in water easier.
My idea was for a water walking potion that lasts a very short amount of time.
And to balance it out you could make it so that the player can only walk when the potion is active, hence the name.
Idk, its my first time posting ever and this seemed like a cool idea.
💡Add an unlockable lore friendly object of some kind that you can place inside your base that will automatically repair all structures inside its radius. Can give it a timer, having to fuel it with some kind of resource, disabled during raids, etc.. to keep it balanced. Just a major qol thing instead of running, jumping, and climbing around with a hammer.
💡 Make Moders ability last longer/have less cooldown because 5 minutes just isnt enough time for tailwind if you going so far especially with how the wind is in game
💡 Brokkr's hammer - A building hammer option that is made with Bronze, core wood, fine wood and a Surtling core, higher durability with less stamina use and can be used to repair a full building with a hit, but requires the materials needed to be in the inventory
💡 I'm sure its been mentioned before; Id love to see a use for some of the animal trophies. Like a deer, boar, wolf helm that you can use different ingots to adjust armor level. It would also allow some greater customization between players.
💡 Every time you parry a Grey Dwarf throwing a rock at you you get 1 stone added to your inventory (thanks for helping me farm)
💡 an upgraded building hammer that uses less or no stamina while building/repairing that can also repair multiple objects that are in close proximity to eachother
💡Streamlining it so that while I'm tabbed into my player inventory and basic crafting menu, I can hit one of the 8 hotkeys and it simultaneously 1) tabs me out of the player inventory and 2) equips/uses the item from the hotkey, rather than having to exit the inventory by pressing Tab specifically and equipping/using the item separately when e.g. I want to react quickly to mobs sneaking up on me
💡 we should be able to feed Dvergrs so they can heal better
💡Make slot for armor and weapons you use so they dont be in your inventory taking slots when its on you
💡 Give the longship a landing gate on its side so that fitting livestock/carts would be much easier.
💡We already have roofs 26⁰ and 45⁰, would it be too much to ask for 65⁰ roofs? A full wall high but a halfwall "out"?
Like /
Would love to make pointy roofs for my magetower and my longhouses aswell as nice overhangs over the door to really tall buildings. Would also go well with bigger roofs to be able to taper them or givibg them more of a rounded roof along with the other angles offered.
Thank u for your time ❤️
💡stationary skelett spawner
You need to sacrifice 20 skulls to summon 1 skelett of your current bloodmagic lvl, it will be bound to spawner (20-30m range)
Also that spawner should be restricted to spawn 2-3 skeletons
💡 beast master set
Currently, both Plains and Mistlands don't have standard light armour set ( Mistlands have mage robes, but they don't really fit and archer/rogue role ).
So I wanted to suggest adding such armour set to plains. Beastmaster set would require following resouces:
- tar ( currently tar is being utilized mainly for decorative purposes, so that's another option for its use, and more gameplay oriented )
- deer, wolf and lox furs ( duh )
- deer or/and wolf or/and lox trophies ( to add bit more requirements
Such set would be having a following set bonus: - wearer deal increased damage against animals.
While the tunic part of it would have following bonus: - animals have harder time detecting wearer
Such armour would be thematic for the biome it is obtained from, as player at that point meets numerous animal creatures, but it would be especially usefull in Mistlands as most enemies there would be considered animals.
Obviously stats and bonuses of such set can be adjusted to whatever, but I belive such set would be very good addition to the Plains biome.
💡 Scythe for faster grain farming, takes very few stamina and is fast
💡 I think someone has already asked for this, but a trapdoor to hide things inside floors would be awesome, as it would keep things neatly organized and out of the way, maybe needs fine wood and bronze nails, maybe only wood.
💡From reddit: Rework the difficulty sliders. Straight hp and damage buffs and debuffs completely unbalance the game, not in a difficult way, but in a way that makes certain strategies no longer valid to work. I would strongly suggest the difficulty sliders affect maybe enemy spawn count and maybe AI changes instead of the stat stick changes. This would keep all equipment and ways to play viable while also making it a more rugged or calm experience. Otherwise with the way it is the higher difficulties make some stats completely plunge in usefulness.
Being able to turn off skill loss on death while still losing items would be nice. Currently, even the lowest death penalty option still has skill loss. They really should be separate sliders.
I think they need to rework enemy AI across the board. I mean, most enemies I encounter I don't even bother fighting. Their movements and attacks are so slow and predictable it's not worth the effort/stamina to bother defeating them. I also think that as you progress through the game and defeat more bosses, that it should start to introduce 3 star enemies for the previous biomes.
💡 Would we ever see hanging/climbing like in breath of the wild almost?
💡 A world option that allows creature spawners to respawn or reset. For example greydwarf nests can respawn after 15 days and boarstones can refresh every 7 days, as long as neither are in/near a player base.
💡 Tweak how the forsaken powers effects are used in multiplayer.
Right now, a player activates a power while other players are nearby, everyone gets the buff. Not only that is highly broken but is also very unfair if playing solo as you don't get the same bonuses (not having several effects at once)
My suggestion is that only the powers not related to combat (such as eikthyr, elder and moder) should remain as they are right now. But the rest like bonemass, Yagluth and queen should only affect the player that activates it.
Currently, a player could use bonemass power and another Yagluth and they become resistant to almost every dmg type. That is very far from being considered "balanced", and it's an unfair advantage for MP players over solo one, and simply benefits players in general by having 0 risk when fighting
The way I suggest it makes it so coop players can still get some advantages while still being not as op when using several powers dedicated to combat. What's more important, it allows players to plan ahead on which playstyle they choose: a tank vs physical (bonemass), a tank vs magic/elemental (Yagluth) or full mage + mining (queen)
💡 Let your skelly's keep up with you as you run or at least catch up to you instead of being stuck in the last chunk. "That would be great... yeah." and fix the tps reports 😂
💡i am once again asking for ceiling and floor/table/shelf dvergr lanterns
💡 Weapons that are held in each hand could read as Dual-handed as you are dual wielding.
💡 Shelf trophies
so heads are considered wall trophies. i would like biome/dungeon specific items that can be placed on shelves. Things like the Idol of Yagulth, items related to the biomes and bosses that can be placed on a shelf filled with treasures.
💡add the ability for the abyssal harpoon to harpoon items from water to deep for the player to reach
💡Magmafish being given its own unique food recipe. The incorporation of the angler in Mistlands in fishing made fishing more relevant to the game, would like to see that continue.
💡 I’m sure this has been suggested before but it’s really needed. When in the crafting menu for the different workbenches, forges, cauldron, etc. have a sort option when you can select whether to sort the items alphabetically, by biome, or item type, etc. Also add a filter where you show “only items using bronze, etc.” or a search bar.
💡 make it so you can preload an arbalest so next time you take it out you dont have to reload, also make it so you can toggle helmet vanity
💡 Plantable bushes and shrubs (I don’t mean berries, but regular bushes so allows console to beautiful their homes and villages).
💡 If the materials are in a chest in the same location as you, you can build directly without having to put the item in the inventory
💡 More dreams (I don't think the ashlands has added any yet
💡 A sort chest option (as far as im aware it doesnt exist)
💡 Armor customization based on monsters drop star color, Ex: Troll, allows for troll armor to be created on Blue, Green or Red color.
💡 a way to build rapport with dverger?
You lower it by killing dverger or stealing from them and the lower it gets the more likely they are to be outwardly hostile. Dialogue changes depending on how low it is ranging from rumours and warnings to knowing it's you but news spreads slowly because the mist shrouds more than just seekers.
To build rapport you can free dverger trapped in slime in infested mines that, as an added bonus, will also help you clear those mines or you can just help kill enemies around dwarven outposts. Within a certain area around outposts it will count towards rapport. The higher it gets the more there is a chance of some dverger around mistlights trailing you and helping you out on your travels which could be good for corpse run protection and when you are at mines, dwarves can be traded with for a finite amount of soft tissue and black marble and at outposts with component crates they can be traded with for the sap extractor pieces in said outpost. These trades would be expensive but there is not much to buy late game for the amount of money you can make so it would be a nice addition and way to use more of the stockpiles of money you probably have. To balance, killing dverger would give you more soft tissue than it currently does and you'd, of course, get whatever is in the camp for free but the fight and lowering of rapport makes the choice either way fair, each suited for a different playstyle or role playing fantasy. Dialogue would change on high rapport spreading positive rumours a little slower but they would come to revere you as a powerful force and trusted ally over time.
Dialogue when first meeting them would be as it is now because currently they all treat you as strangers no matter how many times you come across them but once you start to interact with them more, dialogue will change for them to know of your presence within valheim regardless of your rapport. They will either trust you or hate you. And if you get so low and never spare a single one, they may even fear you. But there would always be chance for reconciliation as the dverger and you are all struggling against a harsh world.
Trapped dverger may hear about your treason but since you freed them, they may choose to help you regardless, just begrudgingly paying back their debt. Some may not believe the rumours if you haven't gone far in either direction. And others, no matter how high your rapport, may have just gone insane in the mines and will attack you no matter what.
If you are on low rapport but decide to stop attacking the dverger and/or kill bugs attacking the dverger even when they are openly attacking you, they may decide to stop attacking you too in that very moment out of a sudden curiosity as to why. Once again, they don't want bloodshed, it's up to you whether or not to continue it.
It would be cool to see diversity like this that will still sometimes surprise you even if you know how the rapport system should usually make them operate.
I also have mentioned how this could be built into the new biome if you want to check out the feedback channel there to see the details but just something like this as a start could bring some really cool complexity to our beloved dverger friends....
Or furious foes.
💡 Two-handed swords like Krom need to be nerfed in case of movement speed penalty, like two-handed battle-axes had penalty of -20% movement speed. Right now all two-handed sword's had only -5% movement penalty just like one-handed sword.
💡 More role-playing options through emotes, voices and subtle interactions with the world around us.
What we have right now is a good starting point for lots more fun. Of course, animations for emotes would take time and are not the current priority but if added in future, would allow for a lot of player freedom, immersion and even comradery within Valheim.
Animations for feeding animals from your hand and for petting them.
Being able to pair emotes with vikings such as a head bump or a small friendly tussle.
Adding a simple voice to our vikings for when we take damage, cheer and do other emotes with expected sounds.
A battlecry emote that you can bind to a key and use when moving.
Those are just some examples :)
💡A permadeath option in world modifiers.
A character in that world would be erased or banned (whatever fits the devs' vision) on death instead of respawning. The world itself would be unaffected, and it's supposed to work both in single player and multiplayer. A reminder to backup the character before joining the world would be nice.
This would mean that every time you die you must create a new character but you can still find your old gear and builds, so all you lose is skills, recipes and your personal map. Aside from being a pretty hardcore modifier it would incentivize players to reconsider their strategies and take a forced break instead of throwing their character at the problem over and over again.
💡Probably not a new suggestion, but maybe sometime after or during 1.0 release we could get a few more worldgen options to spice up new playthroughs
💡 spear/axe staff combo, gives an alternate melee attack for a staff when you run out of eitr or need to finish off a dying enemy.
💡 Aha! Ureka! My suggestions in no particular order:
Bone headed Arrows. Somewhere between fire and Iron in strength, with very slight poison damage. If you ever put armor penetration in the game, it should be very low, with an upgraded version that is a little better made from the evil bones from the swamp.
What if, when you were at sea, when the "You are Being Hunted" raid hit, it was a sea serpent?
What if you could make your own Stones, that had a story you wrote on them, that stayed specific to your own server/playthrough?
💡 for me it would be nice to have more base defence option for pvp against actual players and maybe siege stuff or Soakers like Ark.
💡 Togglable setting or quick button for grumbling stomach sounds for when food buffs have run out.
Less food buffs means harder grumbling.
Sometimes you just can't be bothered with food and don't want the grumbling sounds and not everyone would want it so it should be something people can turn on and off quickly.
💡Another health food item in the mountains. Most of the time when I play through the game by the mountain era I have no red mushrooms due to not going into meadows or black forest that often. Having the only health food in the mountains cost 2 red mushrooms each just makes most players use sausages from swamps until plains because they are way cheaper to make.
💡 World Modifier Idea: Add an option to disable food degradation (stamina and hp loss over time). I personally think its annoying and I would like to have the option to enable or disable it. It would be a world modifier so players who want it can disable it.
💡 Statistics, similar to minecraft like, distance moved, time sprinted, enemies defeated, deaths
💡 say, I know someone probably mentioned, but growing up as a farm boy, I'd love to have the option of planting a grove of berry bushes, near the settlement, and maybe some other fruit options, like apples and cherries as well, so extra seeds for such things would be enjoyable, in a future update.
💡 Make harpoons able to pull Items, so you can recover your destroyed boat for example.
💡 add the ability for the cultivator to prep ground for normal seeds, plains crops, or mistlands mushrooms. so all your farming needs can be done at base.
💡 I want to transport my loxes... pls #memes-and-clips message
💡Search tool in crafting menu
💡 Crossbow early game? bronze/iron age?
💡 Rested status persists through log off and only resets if the server you join is different from the previous.
💡return the affect of being wet ignores frost resistance armor pieces, but the frost resistance mead can negate being wet
💡would love to be able to build the wolf head statues that are in the Frost Caverns, they look so cool
💡 Viking tattoos that are only unlocked through finding Easter egg like items through each biome.
PS please add hide helmet(making armor pieces invisible) and armor piece options:) thanks
💡 When you sit down your cloak folds to follow your legs instead of clipping through the boat or anything else.
💡 Could veggies rot after certain amount of time?
💡 Maybe we could buy Hildir's empty chests after we deliver them for aesthetic purposes? I get that every dungeon that came with the update has a duplicate somewhere in the world but it's a bit of a hassle to travel there just for decoration. That or unlocking it as a build post delivery could be another option.
