#suggestions
1 messages · Page 4 of 1
💡 Quality-of-life: Make portal tags case-insensitive.
Portal tags seem to be case-sensitive - but the map annotations (or the font used there) show every map note in uppercase, only.
Or´, alternately, allow map annotation to display case-sensitive notes.
💡 Logic consistency: Prevent calm (no wind) condition if there is choppy water and/or driving rain
Currently, you can have no wind for the boat even though the water conditions are choppy/stormy and/or there is strong, driving rain.
That obviously doesn't make sense...
💡 Staff based on boss Trophies. A staff from a specific boss would allow to use 1 ability from that boss at much lower power.
example: Root Staff from the second boss ( and stuff from swamps) would allow to spawn an area of roots ( the second ability of the second boss).
That would only do a small aoe slowing barely damaging a and be destroyed in 1 hit.
First boss could be a staff that does the thunder ability and if used too much it starts to rain.
Not necessarily powerful staves but worth making.
💡Add Surtlings to the Ashlands.
I know they seem underpowered or whatever, but their presence as a fire monster seems really fitting in a fire world.
💡Make Flamemetal mining a mini event.
If pillars don't sink, make it so the Charred start attacking you while you're mining it, trying to knock you off. Base the event timer off of the last time someone hit Flamemetal.
💡 Considering there is a trigger to turn off the green beam of light from fortresses by breaking the bell fragment container, this could be tied to a way for spawns in the vicinity of a fortress to be reduced.
Before breaking the container, the spawn rates would be overwhelming as usual, but after doing so they would be significantly reduced but only in the vicinity of the fortress. This would serve as a way to simulate the player conquering portions of ashlands and making it safer and safer to traverse in a progression-friendly way.
What's more, this system of "local keys" can be expanded even further outside of ashlands with new types of events and such as triggering/using something and the area around it changes somehow or enemies spawn, like a very location-based event that only happens there.
💡 If a spawn rates modifier is ever added (more specifically for ashlands), make it so the old ashlands spawn rates are the default settings and a player can just reduce them based on that
💡 A way of utilising items that you either don't need or have abundant numbers of them in your chests that isn't turning them into coal, creating infinite amount of chests or dropping them onto the ground/water.
Either a way of selling such items to traders or adding other use to them, such as fuel or alternatives to cooking ingredients.
💡 New food using bonemae meat
💡 add half length iron wood beams. They can require iron nails (and iron nails can be reforged into ingots)
💡 After defeating Fader, there will be a long night lasting for several days or even a week, as a sort of event. I'll leave the rest to the devs imagination.
💡 enable devcommands on dedicated servers. (only server admin can use them, but their effect is global to all players)
💡 chicken miniboss easter egg at easter season
💡Potion of celestial protection crafted from celestial feathers, blood clots, and royal jelly. Provides a bubble shield like the Staff of Protection. Can't be used in conjunction with the Staff of Protection.
💡 Add Bonemaw spawns in Ocean at night after killing Ashlands Boss.
💡 Add a ‘harvest’ option to the cultivator that displays a ring on the ground (like the ‘cultivate’ option). Using it will harvest all fully-grown crops within that ring.
💡 add a secondary attack to ripper, similar to the ones on battle axes. (I am sad those spikes are just for show lol)
💡 Increase the damage from flametal missiles drastically.
A mere 20 damage difference from the missiles made from the much more easily gathered and renewable black metal is way too insignificant. Especially when they still deal pierce damage which many enemies in the biome are very resistant too. And even outside of it the BM bolts are still extremely more efficient.
180-200 damage instead of 140 would be more adequate
💡 Alternatively from the idea above, make flametal missiles much more accurate in comparison to other missiles (although a damage increase would still be welcomed)
💡 New items for traders. Example ideas:
💡 - Miner's belt: reduce pickaxe stamina use by 90%
💡 - Fine leather boots: decrease run stamina use by 50%
💡 - Captain's hat: Increase boat speed 10-20% and turn speed 30%
💡 - Warrior's Wristband: Gain 3 stamina on hit
💡 Add a misc building option that uses 50 charred bones so we can stack them like normal bones and the charred skulls
💡 rename the channel "servers-and-lfg" to "looking for players"
for reference: #general message
💡 merge swimming and sprinting skill into "athletics". The reasoning behind this is, so we don't have to seperately level up swimming, it increases while we sprint.