💡 Make using the staff of protection actually regenerate all bubbles within range instead of just resetting their timers and keeping them low hp
💡 a friend mentioned that when you pick up graves, sometimes two of the same resource don't stack properly so you end up with two varying stack sizes of the same resource sometimes that could just as easily fit into one slot. Perhaps a small fix to adress that so if you bring extra resources or pick up some on the way it's a smoother process especially if you don't have the inventory space?
💡Add an exclusion list for items that you do not want to auto-pickup. I could not find a similar suggestion when searching.
💡Being able to pickup chests after placing them, without having to break the chest. 💡Being able to create a zip line with rope and a cart so you can send a lot materials down hill quickly without having to use the cart.
💡 reworked/add animations? For example unique animations for cutting trees.
💡 Summoned undead creatures should be immune to terrain hazards.
💡 A setting for taimed creatures to disable building damage, holding loxes seem quite challenging sometimes :c
💡 I would like to be able to place individual rocks 1 by 1. Would be useful to make safer fire circle and roadside decorations.
💡 Personally, I would love to see some new sea-based content, maybe a few new creatures to encounter in the oceans and maybe some customisation around ships? I remember there was something on the roadmap back in 2021 about Ships and the Sea!
💡 kraken boss. Kraken can spawn in the sea, which would be a certain kind of area and this would be the so-called new boss and something scary for the sea 😉
💡 0-5 star enemies that could be changed in world settings.
💡 my only suggestion would be that for the easiest of the world modifier settings like for example the easy or very easy combat setting and the casual death modifier could use some balancing changes in the ashlands I will explain my rational in the discussion channel
💡 Portable dining set (or maybe just a fork) that works similar to the in game drinking mugs, but for food items instead of mead. Ideally will skip foods you currently can't consume in inventory due to fullness.
After watching folk play on controller using the inventory in a panic is nigh impossible; items like this help.
💡Being able to transport your pets on new big ass drakkar.
💡 snap only toggle for building for increased (and optional) precision
💡 More uses for Flint: early ranged weapon; used to create / ignite fires; potentially could be thrown against the water and used as skipping stones.
💡 Add a "cave" marker for the minimap, the silhouette icon could look like 3 stones like a door/entrance to a trollcave
💡Fix the dumb attack mechanics when enemy is 5mm above you and your attack hit doesn’t count! The most annoying thing in the game!
💡Why only enemies can do attacks while they are in the water?! Make it available to the character too!
💡 expanded PvP options have been suggested, but what has not is to ask to NOT include them.
This was, is and should continue to be a game focused on co-op, where player cooperation means the key for survival and it's not designed for them to compete with each other, it's them Vs the world, not them Vs them Vs the world, that doesn't have a place in the entire concept of the game.
"But it would be an optional mo-"
Yeah, doesn't mean that they wouldn't have to make changes to everything in the game that needed to be tweaked in order to accommodate for that optional mode that not everyone uses.
Imagine if they were to nerf atgeir because the "PvP people" complained that it was too broken, or having to tweak the ballistas bc it kept shooting at your "team mates", or making changes to other weapons that are great vs mobs but broken against players like all the magic staves.
That whole rebalancing might accommodate to the people that wanted the mode, but it would be very uncalled for for the ones that did not want it at all.
So once again, please, keep the core values of the game and keep the "PvP" mode as unexpanded as possible
💡 The Queen's power is really unique and it's dual-use makes it really viable to use if you like to use magic and it's almost necessary if you are going heavy mage or are mining a big deposit of ore.
Bonemass or sometimes Yagluth tends to be the more commonly used power if you don't use magic because even though they only prioritise buffing one aspect of the character, the game being heavily centred around being attacked constantly and death being quite the punishment depending on your world settings makes you want to make yourself less vulnerable out and about whereas Moder and the Elder's powers especially and arguably Eikthyr's are only useful in one or maybe two specific scenarios and then are quickly and somewhat inconveniently wanted to be switched out for the former powers when exploring a biome.
It'd be cool if all the powers had a second unique buff like The Queen's to make them all more viable as powers to run around with for longer periods of time. I don't have any good ideas but then it's up to the devs anyway of course. Idk though, it may be the way I play the game but even so, The Queen's power makes me want to use magic rather than viceversa because it's double-use seems more attractive that way whereas other powers are just a small utility buff or just make you less vulnerable to dying which tends to be a lot more useful most of the time.
I just feel sad when I have to go out of my way to switch out some of the powers because they aren't useful in biome exploration/combat when I want them all to be able to be used in more varying scenarios. Idk, it's not easy to explain especially since I'd like to know if the devs are happy with what the powers are or if they also think they could be reworked a little.
You could argue multiplayer makes it more likely for a variety of different powers but I still don't think so. Considering the buff only last 5 minutes and the cooldown is quite long, me and my friends tend to gravitate even more to Bonemass so we can just use it again everytime it runs out. The mages will run The Queen and the mining buff is also just really useful because mining ore and other minerals is a big part of the game and then sometimes we have a couple Yagluth's if we think we need more elemental resistance even though it's usually just fire that it's useful for since nothing really does heavy poison, ice or lightning damage after the plains which means sometimes it's just better to bring fire resist meads instead to again allow more people to use Bonemass.
Anyway, I can never seem to suggest something without a long winded explanation but thanks to all who read this, I would like to hear people's thoughts on this.
💡 let me open doors with a hammer in my hand
💡 Server Options “No skill loss on death” and “No loot drop on player death”
💡I don't know if this proposal has already been made. If so, I haven't seen it, so I apologize for the repetition.
I've noticed that the game's weather effects often change from pleasant to very blustery. Would it be possible to implement new "in-between" weather effects, such as just overcast skies (masking the sun) or simple snowfalls (without going as far as a snowstorm) in the mountains, for example ? 🙂
💡 please add 22.5 degree building pieces!! It is imperative!!
💡 shield bubble shouldn't take pickaxe and chop damage. Or give it weather protection as well
💡Black Metal or black marble signs. When written on it should look like etched into it. The Color of the writing would look awesome as golden. In dimensions I would think equal to a normal sign. Reason: Cause it would look cool and fancy for several builds
💡 When you wear a cape that negates frost damage (lox cape and wolf cape), you should begin burning in the ashlands, or just begin sweating, giving you the wet debuff.
💡 gravestones for our fallen friends that you can place with a hammer and type on like a sign, but it's etched on like as if nail and hammer on stone (or it could be like the one that drops when players die). It would be cool for aesthetics to make like a graveyard, I would use it for lost pets.
💡Mobs should take fall damage, just like players. Many times i pushed wolves from mountain but it did not worked like it should.
💡 1) The Meadows needs cows and horses. 2) We should be able to tame the Mistlands hares. 3) Chickens come way too late in the game. They should be running around feral in the Meadows for us to catch and tame or kill for meat and feather. Their nests should be searchable and eggs added to the meadows biome. Just think of the sweet stamina foods you could make with milk, honey and eggs. 4) We have dogs (wolves), how about a cat? Every home base needs a cat or two! 5) We also need another method of fishing. Nets, spears and by hand (works for bears!). 6) And some of the QoL mods need to be just added to the base game. Like planting everything you find. You might need special greenhouses for some, but still, it should at least be possible. But there are so many just nice QoL changes that could be made that don't affect the game's difficulty.
💡when crafting items and food, at least one needed material needed should be pooled from previous biomes. This makes all progressed biomes still relevant throughout the game and allows surplus items gathered not to go to waste or take up room in storage.
💡 This is just a cosmetic thing, but there could be an option for scars when creating your character. I think it would be an easy addition and give each Viking a little more character.
💡 Boots that give you movement speed increase and reduced stamina usage when worn (equippable like the megingjord for example)
💡 Bears that can spawn AFTER defeating the elder boss, like boars but thougher.
💡 Speedboat that has an engine that runs on eitr, can't be used so much but is way quicker than having to steer a gigantic ship. useful for short trips from and to islands if you have some recources that can't be teleported.
💡 Adjust Neck tail drops on non-1x resource multipliers. For example now on x3 it drops 0 or 3.
💡 Add Vanity slots to the game, so that you will be able to wear your favorite items, without sacrificing your protection all the time. Basically something similar to Terraria's vanity slots, which allows you to be imaginative with your character's appearance, while still wearing the armor that provides you protection.
I know it might seem a little immersion breaking, but it is genuinely upsetting to see fashionable gear pieces being thrown into chest and forgotten, due to lack of protection or some specific resistances.
💡 please show pickaxe damage on pickaxes and chop damage (to trees) on axes, the numbers listed in-game are only the damage dealt to mobs which are very misleading.
For example a level 4 stone axe looks better than lower level flint axes vs mobs but in reality lvl 1 flint axe is an upgrade for cutting trees.
💡 Time slider: If only we can have a slider for length of the day cycle. Would really prefer like for instance 2 hour day and 1:30 hour night.
💡 i think a hand lift can be very helpful for moving large and heavy items between different floors or steep slopes
💡 wolf armour and a better tame process, or just a little more focus on the tame features. Id love to have a tamed bird that warns me if a raid is coming soon.
💡an armor set that makes the wearer a 'ghost.' Requires a wraith trophy for the head piece, perhaps some wisps for the whole armor set. Enemies ignore you unless you attack, but it gives very little defense. I'm imagining the player has a blue-ish glow, like when using the "Become Ethereal" shout in Skyrim.
💡 the ability to copy a world on Xbox.
💡new to discord, but not Valheim. This has probably already been suggested…but…customizable ships. Custom sail designs; carved prow figure head options; ability to mount shields; add oars; paint; maybe even mount a ballista (that doesn’t destroy the ship accidentally of course).
💡 Me(300hrs player) and my friend(1000hrs player) sincerely askind to add opportinuty to make beard on female characters. Thx.
💡 i have a suggestion instead of sailing off the end of the world/map why not have jormungandr the world serpent rise up and eat you ship and all 💡
💡 add hallucinations to players that stay up too long, it would add a reason to sleep, also would be really funny to see friends fighting mobs that are invisible to everyone else
💡 Heavy armor should increase knockback resistance. Even smaller/weak enemies can push you a good distance despite having late armor sets.
Only heavy armor would have it, light armor stays as it is.
💡 Not a popular demand but with recent update most of close combat weapon attack tricks has been eliminated unfortunately. Thus reduced high skill of gameplay and in-depth combat mechanics.
I would like it to be reintroduced again if possible.
💡 make the wisp light possible to upgrade
💡 be able to craft items in stacks such as food in the cauldron
💡 I know it's not super particular to the public test as a whole, but I am playing on the branch.
When using the hammer, I'd love the option for a free build mode for things under the building tab only. I started a new save and tried the new fire settings (that was fun burning my cooking stuff before it was patched lol) and tweaked some stuff because I do like the base building aspect but the tedium of farming a buttload of wood/stone doesn't interest me when I'm already playing solo and mining copper n stuff.
It feels awfully cheesy being able to get one (1) surtling core and make as many things as I want. It also affects crops, so there's 0 point even making seed versions of the crops because you can just plant them infinitely. Its the same with bees, too. Get one? Set for life.
I know you could say "just don't do it then", and yeah I've not been. But I gotta now keep track of how many surtling cores and carrot seeds I've got so I don't go overboard LOL😭
💡 Make raids not spawn on someone who is afk. Or since afk detection can be a bit strange at times, you could make it to where a player cannot be raided if he is sitting in a chair or something. This way a host of a world can afk at his base if they need to do something and not have to worry about being raided when everyone else is away from base. (just to be clear someone who is afk can still have a raid trigger on them if the raid triggers on somone next to them)
💡 Once again I am asking for better tombstone mechanics such as new stacks combining with old, streamlining the clunky weight bonus, and overall fixes where you dont automatically become encumbered or cant loot your tombstone.
💡 One build piece with finer vertical snap points, at or near 1/4 or 1/8 meter points
(vertical version of the door snap options)
💡Hey everyone! Long time player, first time in this discord. I’m looking for some insight and perhaps to pass a suggestion. Been playing this game for years here and there. Absolutely love it, obsessed in fact. But I have noticed a trend with servers, and server recruiting; people just don’t stay. I’ve noticed with my servers I have run, after about a month or two, people just up and leave. I’ve also noticed on subreddits a high amount of servers claiming “my server is empty now, group has abandoned play”. To test this I’ve joined a few servers over the last couple months and in fact, yes, people just up and stop playing. At best, people quit cooperating and just go off on their own, subsequently resulting in empty servers. Mostly I see servers empty out post-yagluth. And usually it’s almost 66% of servers I join or host quit just before mistlands or during mistlands. I have the suspicion that maybe in a good deal of these situations that players, when faced with difficulty, use ill gotten gains from transferring their goods from single player maps to MP servers (ie taking shortcuts) which burns out the necessity of playing coop. I’m probably missing the mark somewhere, but I guess my suggestion would be to hard restrict characters and items from cross pollination!
💡 A specific idea for preventing rain degradation for uncovered wooden build pieces. Both new items could be crafted in the cauldron:
Varnish- costs 10 resin, makes a stack of 20 varnish. Applying to wood reduces the speed of degradation by 1/2.
Pitch- costs 10 tar. Makes a stack of 20 pitch. Applying to wood completely eliminates rain damage, but makes the wood extra vulnerable to fire.
💡 add a audio option to mute when not in focus 😀 the chill background ost for home and meadows is really nice but it would also be nice to auto mute when switching tabs
💡Mead of invisibility- makes a user invisible for 1-2 minutes along, Cooldown 5 minutes, causes increasing Sneaking, but the steps still be heard, if not using the crouch enemies may suspect.
Mead becomes available at the plains stage.
Invisibility breaks if: taking any incoming damage, taking an periodic damage(posion/fire), or successful attack(on enemy or just causing any damage to structures)
Mead becomes available at the plains stage.
Example for using: stealing resources from fuling camp. Stealing the dvergr extractor. Escape from the enemies and etc.
💡updates focused on
friendly mobs and building
Sometimes the world can feel empty when wondering just would be a nice change to see some wildlife or a wandering trader at least.
💡 Introducing 'fit-for-purpose' alternative building options into build recipes. For example, is there any reason I couldn't use either a bronze or iron nail for my item stands?
💡stone weights would be funny, just for show though.
💡 something I noticed that seemed more unintentional than planned is that unlike most other mineable resources. the ancient armor in the mistlands and the ancient swords don't break a lot of times even when they have absolutely no support from the ground and will float in the air without breaking and other times you can get them to break fully but its inconsistent and seems bugged IMHO most things with enough ground removed just breaking a part of it causes it to all "explode" and drop all the loot contained within. It can also happen with the swords and armor but they seem less consistent in breaking this way.
💡 More monster sounds added to this Discord Server's soundboard so I can troll my friends while we play 
💡 Saddles should have item slots. It doesn't have to be many, 2 or 4 slots would be fine. It would be an interesting way to carry metal ore.
💡 Please add it so honey or some other material can be used to wax wood, so you don't need to add roof above your structures everywhere
💡 Forsaken powers should have passive and active abilities
💡Add zoom mode to crossbows on middle mouse(for example) that makes aiming more consistant with actual aim crosshair.
💡Fix the water that slips trough the walls. You build a room at the sea and when the storm starts all your house is like aquarium
💡It'd be cool to see more flowers overall, but having the graveyard have them would make sense, and be awesome. Not an urgent one, but would add a logical touch to the game. Some cool Norwegian ones might be lilac, bilberry, and false cactus?
💡 Add the greydwarf spawner zone music to a more relevant palce where we can hear it more often, its such a banger
💡 Crafting recipe for mob spawners (Evil Bones, Corpse pile, Greydwarf nest) for harvesting their drops, but expensive ti craft and dangerous to have around. Could also add "Dungeon" materials they cant destroy to allow for players to build dungeons for their friends to explore or for a place to hide loot from other players
💡 Adjust the Portuguese translation for "Neck".
"Pescoço" (which is the current translation) does not refer to any animal. It just refers to the neck body part, making the item name "Neck tail" very weird.
Maybe use the species translation? And if Necks are Lizards, you can use "Lagarto".
If Necks aren't animals in English either, using the English word "Neck" is still better than "Pescoço"
💡 Suggestion for Cauldron work station UI, to move everything that is not food to a separate tab. Just like with recent changes to building UI.
💡My one suggestion is fairly narrow ... you know how in sunken crypts, there are these sections where you're submerged up to your neck in water? What if there were leeches in there sometimes?
💡 Have friendly fire toggle for tamed animals. Pet wolves are doing more damage to the base than fulings, bats, greydwarves, etc
💡 add crafteable items you can put nearby portals to upgrade them for tier levels, just like the crafting tables and forges, example, you kill second boss and he give you an item recipe for put a furniture close to a portal and now you can pass through copper across that portal
💡 add an aviary you can train crows for explore map fog, for make more easy find biomes around your position to reduce the hours clearing map and not doing it in vain, the aviary can be viable for a feathers farming too
💡 Random idea for sailing: Add a ship with a special harpoon on the bow AND a docile/passive-until-hurt monster in the ocean that when hit with the harpoon, will pull the ship in a set amount of time. You don't have any control on where the monster will head, but it'd be a nice idea if it has a predictable pathfinding. Make it rare to spawn and only a scarce number of them can only exist at a time (if possible). 🐋 🚤 Imagine a cowardly sea serpent pulling the boat towards a specific part of the ocean.
💡 wisplight upgrade for more range have up to 3 following you around
💡 Increase the durability of stone and better walls. It sucks how the only real option for building defenses is raising ground to make walls (which IMO is quite ugly especially when the wall is angled). I can understand large enemies like trolls destroying defenses, but even very weak enemies can pretty quickly break down stone walls.
💡 Add a new loot drop for Fenrings besides wolf fangs. Maybe a skull for crafting something, possibly a new shield.
💡Add 26° and 45° stone ramps/walls.
💡Mobs with shields shoud use them like player do, for blocking outcoming damage from player or from other hostile creatures, some mobs actually has a shield's like fulings or skeletons, Draugr's, but they don't use them for their intended purpose,
if they did this it would make the battle with them more varied and interesting and would also complicate the process of combat.
💡Add an slider in options to reduce or increase camera shaking, and make it more delicate, not just turn on or off as it works now.
💡 Can the different 26° and 45° pieces actually be at the same angle? The difference between roof pieces and core-wood pieces (for example) is awful.
💡
Make the ghost from the burial chambers roam the Black Forest at night, Tweak spawn chance so on average 1 per night spawns, but can be up to 3.
Also give them a drop, I suggest a minor healing potion (25% chance) and gold (150-250 100% chance).
Why?
Primes new players to the night actually being dangerous, and also clues them in to what they can encounter in the Swamp (Wraiths) + Gives a bit more life to the black forest + Makes it less booring for more experienced players.
💡Flint piles
We have wood piles of different kinds, coal stacks, and stone stacks. I find these super duper useful for when I need to offload stuff while I'm collecting it before putting it in my cart and wheeling it to my base. Much better than building a chest, but we have no piles for flint! I eventually end up with chests full of flint and while I could turn them into stuff like arrows I wish I could make piles outside my base.
💡recipe book item that lets you search up recipes from anywhere
💡Reusing Haldor items - for example Himminafl could use thunder stone not silver
💡 put more songs in the valheim soundtrack on steam than just the first half
💡 Flint signs
Painting on signs with charcoal is cool and all but it's more historically accurate to use "chalk rock" which is a type of flint-like rock that would "chalk" white lines on wood. This would provide another use for flint that isn't game-breaking and make it easier for players to make lots of signs on servers. This would also make the default text on those signs white which is much easier to see, and historically more accurate. (I know we can just set the text color to white but it's annoying doing that for every sign)
💡i would like better moving animations :)
💡 Mistlands mushrooms drop 3, so should flax and barley
💡 Serpent meat weight should be reduced. Currently it weighs 10.0 per meat, the same as copper ore or scrap iron, and weighing 500.0 units for a full stack of 50. All other meats are 1.0 per.
💡wood walls with window slots
💡 Can ya'll make the Ballistas stop targeting friendly players and myself? This is really annoying.
💡 Allow ward range to be reduced. It'll be really nice to have private rooms or houses while also not affecting the community common area 😊
💡 Sunstone addition for boats, or as an item you can craft later on or find in burial chambers early in game. Can be used to auto mark a place on your map or create an easy to see visual leading to pre set location
💡 Double the size of some food stacks, they take up way too much storage space both inside inventory & in chests. Most meat, eggs, barley flour, etc could all at the very least go up to 40 per stack.
💡 Let players drag the Karve (and maybe the longship?) slowly while off the ship, similarly to a cart but ideally in water as well as over land. This would:
Make parking ships precisely a bit easier
Let players more easily get ships unstuck from obstacles
Let players get around blocked sections of rivers/other obstacles without breaking and rebuilding the ship
Let players pull ships into dry docks to better protect them from enemies
Etc.
It's also a real thing that vikings/norse ships did called portage.
💡 Idea is to have sharp stakes for every biome that use easily obtainable material from current biome and one easily obtainable from earlier biome, just like ordinary sharp stakes are black forest level, and use core wood from black forest and ordinary wood from meadows. So we could set up a proper new biome base defense before going full on exploring new biome.
- Swamp level sharp stakes that use ancient bark and copper (fits swamp filthy theme)
- Mountain level sharp stakes that use crystal and guck (fits mountain frosty theme)
- Plains level sharp stakes that use fine wood and wolf fangs (fits plains barbaric theme)
💡
-allow to upgrade Antler Pickaxe with remaining antlers,
-increase range of stonecutter,
-make it easier to place forge accesorries close to each other(they reserve a lot of space around them),
-add some tabs so we can sort craftable items by type, (stamina food, health food etc.)
💡Make ancient seeds plantable, they could grow into some cool looking tree
💡
-In the cauldrin seperate the tabs
1 for food
1 for meads
1 for fishing bait
Its quite a mess after some time
💡 switch the black forest music with the runestone music. I turn off the music once i get to the black forest because it is just too depressing. I don't even know what the other biomes music is because I can't get past listening to the black forest music for more than a minute, Anyone who downvotes this is against depression.
💡 New ways to defend my house.
💡 Add a modifier that removes the need to fuel things like torches and sconces. (Smelters would still require coal)
💡 If you really condemn griefing, I suggest adding a "griefer" tag on the server, that helpers can asign if a server admin that can provide log evidence of the grief makes a petition, this would the chances of griefing considerably.
💡 an extern website for suggestions where you had "new" or "hot" suggestion threads where you could upvote them until they get implemented after a number of minimum votes. A channel where you could see which suggestions made it into the game would also be great.
💡 Snowy trees in the mountains should periodically drop a small amount of snow particles, it would make the mountains more ambient.
💡ability to adjust tame rates.
Allowing players to choose it to be faster or take longer
💡A reset button for the boats rudder because especially with the karve, it is so annoying to get it to go in a straight line. And jumping out of the boat to reset it can be painful to coordinate in multiplayer
💡 Maybe a buff to Moder's power? As it is, it's barely useful, due to it's short duration and how long you need to said.
Maybe an additional effect where it makes your boat move 25% faster than normal?
💡 In addition to JexiaGalleta's idea on Moder's power: how about temporarily buffing the bow? Maybe faster projectile speed or range, less arc on an arrow's trajectory because her deal is about wind.
💡 Add more wood options depending on the biome:
- for example, meadows could have more than just regular chunky wood we have, some "rounder" poles would be nice as well as patterned walls
- add whittling as a side of that, where you can just spice up your building with small figurines, also biome dependant to encourage players to build their bases outside of the meadows too (if you dont know what whittling is, it's basically wooden figurines made by carving wood with a knife)
💡The list of craftable items per workbench grows larger and larger
some filters would be a cool quality of life update
for example a filter for the recipes by biome
It would already help to mark some categories
💡 The wet debuff begins at 10 seconds and keeps increasing the longer you are in the rain to a maximum of 2+ mins, instead of going straight to 2 like it works right now.
Going into deep water will still inflict the 2 minute version
💡 chance for Tornado's to spawn in the ocean during really bad storms to make sailing more interesting having to go around them. the ability to put shields on our long boat for more protection from sea serpents and weather. also the craft hammer to be able to destroy the boats and cart so we don't have to do it with an axe to disassemble them
💡 increase growth respawn rate or the amount of tar they drop. tar is too rare, especially compared to most other building materials (even black marble)
💡 or allow us to use the extractor on tar pits to (slowly) gather tar passively
Either the sap extractor or a new piece built from the extractor
💡 new structure - iron chains, a bit based on physic system that exists in game. In 2 types small chains and those huge massive ones.
💡 Make game more interconnected, for example i really dont need boar meat or raspberry for food in Mistlands and later biomes, the same with other stuffs from all game, i think can make Valheim more exciting.
💡 When using the raiseskill command, there should be an option to raise all skills at once.
💡I'd love to see some Frost Bolts and other magical effect bolt options for the crossbow users like myself.
💡 I think the cooking dialog needs some love. It would be nice to be able to sort the food by the desired stat. It would also be nice to be able to see the stats of the items that have to also be cooked in the oven. I spend too much time trying to find the item that I want to cook, as the list is just one unordered mess. Some minor improvements could really go along way in the cooking feeling polished.
I think some of the same improvements would also help with crafting. right now the dialogs are just a flat list of items. Let's breathe some life into them!
💡 The view distance (fog removal) radius on the map should be larger when sailing, clearing fog on the map while sailing is more cumbersome than it should be.
💡 to clear out inventory clutter, what if there is a tab, separate than the main inventory specific to armor. maybe at the cost of reducing inventory space
💡change how wood stacks / stone piles (and others) work.
make them act as 1-item type chests with significantly bigger storage size then chests of same size.
Additionally give them 3 interaction points, one opens the inventory, another takes one stack from the pile, and last deposits all items of that time to the pile.
💡 Dedicated emote button with choice wheel
💡the queens power should increase your max etir (maby 20?) not etir regen, as it regens fast as is, and as unviable magic is rn a bump to the pool would make it more worth using over something like bonemass power
💡 I was thinking of a way to make mages less defenseless when their eitr food runs low: a small base amount of eitr for each magic armor set piece, like +5 base eitr for each piece of magic armor or one specific piece with base eitr so mages could still defend them self with a low eitr cost staff. Kinda like the base health and stamina, just the magic version, since the robes are crafted with powerful refined eitr it would make sense to have a tiny base eitr pool while wearing the magic armor sets.
💡 would be great to be able to use raft/boats while encumbered. makes absolutely no sense that i cant stand/sit on a sailing apparatus when all it is is standing at the rudder. it would be that much more convenient for carrying valuable materials across long distances in early game.
💡 A skill that benefits farming -- It would be nice if there was a farming skill that you can level that slightly lowers the amount of stamina used when using the cultivator
💡 Eitr weave armor prevents stagger against deathsquitoes. Balance the armor a little more, you essentially cannot get touched by anything
💡 I have seen multiple different ideas that I kind of wanted to merge into one idea for use with the abyssal harpoon. Being that it allow players to hook and move, not just enemies, but items and other moveable objects too.
This would allow players to:
-hook and retrieve items that are only just out of reach in the water
-free boats from being stuck and/or beached
-get fallen logs out of the water
-generally have a lot more fun with the harpoon as it would allow more freedom to the player rather than just being used for moving enemies to where you want them
💡 Increase radius of comfort items and make the homebase music gradually "comfier" as the number goes up
💡 I think it would be interesting if there were some form of post-mistlands or even post-ashlands trade from Haldor or Hildir that is essentially like several schematics or tomes or something of that nature that, once bought, expanded the uses many building materials have in the game such as an "Advanced Woodcrafting Tome" or "Stonework Schematic" and more.