💡I do not know if this was suggested yet or not but -
Add Charred enemies armor. Like one that Charred Archers and Warriors wear. Mayhaps make it so only 1-2 star version can drop some "Armor Debris" from which, combined with Flamenetal - can be made into restored version of that armor. I think it'd add some more cool variety without spending too much time on making completely new designs and models. Because honestly - even in such torn condition that Charred fellas have it - it still looks honestly amazing!
💡An uncommon meteor event that drops flametal ore and causes destructoion where it falls.
💡add horses they can spawn in the meadows and should be tameable with berries or carrots maybe have them faster than the lox but have less health
💡channel for .blueprint and .vbuild files
💡 A Post-Ashlands Uncommon meteor event that causes a small crater at the impact zone, leaving behind a Flametal Ore Golem with possible minions spawning in the surrounding zone. Impact zone of meteor is away from the meadows, portals, wards, and workbenches, ensuring player progress is not messed up by an inopportunely placed impact.
💡 holding down on craft button on cauldron should continuously craft foods until let go
💡
Fix creatures exploding when impacting anything on a boat transport.
Tamed creature commands such as follow/stay/roam could easily come with corresponding aggression behaviors:
follow could include fighting creatures, but only ones within reach of follow range
stay would be passive
roam would have the creature fight anything it sees as usual
A interaction option to "push" large tames away would be useful when they are blocking doorways or pinning me in a corner.
I tried to think of solutions that uses already existing game functions
💡 Nerf wolves man 😭
💡 Add more detail to the server logs about how characters die. ie: "killed by Charred Warrior" or "falling". I already report player deaths into our discord, I want to further embarrass them 🙂
💡 A mead (or food) that can buff carry capacity in addition to Megingjord.
💡 Some kind of arrow that uses celestial feathers.
💡 Dvergr should know to not run in lava.
💡 Lava Blobs should take damage when wet.
💡Make a staff that is like a build tool for bushes and vines. Maybe have like a low eitr cost of 1-5.
💡 I know it may be a bit "late" but I honestly think that Ashwood building pieces should have charred bones in the recipe (kind of how tar darkens shingle roofs), allowing charred bones to have another use other than stuffing chests after little time in there. And also, because of this addition reanalyze the wood costs of all Ashwood buildings pieces.
💡The character can be more mobile. In animations of picking weapons, changing items, eating food and drinking potions. Sometimes, when you are being chased by a crowd of enemies, it is simply impossible to drink a healing potion even...
And one more little thing, but very important. I think it would be fair and NOT unbalanced if a loaded crossbow, put away behind the back, did not discharge. and with the middle mouse button (secondary attack) it would be possible to make a short-range, not very repulsive attack like the Dverg's. I don't think it would break the balance of the game. Love your game
💡 add more roof and building pieces for making good shape domes vaults pendentive and overall building.
All stone wood or other main building material 1x1 roof pieces half interior roof pieces 26-45 and straight roof pieces.
Additionally Ashland building 26-45 beams and interior roof pieces small wall archers for small window decoration.
Overall more detailed building pieces specially for roof pieces for more creative buildings and wall windows decoration.
💡add an umbrella to the game idk, remove the wet effect from ashen islands, add a boss buff that allows you NOT to get wet for at least 5 minutes😓
💡 Fix crafting menus (current ones are a mess with no apparent sorting/grouping/filtering capabilities, and not to mention also that some items whose names are longer are not showing in full), and crafting mechanics. Crafting tens and hundreds of the same item becomes a painstaking chore.
💡Let us make Dverger wood walls like the ones found around mining camps. They’re beautiful and strong looking without the sharpness of the stakewalls.
💡 Can you add wings-like mechanic to prevent painful traversal. Also would be nice with more building "blocks" for diversity and perhaps even a slightly more advanced in-menu character customization.
💡 An option to pin recipes. It a little ''window'' in a corner that shows what you need to craft something and the amount and when you have enough of lets say wood it has a green checkmark on it.