This could functionally serve as a way to introduce new updated build or furniture pieces such as unique walls, roofs, etc. and possibly even allowing for quality of life pieces to be implemented without breaking early game progression (should that be possible).
💡Please add a toggle in the settings to allow us to disable the lens dirt effect, it breaks immersion, and makes me want to wipe the lens.
💡I would like to have a way to wear armor cosmetically, like it looks like I wear it but acutally I wear something Else.
💡This is probably asking a lot but having the ability to place many more items onto item stands overtime that are currently unable to be placed would be awesome for builders.
💡 I would like to see the starting screen change with the characters progression that I last used in the game. So when I defeat the Elder a swamp scene is shown.
💡 Can way have an option to prevent players from transferring/spawning items from other servers? This would prevent players from spoiling the game for new comers. There's no joy in grinding when someone with hours of play are just throwing in resources from other servers. Many server owners have "No spawning in items, bringing in spawned items, or transporting items via logging out," on their server rules, so it's clear that many players would agree to this. Even with their rule, theres no way an own can monitor it. Maybe if not an option switch, at least a way to monitor it.
Thanks for you the time. Love the game, but this was mine and many others wish I'm sure.
💡add saunas
💡 an option to favorite items so you don't accidentally auto-stack them
💡 would be nice to have a way to attract animals to an area, e.g. honey+ pinecones to attract birds
💡 I would love to have a lightning staff. Something that could shoot a lightning arc like what hits from Himmin Afl
💡 Gear Enchantments would be nice to have for more variety to equipment that are similar Say you enchant a piece of clothing, it could give a random effect such as +1% movement speed or +1 resistance to a random element to that piece, and on weapons it could add an extra +1 or +2 damage or -1 stamina drain on use, etc. It would make each playthrough feel a bit less repetitive, and each player that happen to have the same gear will feel a little less like a copy.
💡 (info) magic items use less stamina the higher the players level is in the class of magic. (idea) In the item description show the eitr usage as it scales with the skill level. Staff of embers says it uses 35 eitr, if I get level 80 it uses 26 eitr but doesnt say that in its description. All weapons should show how much stamina it will use at your given level
💡Make swamp rain frequently instead of always, since they don't really always rain. Just like how in the mountains it's not always snow storming
💡An organic / light armor for the plains would be nice. Every other biome has 2 armor sets available, usually one metallic / heavy and the other organic / light (meadow has 2 org. 1 pig , 1 deer and mist has 1 light magic and 1 combo heavy metal and bug).
💡 Pls let us craft a black carpet using fenris fur or Tar
💡 painting buildings with craftable paint, like using tar to make black or carrots for orange
💡 Armor slots in inventory. You wear clothes, not hold.
💡 climbing gear that is required for you to access the Deep north
💡 For oceans/water/boats:
1: Oars for mulitplayer (like a weapon or wisp light they need to be equipped and player must be seated to use) that would increase base speed if there is headwind/sails not in use.
2: Steam power engine (using surtling cores or thunderstones as fuel). Would universally increase speed of boats, sails deployed or not, depending on how full the fuel is.
3: Armor plating (more base health or to act as a "icebreaker" should there be unpassable ice in the deep north waterways)
4: Anchors. It is nice to be able to build docks, but my ships tend to wander and bump into the docks. Anchors would give limited movement when "dropped", or let us make rope to tether to the dock.
5: Make a visual setting dis/allowing the "rocking of boat" visual effect on a sliding scale. I can imagine some people getting seasick from the camera rocking.
base/camp defense:
1: Change turrets (balista) default target to everything BUT PLAYERS, unless friendly fire is turned on then only the builder of the turret is exempt from targeting.
base/camp building/crafting/esthetics:
1: As mentioned by @upbeat forge , making a stinkbomb/bilebomb equivilant for coloring structures would be nice. You could have a red barn, a "white house" or a green living room. The color options and materials needed would mirror what banners do currently(bloodbag for red, blueberries for blue, guck for green+ bile bag/leather and resin to make the "bomb").
2: In the visual effects/settings menu, add a slider for "building dust" effect. I find it bothersome since there is already a audio que that happens when something gets built.
3: As mentioned by @arctic thorn , purchaseable plans/blueprints for buildable items would be nice as well. Want a loveseat? Hildir has the plans for the cushions and Haldor has the frame.
Mistlands:
1: Allow 2 wisp lights per player to be equip able. 1 for close up another for further out, or make the mist a sliding scale for density in settings.
💡 The wisplight should have an upgrade that increases radius by 12.5% each upgrade for a total of +50% distance at level 4.
Cost to upgrade:
Level 2
1 silver
2 wisp
Level 3
2 silver
4 wisp
Level 4
3 silver
6 wisp
Also... the bugger flies in the air. Can it not conflict with Megingjord?
💡 We should receive a new Mistlands pickaxe that is made from the front leg of a seeker soldier, since their attacks cause pickaxe damage. We have Jotun's Bane for chopping trees, so... why not a new pickaxe?
💡 Change the Portuguese translation of Neck to "Necoço" as suggested by @hollow patio here: #suggestion-discussion message
I'm Brazilian and it sounds great!
💡 improve Hilder's Quest with more objectives and rewards; implement either post boss progression or per boss progression. I think currently it is very basic and has much more potential after Ashlands is implemented perhaps
💡 Svartalfr Brigands (dark elves) as enemies in the Deep North (from the origional 2021 roadmap) It sounds like a reasonable enemy type idea to me.
💡 ok this is definitely a wish rather than a suggestion based on any logic but I think it'd be really cool if trolls had an attack where they swipe at you to pick you up, take a bite at you and then throw you down at the ground. You would still be able to attack them while in their grip and if you did enough damage in time, comparative to the amount of people nearby, you would be dropped. It wouldn't be the same as a stagger, just a smaller damage window to allow you to get out of the hold.
💡 more map pin icons
💡 staff of protection bubble changes color based on remaining bubble hp %
💡 Will the oceans ever be expanded upon? I want to dive for sunken ships, discover sunken cities, and maybe use a magic bubble to dive and swim through an underwater dungeon. The fact we can't dive at all is a tragedy, at least to grab items that fell through our boat.
Also, what if we could swim through coral reefs and learn how to spearfish or use a fishing net with linen?
💡 Being able to remove individual items from armor stands instead of the whole thing falling apart
💡rotate item stand without breaking OR place item stand with item already attached + build preview
💡 small change, but Bonfires should give the same comfort as hearths. They're more expensive, harder to put down, and can't be used for cooking. But they're also grander looking, more imposing. You should be able to make a max base surrounding them instead of hearths
💡 Small quality of life - make it so whatever tool/weapon you are currently holding can be placed on an itemstand just by tapping E
💡 Lategame Utility belt - A utility item that essentially combines several utility items into one (Wishbone + wisplight + Meginjord's). Crafting recipe would be the three items it combines + a lategame ingredient, or maybe boss trophy.
💡More craft-able items made from the ruby's,pearls and amber and the new gem stones like the ability to craft jewellery that can extend the resting bonus or your comfort this could also in corporate bones and arrow heads maybe even an ability to craft its such as head dresses or dining wear such as goblets and small pieces like bowls and statues for home decor using these items just seems a shame to only be able to make the treasure chest or sell these items something like jewellery or small home items would give them more of a purpose
💡 change teleportation animation
💡Enchanted crown (or something to that effect)
I like being able to see my characters head, but while sacrificing the armor points seems reasonable, I would like it if there was some passive effect tied to it. I think it would be balanced since users would also miss out on set bonuses. PTB spoiler:||Since we can now infuse some weapons, perhaps we could do so with the crown to get resistance||
💡small improvement for fighting. Make it possible to lock on to enemies (only with melee weapons) it will be a little bit easier to fight more then 1 enemy that way
💡 Random Affixes on Looted (not crafted) Items! This would incentivize the players to head out looking for Chests and other ways to Loot these new rare drops that would change how you'd build your character out.
💡make raids proximity based. So if you have mistlands within 1000m of your base, seekers can raid you, but if you hide out on the starting island, only raids from the central region happen
💡 Low priority but would love additional music tracks for each biome. The ambient music is amazing and I want more!
💡 The Block skill should level faster, or at least gain more XP when parrying. Cause as of right now, it levels super slowly compared to all other skills even if you consistently use a shield.
💡 Let boats be named
💡We want and need that all items can be placed on item stands. Especially dragon tears, torn spirit, everything that makes light effects as well as all veggies and flowers. The builders will be happy than! 😉
💡 This has probably been said before, but being able to harpoon fallen and floating trees, and be able to move them around.
💡 meele (secondary) attack for staffs.
💡sail patterns like shields or plain dye
💡smelter that melts all types of ores and metals
💡Borderless window mode
💡 have wisplight follow you, but at a distance and stop jittering. makes building or aiming at anything a massive pain when equipped
💡 Water resistant cape and hood with reduced def compared to troll's gear
💡 A toggle in the settings to switch off the little puffs of smoke that appear every time you place a block.
💡 make skeletts not braindead. they cant hop down from the entrance of an infested mine (or anywhere in general), theyre extremely slow to follow you, and their hp doesnt increase from having a higher blood magic level
💡 Increase portal tag length? Double the length of what it is now to begin with would be nice.
💡
Death messages for players that act like the join server message. But also, when you hover over your grave, it tells you how you died. The death also gets added to your compendium and you can scroll through your deaths to see what you die to most often. They could be Terraria-esque death messages if that was fitting.
Somewhat silly but still informative stuff like, "______ was pommeled into viking barley by a fuling beserker", "______ learnt why viking's made boats the hard way", "______ tried to fly like a raven", "______ found out how The Elder has lived as long as he has", "______ became a nordic icypole".
The list could go on but honestly it would be so fun.
💡 Room types/classifications to incentivise functional base-building (as seen in V Rising or Oxygen Not Included).
Currently we have a problem where the optimal thing to do is jam max comfort items into a kitchen and sleep there. For example, a bedroom would require a bed, and placing a bed in room would disqualify it from being classified as a different type of room (no beds in the kitchen), and doing so would give you a bonus when sleeping. Different comfort items would be exclusive to certain room types, making for more visually distinct rooms.
Second example: Forge room which requires Forge and its attachments, excludes other crafting stations, and gives a bonus to crafting (speed, material usage, balance it how you like). This kind of change would go hand-in-hand with systems like a central repair station since nobody wants to run between 4 different rooms to repair their gear, but only one suggestion per post...
💡Show health bar under stamina bar so I can actually notice when it gets tiny and remember to eat, or gets low and suck a potion down
💡 Thinking up new Suggestions for the game in this discord should give us an in-game cosmetic if you happen to use our idea.
P.S. if you happen to use this idea, I think I and everyone who upvotes this should get to have a unique cosmetic for thinking it up.
💡lasso so we can move our tamed boar around.
💡 it comes to no surprise that early game is in desperate need of more fluff, late game quality of biomes the likes of mistlands or Ashlands just clashes with quality of meadows or black forest, mostly because late game has sub-biomes that have original content in each
While I know it could slightly bloat the game, the early game just paints the game as monotone grindy hellscape
Possible ideas for meadows:
- subbiome of field of flowers - flowers are a good way to encourage people staying in the biome if they like this aesthetic, because meadows have the best conditions for them to grow
- subbiome of a beach - sure we got some sand on the shore sometimes but it would be nice if a bigger patch of land could get covered in sand
- subbiome of tall grass - a type of biomes where it's easier to lose the enemies that chase you (as in breaking los) but you're slightly slower running in it, perfect for just going to the base not getting chased by a military task force of greydwarfs
I'd do more ideas for things like dark forest and the swamp but I know idea would be too long to fit here, and I want to just encourage to add more fluff to early game, you can suggest that in #suggestion-discussion
💡 make fenris claws drop from fenrings idk
💡Can we have more suggestion channels? Ex. one for quality of life improvements, one for ashlands/deep north, etc. It would help reduce spoilers for ashlands and help organize suggestions overall.
💡 I don't know if it's already in the game or not, but I would love a hidden relationship mechanic with the Dvergr people where they slowly gain your trust the longer you go without aggravating them while being with them, seeing you're not a threat. I've been around the same ones for a while and they still point a weapon at me. Maybe they could start saying different things or share stories or secrets like locations of landmarks in the world seed
💡 I would like to make a suggestion to updating fishing and fish recipes. Every biome has a set of recipes that are upgrades from the ones before: a health, stamina, and now eitr bonus. However, the ocean bio doesn't really have an order in which you are encouraged to visit. The food recipes and become obsolete quickly and doesn't give any much insentive to invest in fishing. So what if instead of fish recipes giving health or stamina bonuses, they gave stat bonuses instead. Fish from different biomes can offer different stat bonuses, and thus encourage us to return to past biomes to fish. Possible future creatures added like whales or sharks would encourage deep sea fishing and more use for the harpoon. Krakens could randomly drop mussles or clams from the mining nodes on their back instead of only chitin. Please consider this fishing and fish recipe overhaul to encourage fishing.
💡 Hello Valheim Team! I am curious, will there be Dark Elves as enemies in the future? Just thinking of Norse Mythology and the nine realms. With Valheim being the 10th realm and all, was wondering is such enemies may come in the future? Dvergrs tend to be some sort of underworld Dwarven race and since they're in this realm, will Dark Elves be next or possibly in The Deep North?
💡 Would their be more trophies in the game for minute creatures such as: Greylings and Bats? Also, 1 and 2 Stars Creature Trophies since they're already in different colors, just thought that would be pretty neat to mount up around the base.
💡For the "Ocean updating" you could make an accessory like accessory Wisplight. But "Ocean accessory" could make an air sphere around you, what allow you to go down in the sea under water.
I think, it give many possibilities to make Ocean more interesting with it's own armors, enemies and e.t.c. .
💡Strong enemies can summon helpers. For example, after their death.
💡 The world looks extremely huge compared to the player characters, which makes them look like dwarves. Fix this up so my friend can finally be convinced to play. 😭
💡 Different tiers of Ocean.
An 'easy' ocean, similar to what we have, takes up most of the central area of the map.
Once far enough from the spawn the water gets darker, the serpents get stronger, other ocean enemies start appearing and the storms are more intense.
The last tier of ocean has constant big waves and terrifying storms, but only appears far, far away from spawn.
Make the ocean scary as you progress, but not able to wreck you when you start fresh.
💡 Toggleable Freelook build mode like in No Man's Sky, where you can fly around and place parts within a certain range while your character stays on the ground stationary. Could be useful for building on or under water without using console.
Also smaller roof sections to match the smaller wall/floor pieces.
💡 World modifier that adds Skill "Checkpoints" preventing further drain by death. For example, once you hit 50 at a skill, that skill can't drop below 50. Would likely be tied to a casual world modifier.
💡 buy back valuables for the same amount of gold or a bit more
💡 Separate the lore quotes from the raven from the tutorials.
Not everything the ravens tell you are meant to teach you something, a few are only to tell you lore about the world and such. Problem is that disabling the toggle in the options menu also disables those bits of lore and there's 0 clue about whether this happens or not until you play long enough with the tutorials disabled and then enable it again.
We have a toggle for tutorial quotes, so this could be fixed by having another for the lore quotes. So the player can choose to have both disabled or just the tutorial ones
💡I would like to be able to deconstruct boats & carts without having to chop them to pieces. Could this be turned into a toggleable setting or world modifier? Reasoning: I often chop my carts or boats up, take the pieces, hop through a portal, then reassemble them so that I can haul materials back to base faster.
💡 idea for a moder rework/tweak: make her breath attacks aim downwards, to avoid cheese with the summoning platform. and maybe leave a damage area that forces players to leave the underground, it would make for a fun cycle of taking cover in the underground, evacuate when she breathes and fighting her on the surface until you need to take cover again, possibly from a new attack that makes the surface a dangerous area to be in.
💡A new decorative or utilitarian object : a spike on which to hang monster trophies in the manner of a "níðstang" :
- First possibility : the presence of these effigies would attract the wrath of the monsters whose trophy you had used, and they would come to punish the intruder. In game terms, this would mean increasing the rate of appearance of a certain monster in its original biome in an area around the spike. Of course, the monster must be able to appear there. You couldn't make a sea monster appear in the middle of a stretch of land, for example.
- Another possibility : the "níðstang" could, on the contrary, scare the monster whose trophy you've hung, preventing it from appearing within a certain perimeter (naturally larger than if you were to place a manufacturing table or any other workshop).
💡 Make knives and especially spears to have a higher dmg bonus Vs staggered enemies than the rest of the weapons.
Knives would have x3 while spears could have x4 or even x5. This way spears would be more encouraged to be used regardless of the weird animations and hitbox because of its extreme bonus DMG in comparison to all other weapons (especially melee).
Especially considering spears are meant to be used with a shield, so a spear + shield combo could become an extremely powerful playstyle (when used properly)
💡I would love the option to collapse old unused dungeons/crypts. I have been marking them on my map and most, once gutted of all their resources are just useless..please give us the ability to collapse unneeded ones and perhaps in the future there'd be ways for new ones to spawn.
💡 I'd like a "stamina" modifier server setting. (None, Casual, Easy, Normal, Hard)
None (0%)
Casual (25%)
Easy (50%)
Normal (100%)
Hard (150%)
💡 A problem I've noticed with games that incorporate procedural generation is that it limits intricacy when it comes to certain encounters or dungeons when it's relied upon too much. The dungeons that currently exist in the game are cool, but feel sort of "bite sized" if that makes sense, and it doesn't take much to start detecting patterns considering how many you're meant to explore. Having played the adventure map that recently came out, I came to realize that the best parts of it were the unique structures and the way they functioned, and how the way the game works makes large, grander dungeons like those plenty of fun to explore. The closest experience to that in vanilla would be the sealed towers, which felt quite distinct from the rest in a good way, and nicely incorporated a mechanic no other dungeon had previously explored (building in this case). I believe the game would benefit from a few more unique, slightly more streamlined larger overworld dungeons, which could be few and far between to make them feel special, although I also understand if it could be too much work or doesn't align with the current vision of the game.
💡The further out from center you go the higher the star ratings on mobs appear more frequently.
💡 I got bored and the server I'm playing with decided I should do something about this, can you guys please, oh please, add ravioli to the game for the funsies? I may or may not be a little bit biased in my answer for what I think you guys should do XD
💡 being able to forcefully feed a tamed animal in order to heal it.
This has zero effect on the breeding conditions, it's only exclusively to heal it. Breed mechanics can only progress if the creature eats automatically (as they do now)
💡I got to thinking about the deep north, considering there is an Odin entity that pops in and out here and there just watching you, after the deep north, I think it'd be interesting for a challenge back into Valhalla, assuming you came from there in the beginning. The trial would involve fighting Odin himself or maybe some other big figure (literally or figuratively) in Norse mythology, making it a really big end game to look forwards to. Also because of the fact that valheim is built in the way that it is, I feel like entering Valhalla would be the furthest you'd go, and for the preservation of replay ability, you could start back at the beginning of wherever you have to go to enter Valhalla and trial to get in. of course, this is just a half fleshed out idea that might've come a bit early considering the deep north hasn't been updated yet, but I think the half baked aspect might make the idea better since it could be shaped into a better one.
💡Maybe add dyes? So that you can customize your armory. Or have it be similar to how you can pre-paint shields/capes before creating them. Would create much more diverse options for character's appearance. Recoloring items like Tunic that you can receive from Hildir, to make your clothing be unique to your character, rather than have entire team of 4 people wearing same Tunic.
Maybe make it some sort of mid-to-end-game working station on which you can craft dyes out of different materials.
- black dye made by using tar
- blue dye made by using blueberries
- red dye made by using raspberries
- and so on
💡 More unique night time enemies - the world is full of nocturnal creatures.
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To promote sleeping the nights away when first exploring a new biome as they would likely make things more difficult and in turn making you feel less in control of the biome.
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Once more prepared and confident, to incentivise exploring that biome at night time for unique encounters with said enemy, and hopefully unique item/s from it too. Giving that extra sense of power once you've mastered killing that enemy and surviving night time.
P.S. The fenring and wraith are the only enemies I can think of that is unique to night time (other than some starred versions of enemies but those aren't entirely unique enemies) and although they are cool one of them (the fenring) doesn't drop anything unique and it may do a bit more damage than wolves but the mountains terrain does can cause it to be less of a problem than a simple pack of wolves imo. But it's a cool enemy in concept especially if it had a unique drop and if that concept was applied to other biomes I think it would make the game feel a lot more alive making progression feel more varied and natural.
💡 This may be controversial but I suggest to add a mechanic and an animation to the troll where they exit their cave if you retreat so you can't cheese them by leaving and waiting outside for x amount of time whatever reason. The troll wouldn't be able to go back inside but considering the cave has the chance of only one troll ever being in there and the outside could have any amount of enemies nearby and ready to join the fight, it would be a negative thing to retreat from the troll cave rather than a positive (unless you want to lead the troll somewhere).
It would be cool to see it have to sort of climb out of the darkness where you still have time to punish it just a little bit but it would also be a surprise to those who wouldn't know this could happen and if they were too close to the entrance, they would take damage and get knocked back.
Anyway that's very specific and possibly a big change to troll caves.
💡so what my suggestion was is that maybe it could be a cool idea to add armor for your mounts. Because with more biomes and more difficult areas coming into the game, previous pets and mounts (wolf, lox) kind of become redundant in the sense you can't take them out to those zones without instantly dying. Maybe you could add armor plating to the lox, maybe some armor for the wolves. Just something to make pets more useful outside of food and pelt grinding. Besides a war lox could look pretty sick!
💡lately i played dont starve together and i realized a cool feature valheim could use too, another hammer but instead of building with it, you change the style of something you built, so you could make for example wood have a different color or pattern without needing anything from future biomes
💡 It's quite annoying having to visit up to 4 different crafting benches to repair gear, tools and capes. It would be great if "next tier" workbenches can fix everything below it. Perhaps this could unlock when the bench is fully upgraded.
💡gold. I would love to Make things like golden braziers and gilded doors and chests.
💡please, add something that prevents Monsters from destroying things like portals
💡 Add animal skin rugs that can be placed on walls. I'm eastern european and that would be pretty cool
💡make it so the stonecutter is made out of parts that go through portals like maybe an iron blade that can be made out of two iron.
💡 If I may riff on this earlier suggestion, #suggestions message, another way to implement might be one or more new items we can craft that are specifically for use on tames to heal them (and just that)--"poultice and bandages" or etc.--could be one the heals all tames, or maybe different ones only affecting some tames or a unique one for each tameable mob; materials options pretty flexible, dandelions, bloodbags, thistle, red and/or yellow shrooms, maybe bones for the wolves specifically, and so on, good opportunity to give more uses to underutilized mats
💡reduce the stamina consumed by swimming so that we can actually cross small rivers. If i can see the trees and rocks on the other side, i feel like that should be a swimmable distance.
💡It would be cool if chest's that were filled up said "Filled" kinda like when chest's are empty they say "Empty" It would be usefull if you are moving bases, sorting stuff and so on.
💡Add dwarven NPCs to the mountain zone. They are there mining and living their lives. Player character could have a wide variety of interactions with them:
- Deliver pelts and trophies from mountain zone to increase reputation. (maybe or skip this one and move on to the other functionalities)
- Bring weapon and armor modifications into the game, could be gem slotting for weapons and armor patches for armor.
- Would be a logical much needed gold and jewels sink, currently the "valuables" in the game just junk filling up my chests.
- Dwarven inspired build pieces unlockable with reputation or gold.
- Add a few quests to the mountain zone via these NPC.
💡Add a way to clear the mist in mistlands. Ideally by clearing enemies and reactivating some Dverger machinery that is inactive. When the mist doesn't block it all it is actually a pretty good looking zone. And the perma mist just isn't fun, its a cool story mechanic and progression wall but being able to clear it would add depth to the zone.
💡 Could we get like a scarecrow item or building? Like a ridiculously expensive thing that scares them away, at least the ones without stars. Maybe 200 trophies of one kind for that kind of scarecrow. I'm kind of like in the first third of the game but I already get annoyed by the Greydwarfs and especially the Greylings because they're just too easy. They don't do any damage and just hit me to run away while giggling... Even trolls, at this point I am avoiding trolls like an ex girlfriend because I don't have the storage for all the trollskin I got...
💡 Allow animals to heal and restore stamina when not loaded.
Someone correct me if I'm wrong but I think those stats just freeze when you aren't around. Makes the "Great Lox Migration" more tedious.
💡+Clay source (in earlier game)
+ new type of furnice for clay to make shingles- for early shingle roofs
+ potter wheel for making simple ceramics from clay
💡 better late game options to acquire building materials
i don't want to spend half of my game time chopping wood, mining stone and transporting it from A to B. the game encourages to build, but it costs a lot of resources, therefore in the later game there should be similar options like the sap extractor for crucial building materials (all wood types, stone, tar, marble). Such semi-automated methods may be more complex then the sap extractor though. at least for wood we can kind of do this via a greydwarf spawner, though it only works within the players presence. for everything else there is no real alternative.
💡feeding trough from darkwood materals or stone after getting stone cutter etc just a way to put food in a pen for tamed animals that makes sense and isn't available day 1 so you have to progress far enough first
💡 Allow blast furnaces to smelt every kind of metal, possibly even making them faster at smelting the weaker metals (not blackmetal and flametal)
💡 Update to the Unity 6~~ preview.~~
Unity 6 comes with many new features, and many that would greatly benefit Valheim, such as:
-Making rendering fully GPU-bound (large-builds are usually CPU bound so this would help greatly)
-Implementing GPU occlusion culling
-A new upscaler that works well on all platforms
-And more! (Actually not really, that's pretty much it)
In my experience, the preview has reached a stable enough level to use in production games, though it may vary for Valheim. However, I implore Iron Gate to give Unity 6 a shot as it would greatly benefit players with weaker devices and better utilize stronger devices.
Only downside may be a 2.5% revenue share with Unity, however I believe it is worth it for the vast performance improvements.
Edit: Its fully released now!
💡 a multicraft for the cooking pot or for arrows would be the best thing since sliced bread
💡 Give us the ability to use stones and wood on our hotbar for when in water to raise or sink the player. To sink activate stone in your hotbar when in deep enough water and then activate wood to quickly surface. Could also use wood to regain stamina in water at the cost of not being able to move until stamina is fully recovered
💡allow for temporary diving by including stomach(s) as a drop. Historically, divers would trap air and bring the bubble down with them to give them more time underwater prior to modern scuba gear.
💡 Aquarium build piece based on crystal.
💡add whales to ocean biome / whaling - use of the harpoon other than serpents, whale oil?
💡troll meat 🤤
💡 Runecasting table: A table you can make early on, you can start off with wooden, bone and painted stone rune stones. When you "Cast the Runes" it applies a special effect, the type and strength based on material (IE Bone casting runes could effect combat, like more damage against a set type of monster or that type becomes more dangerous for a set time) as you discover more materials you can make more types. Could have a chance for one that will give you full sails for the duration, or you couldnt have a bigger chance to encounter a sea serpent. You would craft and "Cast" the runes on the table
💡 Change portal system: Make portal appear randomly on map, once activated they can be used with any built in portal, maybe selection menu once you enter any of portals. Also allow ores and everything be transported then. This will make it easy to travel with ores but it wont be just easy because you have to get lucky and find random teleports in good areas and you still have to travel from ore to these teleports
💡 Can we have 26 and 45 degree angled crystal walls? 👉 👈
💡 A structure in each biomes where once it is read/interacted with/destroyed, it then reveals tombs/crypts/caves/mines/fortress for a small area for their respective biomes.