💡 Make tamed animals immune to sneak attacks.
The character doesn't receive dmg from them and they belong to the player faction, maybe tames could be like that as well
💡 colossal mead + MORE meads! ''major stamina mead too''
💡 More stuff to do with silver.
💡 make the weather protection shield get rid of normal fog and mistlands fog too
💡 stronger fireplace with ashwood.
💡 Hello, I would like to politely suggest that you develop a DLC with native VR and also a better texture pack. Nowadays I use mods that allow me to play the game with a higher quality and I believe that a company as good as yours can do this work and sell it as a DLC.
💡If an item breaks in my hands, please make it so my character doesn't melee attack with fists (atleast not with hammer or cultivator)
Since left-click was the command I input, even though it was with an item in hand, the character acts like I made the input with fists too.
💡 A dev commands that shows your last death location.
There is a bug that simply does not show the grave. Or makes it disapear. Either way it is terrible as it is equivalent of losing all the gear.
💡 On the large map, or minimap. a tiny arrow( dark orange?) that would indicate the direction only of the last death.
This would stay until clicked remove OR Opening the grave ( not necessarily looting it)
( this suggestion is made because of the bug that disappears mainly. It is quiet simple to save the data of the death location. )
Also for when players die a lot on a boss fight and stuff, they could know which grave is the latest.
💡 Previously looted graves that still exist in the world. Lose part of their red glow
💡 Harvester: Functions similarly to the cart where you attach it to the hips. As you drag it over fully grown crops, the crops will become a drop and the "harvester" will auto-loot the crops. (Materials: 20 Fine Wood, 10 Iron Nails???)
💡 fix the fps ingame and do a performance update. this aint playable
💡 Grausten cobblestones placed with the hoe.
💡let the staff of the wilds vines target charred spawners. They aim for the charred next to them and also hit the spawner but if no charred are near they refuse to hit the spawners
💡 Ashwood regular roof pieces.
💡 A Potion that boosts my damage in exchange for slowly reducing my health more and more. Untill it stops at 25 HP which is the base HP
💡Make dodge accessible without blocking, sometimes I'm blocking and the character refuses to dodge. If it would be on ALT or something, it would be a lot more fun.
💡 I suggest to buff the crossbow because the bow has too many advantages compared to it. It’s really slow so you do less damage even at the same level, you can’t jump over an obstacle or run, and it doesn’t trigger the gems as much since you fire maybe three time less in the same time. It just has more knockback but it isn’t enough.
Maybe scale the percentage to trigger the gems variant to the time it take to fire or scale the additional damage, it at least wouldn’t add one more reason to use the bow over the crossbow
💡Move bait recipes from the cauldron to the workbench. Imo they're closer to various bomb types than foods
💡 Make Ashlands playable for people who don't look up guides before playing your actualy content
💡 Make crafting hammer indesctructible
💡 At some point in the future, allow the players to go on top of that giant world tree. Perhaps you can use a rare structure containing a preset portal.
It can be a biome. It can be a limited area that has a trader or two. A nice view of the world below. Up to your imagination.
💡re: Ashlands spawns and enemy population (previously put this in PTB).
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Remove wild random spawns of all Charred except twitchers.
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Allow Charred Warriors and marksmen to spawn only from Monuments. Keep warlocks to forts
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Dramatically increase the number of monuments scattered about the Ashlands, including by placing random chance of 1-4 outside each fortress.
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Pull Morgen spawns a minimum distance back from the shoreline.
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Leave Valkyrie and Askvin spawn behaviour alone.
This will simultaneously keep the initial number of enemies high, allow players to manage enemy load by prioritizing spawners, actually feel like progress against the horde of enemies is being made by destroying spawners, make the beach landing challenging but manageable, and should appease both the "too many spawns!" And "too easy now" crowds of players. The biggest issue with Ashlands right now (in live edition) is monuments have very little impact on the enemy population, and so no progress is made in the warzone by eliminating them and it's tough to get a reprieve to explore and build, but dialing down wild spawns without increasing the number of spawners makes the zone feel unpopulated.