💡 can tar not get stuck in tar pits please
💡 Brass made from zinc + copper for the iron age.
Calamine (zinc carbonate) has the same colour as the swamp terrain and it blends with the terrain. So you will need the wishbone to differentiate between terrain and the zinc ore.
tools/weapons/armor/shields made from it has the same stats as iron level 1 but 4x the durability, 1/2 the weight and cannot be upgraded.
💡 Crafting UX improvements: search, groups, mass crafting and cancelling
There is a difference between immersion and bad UX, and the crafting is UI is really bad with this. I believe it could be improved as follows:
- Search: self-explanatory
- Groups: the amount of craftable items increases throughout the game, yet the list is quite chaotically sorted. There should be logical grouping such as armor/weapon/tool/ammo/ingredient, and sorting by progression within those groups (latest on top) + ideally a recents group on top
- Mass-crafting: self-explanatory, there is a mod that implements this just with +/- buttons and costs displaying accordingly
- Cancelling: instead of replacing the craft button, it should appear to the side of it, or require right-click instead (a different key on a controller for sure)
💡we could use a wooden slab notepad, the reason for this is pretty simple, checklists and reminders, why a wooden slab? because vikings didn't use paper, so they instead to write things down used "runes" - simple lines and shapes, it's the very 'language' you see before translation kicks in on these giant stone slabs you can find on the world
💡 Add a small text field with an up and down arrow to the crafting menus, most importantly the cauldron. Those allow you to enter a number and queue multiple crafts. There should also be an X to cancel any active queues in case you misclick or change your mind.
💡 Allow more than one wall mounted dwarven lamp to mount to the same snap point. I find it annoying I can't put lamps on both/all sided of a post because the base of the lamp snaps to about the middle of it instead of the outer edge/face unlike other lighting methods.
💡 Hammermode "no build cost" should extend to stamina as well
💡bears, bear pelts, and bear meat
💡I would like some smaller light sources that last such as candles. Could easily be made from beeswax gathered from bees? At the very least I need a large supply of resin from greydwarves to fuel my torches and it feels exhausting to kill so many...could we possibly get mini bosses that would drop more than one resin? Like a big greydwarf that drops a stack of 20 or even a larger deathsquito that drops 10 needles instead of 1. Gets tiring spending an hour killing for so little.
💡 reduce movement speed penalty of battleaxes (crystal and iron) from 20% to 10% so they are relevant on higher difficulties please 🙂 atgeir is just too strong in comparison
💡 Another black armor set. Doesnt matter what it does- just black.
💡 either reduce the knockback tower shields deal to enemies when blocking and/or reduce the knockback done to the player.
This way you can block high-damaging attacks from enemies while still being in the perfect position to counter attack rapidly. Especially useful if using a weapon with high attack speed such as knives or spear.
💡 make it so the cultivator hoe and hammer don't require stamina those tools are not skills.
💡 New Stone and masonry building blocks, ones that make a better running bond that is more commonly seen in masonry. Even Rough stone walls would be nice as well. The auto snapping often just wants to do a stacked bond(one over top the other) and not a running bond ( where the next stone is placed over the joint of the below stone which is a much stronger bond.) like real life masonry often does. Arches and Vaulted celing tiles that all work really well would be nice as well💡
💡It would be interesting to be able to "adopt" dvgers into the clan for auto farming purposes.
basically they would plant crops, harvest them. Pick up loose drops. Help chop trees, harvest stone. Maybe weven help smelting
it could even be fun to build them quarters so they have there own rested/ energy system
💡portals: a couple of diferent options for portals on setup, 1: have an option for portals to only be active for a player with the no skill loss buff, and also with no items, designed to be able to get back to your gear a bit easier but besides that it’s like no portals. 2: have a short portal option, portals within 100m (or whatever distance sounds logical) can only connect up, designed for in bases for elevators in a big base build, or to be a bridge if you suck at building a bridge between 2 close land masses
💡 Cutting trees updates the minimap.
💡 Dead raiser summons sword skellie and alt-attack summons archer skellie
💡 can we go back to the old main menu screen that had a graydwarf brute instead of a seeker lurking in the trees?
💡𒌧name your portals the Greek alphabet
💡 World Modifier that automatically marks your map with POIs like Troll Caves, Burial Chambers, Sunken Crypts, etc.
💡 me and my buddy were just talking about this. please make this a thing.
💡 Change how vegvisir works in no-map mode: Give players a runestone or some artifact that points in the direction of the boss because finding anything beyond Moder by sheer luck of exploration is unreasonably arduous without a map. I'm told this is how V Rising handles bosses.
💡 give one extra slot of inventory for each of the bosses thats killed but lock them in other pocket dimensions untill that boss it defeated, then have 2 quests for inventory slots so its even. Or something i feel like after necessities so you dont die you only have a few slots left i feel like it would be awesome
💡keep old biomes interesting
- each biome should have variants or special areas (that only appear further away) with new enemies, locations to explore and possibly also new resources, that are intended for players that have progressed to later biomes already.
- these variants should only become active by defeating later bosses.
- example defeating Yagluth could trigger a new graydwarf variant to appear in special black forests areas with the ability to significantly buff his fellow treefriends damage and armor.
- some map location which the player already visited some time ago but has not build anything yet, could "regenerate" and e.g. an abandoned tower could become inhabited by dvergrs.
- with new enemies and resources becoming avaiable through out all biomes as the player progresses would enable the old biomes to offer new crafting recipes for food, weapons, armor using new and old resources and that are relevant to players current progression.
💡 I think that this topic has been mentioned already but upgradale range for whisp tourches would be a very welcome addition.
For my reasoning behind it: Mistlands is the most restricted biome in terms of exploration, as no other biome requires specific and constant mechanic in order to be exploraable ( except mountains but they have several and permanent solutions to that ). I belive that with ever growing game, ability to make mistland exploration less frustrating and actually enjoyable visual-wise, an addition of upgraded range on whisp torches or/and whisplight at later stages of that biome or during stages after mistlands would be welcome nevertheless. It would not takeaway from initial mistland experience, and similarly to cape usage in mountains, it would make whole process less frustrating.
Not only that, having hundreds of torches all over the biome isn't as visually pleasing as having few of them with bigger range. Something that biome would benefit from as it looks gorgeus and those light sources break it due to how many of them has to be placed in order to deal with the mist.
💡make drakes mountable? accidentally jumped on top of one today and it took me for a ride that was both terrifying and awesome at the same time.
💡 tameable Dvergr - drop 5 meads, can't multiply
💡 Trolls with a log as a weapon should also drop some wood when they die.
💡 Find a better way to discuss suggestions. Seeing a suggestion worth discussing and trying to talk about it in #suggestion-discussion is a chore for anyone not on the server 24/7.
💡 Redo the chests so that they all Fit within a grid of either 1x or 2x. the fact that they bleed over on at least 1 dimension after the wood chests makes no sense. I get that with more storage space comes bigger storage chest but it doesn't change the fact that I am putting a serpent trophy into a small wooden chest or even a personal box lol. Make all the chests fit within a 1x or 2x space
💡 Server Setting: Carry weight multiplier. It's nice to have double resources but now we have to run twice as much for one crypt. A server setting that doubles your carrying capacity (default inv and meginjord would be very convenient.
💡 Is it possible to incorporate a waterfall into the game?
💡 A more compact and comprehensible building menu through integrating all different building pieces with the same core-structure into one.
To clarify, you simply have one '2m pole' building piece in the menu, and by using a right click (hold setting and not toggle, for convenience) and select function for example, you shift through the different variants of 2m poles. Additionally, this leaves more room for expansion, whilst keeping the menu concise.
Suggestion inspired primarily through the simplicity and coherency of browsing through building skins in the game 'Rust' (although slightly different in operation).
💡 Take Deathkitos out of the game (pls)
💡 Please consider having the Cauldron sort the foods by biome in the crafting menu of it rather than one long list unsorted, would make life so much easier, thanks 🙂
💡With all the hype right now, I was thinking how much I'd love to see the Aurora Borealis in Valheims night sky.
💡 Reduce Silver Ore from 14 to 10 or 12 weight.
It already costs 2x to craft things and all other ores/scraps are weight 10.
Its nearly impossible to use carts in the mountains.
💡 Mist in the Mistlands...i love the mechanic of fog blocking the vision of farther unexplored terrains, however the fog shouldnt reappear where already explored...the mechanic of the wisp torches is cool but i dont wanna spam 1000 of them to see one half of one biome...make the fog around POI's require these torches and make the fog in the open world part not reappear...otherwise im using no mist mod still
💡 Plains armor...can plains armor please please please require Black Metal to craft and upgrade instead of Iron, makes absolutely no sense to me why its this way (meadows=hide, black forest=bronze, swamp=iron, mountain=silver, plains=iron again? why?
💡 to make fishing rod not as onedimensional and an actually useful tool, I'd make it so it can snap to players gravestone, only the one who died can grab their gravestone so there's no griefing
sometimes your gear is in extremely unfortunate space, like in a dungeon blocked off by enemies and a spawner of them making it so unbelievably hard to get the gear back
having extra use to the fishing rod would make it still worth buying even if you're not interested in fishing that much
💡 I think it would be cool to see something like a waterfall, maybe being near can give +1 comfort, but it can only spawn in two biomes, Meadows and Plains. It could help add a little more diversity into the landscapes, but could also be somewhat rare, like a maypole or tetra cave, only 2-3 in a Valheim world
💡skull cups. We can Make a shield out of bones, so why cant we drink from them?
💡 Nature Staff: a versatile tool enabling the creation of natural embellishments like bushes, fallen trees, and vines. It unlocks a selection of dirt and grass building pieces (following same rules as stone structures), perfect for crafting underground dwellings. Plus, when approaching wooden structures with the staff equipped, you can utilize honey to safeguard them from decay.
💡 dvergr lantern can be held off-hand when using build hammer
💡 Have the client send "isModded" to server so dedicated servers can prevent players with mods to connect. Use cases is 'true vanilla' and avoiding those cheat/hack mods
💡 Another way to obtain the Dvergr extractor.
- Trade with Dvergr
- As a gift
- Craftable with black cores or something
- Any other way that doesn't involve killing them and destroying their wards
💡new build pieces:
forsaken rune-stones, one for each boss. need either the corresponding trophy or special boss drop amongst other resource to build. enables the player to switch forsaken power to without traveling back to the start location.
maybe the regular rune stones spawned in the world specific to a boss may also fulfil the same function once the corresponding boss is defeated and his trophy is hung.
💡 new (secret) building hammers: fuling and dvergr hammer.
replaces/extends some of the regular build pieces with fuling / dvergr elements which currently are not available (like each has special wooden floors + roofs).
cannot be crafted, but is either a rare drop or acquired by other special means (e.g. like Hildir missions?)
[as there are quite a few build pieces already, i am not sure i would want to have them all on my normal build hammer, as that might spam/overload the build menu little too much]
💡 Hold "E" down on a portal to lock and unlock its connected names.
💡 100% drop chance for neck tail
💡Defeating a boss multiply times has a chance to drop a more powerful version of the loot which has limited use.
- Antler axe upgraded to dark metal level 4 but can't be repaired
- Crypt key which increases iron deposit but only opens ONE crypt
- Wishbone large radius and large silver nodes but only works for one day
- Dragon tear increase radius of all workbenches for a period
- Torn spirit increases number of wisp for one night
💡A station to get Viking tattoos, like the Barber Station. Maybe you can purchase it like the Barber Kit or obtain it through one of Hildirs Missions.
💡 make smoke go through cage walls. I tried to make my chimney look more METAL with the cage walls but the smoke was contained by a higher force...
💡 actually impactful levels. I have currently lvl 56 running and there is no noticeable difference in stamina consumption (applies to other levels as well, but running is the most obvious one)
💡 Make usable dragon eggs - for any item or mead (f.e. "flying" mead - doubled jump size [not affect skill level, only doubled value] and decrease damage from fall to 50% [capped on 50 HP]). It is interesting source - they are relatively rare.
💡 continuing from the topic of stamina, a whole stamina revamp. It's currently way too limiting and honestly reduces the enjoyability by a large margin
💡jumping ahead to the strange land up north can we have the northern lights when you create this biome just like you can see in the norse homelands.
💡 add craftable binoculars/spyglass which would show a scoped FPS view; scroll wheel can be used to zoom in/out
💡 when we're done with adding all the biomes, its nigh time to rework farming, both animal and regular, i'll make separate post for animals later, the thing is, we got waaay too little variety of what we could farm, we only have carrots, turnips, onion etc., each comes from a single biome and each have only 1 (or 2 if its lategame) crops, plus they're so progression heavy its mental how pointless carrots become when you get onions for example
make it so with progression you can find more farmable plants, like parsnips on meadows after you beat the elder, so its always worth revisiting old biomes, make them a buff changing additions rather than be used in recipes themselves, in other words, make it so you can add them to the already made dish to grant it an extra thing it does, i'll list few possible plants to add and buffs they bring
psa - all of these below can grow in the wild in europe so they could exist in valheim, i checked
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parsnip - reduces stamina usage the heavier your character is, cool thing to have if you're heavy armor user or you have lots of ore and theres lots of back and forth
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raddish (in outskirts of swamp after beating eikthyr, so its a risky thing to gather) - improves your speed the less heavy you are ~ useful for stamina foods if you're mostly exploring rather than gathering
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rhubarb (in the swamp after beating bonemass) - decreases the time of losing your food buff, for example instead of 15 min food buff + 10 where the buff decreases your stamina and hp bar, it makes it 20 min + 5 where buff goes down
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spinach (grows in dark forest after beating moder) - ever annoyed of not being able to carry extra 5 weight? this allows you to carry up to 50 extra weight, but only for 7-8 min before "ur too heavy" debuff, to prevent ppl throwing stuff away for a milisec and picking it up after the buff or during it, just straight out punishes u with 10 min cooldown
the word limit stops me here, tried to make this balanced as much as i could!
💡 coming to animals now, it poses the same problem as plants do with farming, what's worse is unlike plants, the animals you tame are STRICTLY tied to progression, to make it more unique from plant idea, i'd make it so there are cycles (a cycle will change the mob every 3 days up to a week) of different mobs spawning than the regular ones in a biome after you beat certain bosses, for example in meadows instead of a boar there is new tameable creature - lynx, what it gives and what it does i'll specify in hot minute
psa - i also checked all of the creatures below and they also all live in europe, therefore possible for it to exist in the world of valheim
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lynx - appears after beating the elder, i'd specify it as a pre-mountain wolf, aka this will follow you around and fight with you, it'll drop a lynx pelt (purely for decoration stuff, perhaps bed customization) and lynx meat, lynx meat just like with plants above will be used to buff food items rather than make new ones, these are just mostly hp based and straightforward, lynx meat will provide extra 15 health the more enemies are around you. is a predator
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fox - appears after beating eikthyr in the black forest, drops fox pelts and fox meat, fox pelts can be sold to hildir for 10 gold each (low because you can farm it), basically make money if you want to decorate with coins, but still hard cuz you gotta find hildir first, fox meat makes it so the less hp you have the faster you move. is an omnivore
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big snail - more fantasy side, animal is real, they just come real tiny, the irl animal has the capability to feel safe around you though, it'd be a swamp animal, appears after beating bonemass, it's slow af animal, but purely because it's slow and passive, you can pick it up and hold over your head (so you must carry 1 at a time), it gives snail meat and snail shell, snail meat gives you damage reduction the more often u take damage, snail shell just gives a lot of cups you can decorate with, herbivore
💡New resource - Salt, can be harvested on ocean beaches, can be used to make new food items, or to preserve food if a survial mode is added where food can go bad
💡 Add slightly improved glide ability as feather cape levels ex +5 degrees
💡Rework plains armor to be Black, and require Black Metal instead of Iron.
💡 Change Suggestion, Fan Art, and other similar channels to "Forum" so that we can have discussions on individual posts and easily sort/filter
💡a fourth quest on Hildir, I had so much fun doing The first three
💡metal ingot stacks
Just like we have wood/stone stacks but for metal ingots
💡proper ship rowing/sail pulling animation instead of just sitting down at the rudder
💡 Add a Linen armor to give the plains a light armor variant and go with the cape, maybe blackmetal supplement in addition to thread?
💡 Feather Cape to give ability to jump higher to make navigating Mistlands less tedious, waiting for stamina to regen constantly
💡in december, Deers should have a red nose and Be called reindeers. Also, Thor would Be replaced with santa
💡make some open places more flat.
💡 scaffolding for easier building
💡 pickling things and with that a pickle barrel, believe it or not but vikings actually used to pickle their food, mostly due to harsh environment around them, carrots very quickly become obsolete as early as you get turnips, so what if you could pickle 3 exact same ingredients together to basically 'compress' them into one food item, the higher quality the farmable item, the longer it will pickle it, pickled carrots being the fastest, needing only 4 days to pickle and things like onion, 1 week and 3 days
💡 Add some uses for these items, Ancient Seeds, Bonemass Summoning Bones, and Dragon Eggs. Also can we pleasssssseeee get a stackable asset for resin? Like a jar of 50-100 ?
💡 Armour slots. The inventory is already small enough. We don't need armour taking up the space
💡 Make harpoon able to grab corpse loot so we can safely grab bodies from a distance.
💡 26 degree angled grausten roof
💡 the soundtrack (the purchasable one) needs to be updated, it only has songs up to hearth and home update
💡 Slots for armor and a quiver with a slot in the inv. maybe even a satchel (Maybe even slots for food) idk
💡 I know "look forward not back" is the general IG team philosophy BUT post-Plains there are a lot of food combo opportunities with bread. It gives more utility to the windmill (we have a whole piece dedicated to the processing of the stuff) and I think it's the fulcrum on which other food combinations can be balanced.
💡how about one of the circular fortress concepts to make some of the variety since most ppl don’t like the single one everywhere. They can have more loot, and have 3 layers before the final tower, which is larger and has booby traps
💡 It would be nice if there was a feature to protect items from being included in the "Place Stacks" button. I noticed the mouse right-click is unassigned in that menu. Right-click COULD protect an item stack from "Place Stacks"
💡 MORE texture to flat ashland build pieces. They look to plain - UNFINISHED.
💡Make the Flametal Pillar, Flametal Beam and Flametal Gate use the same crafting structure. Either black forge or forge for all three.
💡 could we zoom out more when || using the new boat? I really can't see where I'm going honestly and need to rotate my view a lot.. ||
💡 Deep North - Theme
Now that ashlands has been released, this seems like the most perfect time to start suggesting content for Deep North so might as well start:
Considering the main theme of Ashlands goes alongside the fiery landscape of the biome (which is conflict and neverending war), and DN being on the exact opposite geographically, DN should be the exact opposite in theme as well.
In ashlands the main danger are the mobs, in DN the main danger should be the biome itself, rather than having to fight every 10 seconds, instead, the player fights against the elements and the environmental hazards the biome throws at you. There would still be enemies, but they're somewhat rarer in comparison to ashlands. Fighting would be much scarcer in comparison.
Here, exploration and keeping yourself alive is the main aspect of the biome, whether that is against the more dangerous frigid temperatures or something else. Enemies being the least of your worries.
The main aspect of this biome wouldn't be fighting, it would be exploration, the biome should remain similarly as a barren, frozen wasteland seemingly devoid of life as it is now, with its main themes being loneliness, silence (it might even have less music), mystery, mysticism and maybe horror.
💡 Deep North - Enchanting
Ashlands introduced "enchanting", but not all elements are available, DN would be the perfect opportunity to include them.
Frost: I know frost dmg in a frost biome would feel like fire in a fire biome, but that's if there were no enemies affected to frost, so an enemy that can be affected by frost (even if just by neutral by it) would make it somewhat of a necessity, bonus points if the enemy is very quick, meaning that frost would make them more manageable. The enemies could be in large numbers otherwise nature enchantment would be the ideal choice (or maybe even both)
Spirit: Now this is the part that might be interesting to think about, as only undead/demons are affected by it. This means that several or even the main enemies of the biome could be neutral or weak to spirit, yes, that means undead would be present here as well... BUT NO SKELETONS. We've already had a share of undead in the form of skeletons, we could still have an undead creature, maybe even an entire faction of creatures affected by spirit, but please, NO MORE SKELETONS.
Fire: Biome is freezing cold, and fire keeps you warm. On top of that, enemies born and living in a frost biome are very expected to be hurt by fire. So having fire weapons would certainly come in handy. Dyrnwyrn will play a big role during the earliest moments of the exploration for this reason.
Additionally, the biome could be dark, being mostly or completely unaffected by daylight, making fire weapons a good source of light while exploring. And it'd probably be a good idea to have a weapon ready in case you're ambushed from the dark. For this last part, I like to imagine something like queen's fight where her attacks can come out of the mist and surprise you.
Considering it's to be expected that weapons from later biomes are much better against enemies from earlier ones, spirit and frost (not fire obviously) would be very useful in ashlands.
💡 World creation "flags" such as how spread out bosses are and land masses.
Sometimes it would be nice to have things closer together and sometimes it is fun to explore big areas.
💡for the deep north what if sled dogs
💡 Increase the range of items giving comfort. Having Bed next to hot tub and throne in one room is just ridiculous. Especially when we build something bigger, it is annoying to have to cram it all in one place.
💡 reduce the projectile spread on the ice staff. It's a great weapon but with the spread being what it is, it's basically a melee weapon because as soon as the enemy is even at medium distance, you start missing while expending eitr
💡 I'm sure this had been asked, but please allow keybinds to the action bar. So I can use mouse side buttons to drink meads.
Thank you.
💡would be lovely if you guys added a lock button for the inventory slots, so you don't always accidentally add all your food to chests when pressing place stacks
💡(More) Altars to come in Contact with the Gods, such as an Odin altar where you can sacrifice trophies from bosses/mini bosses and normal enemies for rewards such as temporary abilities or items. With bosses you could then get the buff of this boss for a certain time, e.g. sacrifice the Mother of Dragons trophy and defy e.g. Eikhtyr ability selected and still have the Mother of Dragons ability for e.g. 10 minutes. and with mini bosses it's more like a small but special item. and for normal trophies, not so special items. e.g. gray dwarf trophy for wood.
💡
• To be able to craft a fishpond
• More food recipes with different types of fish
💡 Add a progress bar/animation when the game is creating a new world so we can tell if the game is crashed or just taking a really long time.
💡Add a music player to the game to play music you hear around the world - Haldor's, Hildir's themes etc at your house would be amazing. Maybe a magical harp of some sort?... Adding findable / buyable music samples would be great tho
💡ASHLANDS SPOILER:
||Jade weapons are solid thanks to immobilized but the damage type, poison, is seriously not good as a player damage type. Everything except maybe two or three enemies in the ashlands are immune to poison and the way it functions punishes aggression, as it doesnt stack like fire and spirit do. These weapons would benefit a lot from doing spirit damage instead. Slower weapons like ripper and slayer also struggle because its less damage and doesn't proc as often.||
💡 Dyrnwyn should have Brenna’s ground stab ability as its heavy attack since All other ashlands weapons have a special effect. Dyrnwyn deserves the cool fire explosion ground stab!!!
💡 Mistlands Airship. I think adding some kind of hot air balloon to the game using drops from the gjall would be great. It could work on the same wind function to normal ships and either hover at a designated or player controlled height (using coal as fuel) and have a small ladder to get back on. it could be adorned with wisp lights to break the fog. After just going through the mist lands I feel that this would have made the traversal much more satisfying and improve the hunt for infested mines.
💡I was recently reading and article on how they unconvered some viking graves that had their horses buried with them bc they ment so much to the owners. I loved the new Ashland trailer just watched it, but my only thought while he was pulling the cart was that we really need horses. Please add horses.
💡 Please PLEASE make fuling village music go away when a certain amount of structures are destroyed, or have the interior home music override the village music, or even a setting to toggle if the structure specific music triggers.
💡 Though a long ways off. Deep North thought. Blizzards. A temporary whiteout that would cost stamina to talk against the winds or you would be pushed back slowly(this would also mean a small boost when running with the winds). You would also need special helmet/visor for sun glare to prevent "snow blindness"(small black or white dots that fade in and out of vision).
💡 Maybe put a note in the patch announcement that the world generation and/or opening a world save the first time after the update may take a bit longer to load than usual and to just be patient (give it a 2-5 minutes).
💡 new sound for breaking rugs, as of now they sound like wood
💡 Give Valheim steam achievements. please. I beg of you.
💡 enemy ships that roam the sea-- take them out with range or board their ship and steal their loot. You cannot take the ship as your own because they have been cursed but breaking them will drop a small amount of boat materials (finewood, nails, etc.)
The first type would be after you defeat the Elder. Skeleton longships with both melee and ranged skeletons and possibly even rancid remains (renamed to rancid captain) They would have iron age chest loot in their cargo that you would typically find in swamp houses and draugr spawner chests.
The other type would spawn after defeating Moder being a fuling ship with lots of spear fulings and deathsquito spikes on the ship to damage your ship as they try to ram into you. These would have a unique ship type as fulings are crafty and in their cargo they would have plains tier loot.
Now of course the loot would have to be made sure not to cause problems with progression and for you to still have to enter that biome to get most of the unique biome resources. You could even have it that the ships only spawn near swamps and plains so that you know one is nearby.
With this you could even have a new building in each biome. A swamp dock ruin where you may stumble across a skeleton crew (hehe) getting ready to set sail and a fuling village that spawns near the coast with their own version of a dock.
And there could also be a unique raid that only occurs near coasts that have the unique ships show up to raid you. You can thwart the raid early by getting to destroying the ship but if you don't, when the raid is over, the ship tries to sail away.
Those last two ideas would just be nice additions to make the implementation of ships feel more natural.
💡 As a suggestion for the Deep North, maybe the progression into could involve an enemy based hazard that requires an item from the Ashlands boss to surpass? Something like, an unprepared player would cause it to spawn and alert it, giving a warning like "The snow trembles below you."
Something like, an Ice Worm from Subnautica Below Zero where it acts more like a unique obstacle, and it could be that you need to progress through Deep North's tech to fight and kill it and until then it acts as a deterrent from players who haven't progressed yet and remains a threat throughout exploration.
Ps. I used the ice worm and text as an example, something more unique would be (if the DN biome is more like glaciers) some massive underwater monster breaching through the ice to attack the player. Or maybe something more ethereal like a big ghost type enemy that spawns a blizzard when it's nearby and haunts the player a bit before attacking
💡A staff or other item using iolite. Perhaps light themed. There are two staves that use bloodstone, one that uses jade, and none that use iolite. Furthermore, there is a unique weapon and a build piece that each use bloodstone. Feels like too many, let the build piece use any gem.
💡score bored for how many things you harvested/collected like how minecraft keeps track of the blocks you mine
💡what if we had more unarmed weapons like the flesh rippers that were buffed by all the light armor, (leather, troll hide, etc). i enjoy using the flesh rippers but i just feel like they're not worth it since u get them around mid/late game and all ur other skills are much higher
💡A secret biome: Floating Islands, accessed only through a portal, or even a ship that flies. Consists of a new and unique way to travel between floating land masses once in the biome, with a new mission aside from the main mission of Valheim to slay the forsaken.