💡 I will like to add that if you make a wall/farm for your boars to stay in and breed pls make it so that mobs will not spawn in it ....it's so infuriating to search for 2 -3 days for a 1 star or 2 stars boar just to have it die to a neck that spawn in your farm. give us the possibility to disable spawn in our farms or something to defend against this because at this moment we can't fight this problem it's just a big L for people who like to breed animals in the game. I'm not talking about base raids
💡Higher Hammer level maybe up to level 5 more durability
💡 add a feeder that can be placed and will prevent mobs from spawning like other player items. The feeder can be stocked with a limited selection of foods that can be eaten by various animals in the pen
💡 the queen is such annoying boss to beat as solo without Eittr (magic)
the problem with her are mainly 2 things
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the fog is just frustrating, u have been lazy with that, you could add a chance to remove it if the player do something ( 4 exemple destroying an object that produce, or a nest)
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as solo without AOE spell is long and tedious with melee weapons ( the only option is the halberd special attack that has a larg AOE) the minions spam is lazy too, you could add a chance to reduce it if u attack a nest
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the bridges should be invulnerable the idea is cool to travel up or down, its a good boss arena, unfortunately the fog ruins it, and the queen can destroy it with ease. also, when the queen uses the burrow, sometimes will lost her target, and you have a hard time to find her due the fog
conclusion if u got a buddy this boss is very fun to beat.
as solo mage is tedious, but not too much.
as solo Warrior without magic is just frustrating.... if you could follow passage 1 and/or 2 as i mention it would be more fun and a bit more easy for solo melee builds.
thanks
💡 there could be a dungeon like mine in the plains, that would explain where goblins get their black metal, it could be a rare local to spawn.
💡I have an idea about loot from the boss of the Ashlands. These can be either fire glands or maybe hot bones. And here's how they could be used:
It will just be an improvement to the crafting table that made of dragon tears (It will also be possible to write: they fit each other like surt and sinmara), thanks to this, either a mobile heat generator will open, which can be moved to the largest ship and sail north. And in the north, when approaching, there will be high glaciers that you cannot jump on, and it will be impossible to jump from one to the other normally. It will also be possible to add the "mysterious ice of the jotuns", which will build up to the ship and gradually make it heavier, while the generator will not allow this and will melt the glaciers a little so that you can swim.
Thanks for your attention! 
💡Add the possiblity to change the roll keybinds to something else.
💡 Optimize the game, to have more FPS, especially when you build a little. Light sources and tamed animals break down too much the FPS. It's even more annoying when you have a really good setup, that processor and graphic cards aren't even 30% and when you have 20 fps. It should be a priority.
💡 Hatchable ||Volture|| eggs and more recipes with ||Volture|| meat: They will hatch into tamed versions that have Wolf like behaviour upon reaching adulthood (Have the Follow/Stay command). And there is currently only one recipe that uses ||Volture|| meat. It would be nice if there were more recipes with it.
💡 New recipes with ||Asksvin|| eggs: So that you're not stuck with a stash of unwanted lower quality eggs that you either throw into the obliterator or hatch them only to kill them afterward, at least this way the lower quality eggs can still have a purpose.
💡 Special events that have a chance to occur when night starts.
Could be a raid from an enemy, or something regarding the moon, weather, etc.
💡Add extra underground biom after deep North with Odin as the last boss. Defeating Odin grants passage to Valhalla and ends the game with cutscene.
💡 The weapons crafted in Deep North should only be able to be enchanted with whatever gems we find in DN and not the ones from ashlands.
This is to accomplish two things:
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So the weapons we got in Ashlands aren't immediately useless as we would have the better versions in DN and would actually be highly relevant throughout the entire biome.
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To compensate the lack of some elemental gems being only available for those new weapons. For example, we don't have a fire gem in ashlands so we can't have flametal fire weapons, but we could have DN fire weapons instead. Similar idea for a frost and spirit enchantment gems.
💡Make the radius that stops spawns a few meters bigger than the workbench radius so its easier to cover up any small gaps in coverage
💡 Stamina usage skill: as stamina is used and leveled up the Regen rate of stamina gets increased, please 🙂 (it’s so slow compared to other games which use stamina)
💡We can build with that dark brick that’s in a bunch of structures, using obsidian. Mountains can have SO MUCH of it, and I think it could look cool as a choice since we find it in quite a few places. Also, some obsidian weapons.
💡 Please make it so we can use weapons, or at the very least bows/staves maybe polearms too, while riding a mount
Asksvin especially feels helpless in Ashlands when i have to dismount to engage enemies and my asksvin just dies within 10s
💡 Hello continuity and QoL hunters! Have the WIND on the MAP match the wind while SAILING.
Additionally, have MODER FORSAKEN ABILITY affect the wind while on land AND sea!
Giving continuity and better immersion with the in game wind mechanic as well as giving Moder's ability more utility by working with the WIND RUN ability!
💡I think a tamable polar bear in the deep north could be really cool.
💡Secondary attacks on weapons that do not have one yet. Melee for the crossbow, stronger versions of their base attack for the elemental staffs (at the cost of more eitr or something like that), etc..
💡 increase base stamina value by 20 points. Early game is too tedious.
💡 Add an OPTIONAL special key/seal **||like the seal you need in the Queen's battle arena ||**which unlocks special **optional **dungeons/places in earlier biomes (meadows-black forest-swamp) to get optional items (don't need them to progress, but do help such as weapons, recipes, wood for a different optional boat etc). This key/seal could be a drop from a miniboss, certain mobs or hidden in common dungeons. This will make going back to certain biomes more fun, not just "ah, I need cores/iron, need to go back to the swamp/blackforest" "ah, meadows, there is no need to go back to this place".
💡 food trough for tamed animals
💡 more skeleton like Asksvin skeleton for decorate like charred, lox, wolf, deer, seeker, etc. and other idea too is a crossbow early in game maybe with bronze and fine wood
💡allow players to place single stones on the ground. this would allow players to use stones as decorations, like along pathways . gardens, or fences.
💡A scythe that can cut tall grass and other foliage while still having the grass texture for the ground, I’d like to have grass near my base without having to worry about it clipping into my floors.
💡 wraith trophy can be worn as chest armor for 1 defense and resistance to frost
💡 When holding E on an armour stand make it so that your current armour goes onto the stand like when stacking items into a chest
💡 When holding E on an armour stand while wearing armour make your current armour swap with the one on the armour stand
💡 When equipping armour from a chest make it swap with the armour in your inventory
💡 We have seagulls in Meadows, ravens in Black forest(which I absolutely adore cause they make these biomes even more beautiful and make them feel more alive). Why not some kind of eagles in Mountains? This would be so climatic and it would fill this empty feeling in Mountains. Not like I don't like this part of game but this biome just feels a lot less alive than any other in my opinion.
I'd like to add that they would appear more at the highest parts of Mountains so the view would look in biome would look incredible, with lots of eagles flying in circles above the top of the highest peaks
💡 Might be a stretch to ask but still worth trying:
Make Deep North NOT the last update to release the game to v1.0
Instead, the very last update for ea should be added later. The main reasoning for this is because, with DN, the game would be essentially complete in regards of all important biomes being present meaning that the game would feel finished enough as to stop caring about the ea tag
The second but still important reason is to dedicate the following post-DN updates into overhauling other aspects of the game, especially the earliest ones such as taming, farming, early biomes, expanding ocean etc. Although this is assuming that they're not all implemented before DN.
💡 Make the bosses not regen hp based on in-game time
Fighting them at night is a bad idea, but apparently sleeping to skip the night is also a bad idea because they regen the equivalent hp for the night.