💡Not quite a suggestion, more of feedback.
Since the Ashlands release, Brenna feels out of place. She’s black and on fire, but nothing like the charred. She has a Fire Sword, which has a cool attack, but we have the Dyrnwyn. And Dyrnwyn is referenced to as being very powerful. We just find a charred / not charred enemy way before Ashlands, with something very similar to the most Unique weapon in the game. It doesn’t make sense to me. Is she staying in the game?
💡 Throwable bait
Similar to throwing ranged weapons but cause no damage, but will distract attackers at a distance. Your being attacked by wolves and need to escape and wont survive another hit, toss a meat bait in the opposite direction and thin the pack to a managable number
💡A setting to disable random model distortion for build pieces. Like the tessellation setting for terrain.
💡 Penguins in Deep North as new tameable, maybe even ridable to slide across the ice
💡 increase graphics options change timer. Five seconds is too short.
💡 right click drops one unit of item while item is in the cursor (to quick drop eithr as passive damage)
💡fishing rod should grab items floating in the ocean
💡 mist in mistlands is thinned by half after beating biome boss
💡 Deep North - Enemies
Now that the basics are covered, it's the time to cover the enemies, as I said, undead would be heavily present here (BUT NO SKELETONS), there are several ways to introduce more undead without it being the same skeletons we've been seeing since the beginning. These could be resistant to frost and maybe even deal frost damage, but can be affected by spirit and fire.
The main enemy I can think of is undead viking-like warriors. What I think for these guys is that they LOOK like you, but they're NOT like you. This is kinda playing with the "uncanny valley" concept here. At a glance, you would think they would be human vikings, but they clearly aren't, and the fact that they're affected by spirit (when you're not) is a clear indication. They would kinda be like draugr, as in, they would be zombie-like warriors (but still have NO similarities to the old draugr). These could live in villages or abandoned fortifications, guarding what are considered remnants of the old civilization.
💡 ability to highlight/select a single build piece to which you want to attach/snap a new piece. to avoid snap point confusion
💡 hear me out, airships. you could add airships as another way of travel and depth. ive been thinking about this alot, it could be anything from a simple hot air ballon to a carve or something with a ballon on it. The Gjall already flies so you could do something with that or make it a little bit of an early game vehicle. also maybe ocean update but airships first. great job with the ashlands btw. (i thought it sould be cool)
💡add a lamp or two on ships, it gets crazy dark at night sometimes and with a hanging lamp its pretty immersive as well
💡 Perhaps we could add 2 extra rows and more inventory space on the drakkar ship since it's such a large ship, it's already painfully slow with one person behind the rudder, so it d be nice from a multiplayer perspective as well to get a speed boost while your buddies operate the rows.
💡 CANNONS. just give us boomsticks (joke, kinda)
💡 A giant kraken mob in the seas around the mistlands. It grabs the boat and you'd have to cut off each of his arms to beat him. Should do low damage to the boat and player.
💡Ulf's skeleton could be buried in snow in the deep north. To find him you will need a wishbone and incredible luck.
💡 suggestion ? maybe make the cooking station not burn with the new fire system ?
💡 I think Valheim should add some extra content with every update, or add small updates that could bring a new weapon, new creatures, new building parts, some new food, that extra content would make 100% happy the community.
💡 A ghost ship you can encounter in the oceans near swamps with draugr crew or ghosts. Could also just be guiding the players to a secret boss or just be aesthetic
💡dvergr shipwrecks on the beaches of Ashlands. Where did their boats go after they made the journey?
💡 Make Treestumps decay? I chop 'em, but there's always those one folks....
💡 I think a general update adding a little bit to each biome would be cool
💡 I’ve never really made any of the chitin stuff before, but I think it’s pretty cool. Maybe they could be apart of the crafting recipes for better boats?
💡
Make it possible to make the new energy shield be mountable on a cart or steed, so we can be true Gungans 😂
💡 World setting / Admin command that forces / toggles player icons to be visible on the map
💡Coal dropping from burned wood pieces is a little tricky to balance, no matter how you do it it could make kilns worthless. Instead i think these pieces could drop ash, a new item that you could use in building potted plants. A few fiddleheads and ash alongside pot shards and charcoal resin could make a fern pot. Add chains for a hanging fern pot. Use ashvine seeds instead for a hanging ashvine pot. Other biome plants could have pots too, like maybe one seed could make a pot with those little plains shrub guys. Mini firs and the meadows bushes. Just all kinds of things we could do with them. Wed finally have indoor greenery, and maybe theyd add +1 comfort. No picking anything off them though, gotta forage still.
💡 A quarry that extracts stone autonomously over time using wood as fuel and iron to construct. Supposed to give you large amounts of stones for bigger building projects without cheating or using extremely high resource multipliers
💡 A graphical update option for the workbench when you have a max level hammer that doesn't look so, erm, crude.
💡 Add a raid-exclusive enemy for the charred that acts as a bombard/artillery creature.
It could have two variations: One shoots fire projectiles and another fire ballista projectiles. They're meant as long range enemies but still have (weak) melee attacks.
This raid could also only happen after ashlands boss has been defeated
💡 A way to reinforce boats so that they can also be used in Ashlands. I would prefer having a small agile boat over the hulking Drakkar when just exploring the rocky coasts. I could be done with charred wood for example so you can only do it once you've reached the Ashlands
💡 A small thing but ore bars weigh more than the ores themselves which is kinda weird. Shouldn't the impurities be smelted out, leaving the bar with less weight?
💡 Hitting flametal pillars with siege engines shouldn't trigger the sinking.
The fact that you have siege engines means you already went through the hassle of getting flametal, probably from the pillars.
By using the engines as mining equipment that allows you to gather more from the pillars can work as a way of rewarding progression
💡 A way to do this, you can craft the Drakkar with Ceramic plates, OR, build a small ship that also uses Ceramic plates, but has a single player capacity. It can go really fast, but is quite weak. It only has 1 capacity because if it had more, the Drakkar would be quite useless, so we want it to keep its Advantages (which would be holding more than 1 player)
💡 The reality of flametal ore spires sinking into the lava forever is way too punishing to players, especially considering the Ashlands biome is very small with limited resources and you can be distracted by enemies who were attracted to the noise you made. I have an idea on how to make the sinking spires less punishing to players who could not mine very much ore in time.
Instead of sinking forever into lava, the spires will remain submerged for 168 game hours, or one game week. The spires will then emerge in the same condition you left them in, so you may resume mining the ore again.
💡 Regarding the suggestion above, instead of a week, how about 3 game days? 81 game hours.
💡 Increase the spacing for the forsaken stones/alters so they're evenly spaced since they look kinda crammed together since last patch.
💡 Add a way to separate or filter workstation items according to tier. Currently, items are listed without any logical ordering, which makes it difficult to locate them to check the materials needed for manufacturing. Separating items by tier (according to biome) would make things much better.
💡 be able to repair boat without workbench built in workbench in ship upgrade not lagging when shit explodes the games freezes not spawning in 2+ ashland serpents at once
💡 Please expand the Ashlands to the southwest and southeast portions of the map. I understand the space was required to force sailing to the Ashlands, but most seeds only generate at the very bottom of the map, while the rest of the area is empty not, even decent enough to warrant sailing. I am concerned there will not be enough resources to support a dedicated server, even with modified resource values. We should never have to create a new world just for the purpose of farming materials and bringing them back to our world.
💡 Uppgrades for boats, improving things like how fast the boat turns or how dependent the boat is of the wind exc.
💡I love the passive enemies option, as sometimes it's frustrating having enemies non-stop attack your base from 30-50m away when you're just minding your own business building inside, but I wish there was a slider for aggression, or aggression "range":
0 - Enemies won't attack, ever.
1 - Enemies won't attack until you provoke them.
2 - Enemies are less aggressive (only initiate combat once you're next to them)
3 - Default
4 - Enemies are more aggressive, can see you from further away
5 - Enemies are hyper aggressive, will hunt you down as soon as they spawn.
💡 Make charred enemies weak to frost. Why aren't the burning enemies weak to the opposite element?
💡 Build pieces based for the swamp made out of ancient bark. Fuling themed build pieces made out of bones, birch and animal hides. More ways to use and place animals hides including the addition of troll hides. And just being able to use drops from enemies that even after possibly becoming reduntant for a certain biome progression, can still be used in building pieces to cement their place in the game regardless of said progression. #trollhidemylove
💡Hello Valheim Team, Is it possible just like how you have the coding in for all crafted weapons, tools, and armor items where it has the Player's name that crafted those items in the description. To also add in the Player's name on the killed enemy head trophies in the description? Friends of mine argue over special trophy's when killing together and it would be nice to know who had the final blow on the enemy to take the trophy. This would help eliminate the annoying back and forth with these guys making claims.
💡 Each crafting station (smeltery, blast furnace, spinning wheel, refinery etc.) should have a small box attached to it, where the items go, rather than just tossing them on the ground. This should improve server performance and also stop unwanted items to be picked up constantly with auto pickup on. Depending on the output item, they could have 1-4 item slots.
They're not supposed to be storage, players could be prevented from putting anything into them.
💡 Leveling farming eventually increases the yield you get from crops, which could make farming less tedious.
💡 MUSICAL INSTRUMENTS: A whole host of craftable, playable instruments. Would really add to the ambiance. Something like the system Lotro uses would be really neat.
Could even give the players a buff after playing instruments together for 10 seconds or so.
💡 regarding this, it could be an accessory.
The materials needed could be dropped from the ashlands boss + shield core + something else (like surtling/black core)
It could be a personal shield that protects the wearer from the elements, whether that is from cold, freezing, and even rain (but you can still get wet when submerged)
Without this, traversing Deep North would be much more difficult
💡Dyrnwyn is really cool, and its got solid enough damage, but it lacks the special something every other elemental weapon has.
I think, with its status and power, it should have a unique alt attack that invokes the Emerald Flame and briefly turns the blade green, adding a decent amount of spirit damage to it for a short time, to help it purge the land of the undead.
This is a legendary blade scattered among the realm of the King of the Emerald Flame, so i think it should be able to draw on the emerald flame to cleanse his land
💡Deep North should bring some sort of “greenhouse” style mechanic, that could be required for a new crop or two and would be able to be brought to other biomes for quality of life. Perhaps it could be some kind of roofing that doesnt block growth and allows crops in a sheltered area to grow as normal, kind of like how beds and crafting stations check if theyre too exposed, or a device like the shield generator that needs a fuel and makes a sheltered area a valid growing space.
The primary function would be for making the otherwise too cold deep north hospitable for a new crop with the added benefit of being usable anywhere else
💡 A totem or ward of some sort that allows you and other players to interact with and not suffer from death penalties from deaths caused by players within a small area near the totem. Used for casual and fun pvp with friends. Couldn't be used in dungeons or during boss fights.
💡For updates is it possible to retain valheim_Data/boot.config settings and/or allow configuration of boot.config available threads in the settings menu?
I'm asking b/c with higher density areas which have many updates, having a higher number of threads available for scripts is great for FPS. Default gc-max-time-slice=3 is capping my screen at 60-70fps but with gc-max-time-slice=120 I can easily hit 120fps.
Each update sets my machine back to 3 threads available.
💡There are some amazing weapons in Valheim, but I believe everyone agrees, especially the numbers on the screen, that they lack and weaken as you progress through the game.
However, many players are attached to weapons due to play styles, aesthetics and roleplay, this means that you have to abandon your favorite weapons to get stronger weapons, which despite being just as cool, are not your favorite, in my case Himmin Afl and Flesh Rippers.
My suggestion is that an upgrade system be implemented that adds materials from the new region where you are to your weapon as a way of matching the new equipment, not necessarily making them better, a Stagbreaker will never be better than the Demolisher, but if you add some iron and bronze can become almost as strong as a Sledge Hammer.
💡 Removing the scarf portion on the Ashen Cape. It looks great besides but this is out of place and when you want to display your helm or beard youre out of luck especially since this is meant to be the combat cape you you would be wearing it often
💡Improve Drakkar layout: when trying to board the new Ashlands ship while burdened (carrying too much) you get stuck between the 'stair' and the 'chair' - no possibility to reach storage
💡 I want a Ocean update next, rework on ships and new ships, new enemies, a cannon and a bed. I also want some way the ships can sink instead of destroyed. And that you can swim down to get materials from the ship. With the swimming stuff I also want you to sink if you have on to much armour on.
💡new way of transport on land, I think valheim has said no to horses but I want something that somewhat resembles what a horse could do. And make the islands bigger, map bigger and add a little for flat spaces around.
If we get something like horses, please add a carriage that can attach, that would be epic!
💡new mining system, randomly generated caverns in specific biomes allowing for mining and cart railway system to allow for mining operations
💡 stone/grausten adornments and statues, the armorstands with armor do work but dont give that vibe
💡Remove the "jaw cowl" from the Ashen Cape. If you have a beard or wear any form of helmet, it clips through and looks ugly :3
💡 A Search Bar or some better visualisation for the lists of items in crafting menus, theyre not alphabetised or searchable, and some the text just gets cut off because the window isn't resizeable.
💡 When production of the game is fully released, adding achievements would be an awesome way to increase challenge within the game
💡Some sort of one-handed Mage oriented wand, rod, or scepter that's able to be equipped like a torch or Dvergr Lantern while using a one-handed weapon. Could be purely cosmetic or provide minor buffs like +5% eitr regen, slightly reduce eitr cost in some way, increase HP regen, movement speed, be used as a light source, "magnet" to collect materials from farther away, etc.
💡 improved lighting from lanterns, torches etc.