💡require a minimum distance from the player for any lava eruptions projectile to spawn in Ashlands lava fields, OR remove knockback. Current random mechanic leads to situations where death can happen instantly and be completely unavoidable due to ability to spawn below or next to the player while on basalt platforms
💡 wisplight should clear normal fog as well
💡 Add 2 things: apple trees as teased in the picture for the mac release. Apple trees would be a rare find in meadows but produce a ton of fruit. they could also be chopped down for apple tree wood. for the most part, it would act like regular wood with one key difference that comes into play in Ashlands. With the cultivator you can plant apple trees. these would take a really long time to grow but would be nice long term farm material. the other thing I wanted to add is a smoker for smoking meats. it would work with almost every kind of meat and give different effects based on what wood type you used. fine wood could add extra stamina while core wood could add extra health. apple trees would add extra HP per tick and Yggdrasil wood could add Eitr. This would allow for flexible mechanics that suit most playstyles and add some variation. I would really love to see this incorporated into the game and would absolutely use this. It gives another reason to revisit older biomes for newer things that enhance the gameplay even in later biomes. The smoker itself would be a late game item involving Flametal, Molten cores, and Black marble. (Maybe some other things as well this is just a concept) I think people would all agree that having apple orchards could be really neat also opening up the door to stuff like pies, preserves (Like the Jelly kind of preserves), and much more. That's all I have for now but I have SO many ideas for stuff that could maybe be added. As these are two items they'd need to wait for a couple more things to be suggested for a whole update. Thanks for reading this and PLEASE consider it.
💡 Fix the poor engine design which limits server bandwidth. I even modified it to increase it by like 5x and its still completely bottlenecked. I have great internet but Valheim simply cannot take advantage of it.
All results are from a dedicated server which is massively overkill in every regards with avg 5 players online
💡 bring valheim to playstation, bringing valheim to ps will allow more players to discover and enjoy the grand and mysterious world of valheim!💡
💡 add options to search for a receipe in the crafting menus. For example, you could have categories of foods (health/stamina/eitr foods; potions; etc), or weapons (bow/swords/etc), and so on. When reaching the Ashlands, there are so many receipes that it is hard to find my way around all those receipes.
Also, an idea would be to be able to craft a receipe provided that ingredients are stored in a nearby chest (e.g. 5 meter radius)
💡surf boards
💡 I know some people would say it doesn't fit the game but I think that in DN, there should be some kind of gigantic, white owls that would fly above the clouds(which would be very low compared to any biome in the game) and they would be naturally passive. There shouldn't be any possibility to tame them. They would also, not like valkyries, soar instead of flying. Of course they would use their wing every 20 seconds or more but they would constantly be on the move. I have some ideas of their design but still no clue what would they do. It would be nice if someone here has some
💡 Player owned shops where you can buy things for coin. Has a dvergr cashier and a bunch of vegetables and swords laying on the counter
💡 To change this idea a little, instead of getting a tool who's entire purpose is just to cut grass, perhaps make it an option on the Cultivator?
💡 Give Asksvin immunity to fire.
I find it a little bit silly that they can run on lava perfectly fine, but if an ember lands on them, they catch alight and start taking fire damage.
💡Can we get a way to equip both a ranged weapon and a melee/shield, with a keybind to switch between them? or at least have the shield auto-equip when you switch from a ranged to one-handed weapon if the shield had already been equipped.
💡 not sure if its been put here before... but could we get a Fill button on stuff like the charcoal kiln and smelter? just fill up the 'tank', so to speak, with whatever material it requires?
💡 upgrade ai especially to swamp creatures. Most of time alert gone and run away and I easily kill. Sometimes other creatures doing same things like trolls etc. And it’s effecting gameplay experience.
💡 I hope Ballistas haven't been totally forgotten. I don't really like to use them currently because of how limiting their targeting system is. I think they would benefit from a small overhaul. Give them 5 inventory slots and any trophy deposited in the inventory will be targeted, but these slots will also be shared with missiles. That way you have a choice between targeting different enemies or just loading up on ammo. ( Example: Ballista has 5 slots free. Deposit 2 different trophies and 3 stacks of missiles )
💡 Enemy ward on Charred Fortresses to avoid "cheese" strategies please now they've nerf the spawn rates atleast give the fort more difficult to conquer
💡make it so exploring DN would require some serious planning and logistics but not because of enemies but because of the weather or some other conditions that happen in this biome. I really loved the beginning of the game when you don’t have that many ways of exploring the map so you need to experiment with some weird ideas. This was super fun and I want more of it, with lots of threats that wait for you on your journey
💡 Maybe that the basalt bombs description could be a little more clear, I didn’t understand that it could make a platform, I thought that it was just describing a grenade or something like that
Since it’s really useful it could even be a clue given by Hugin
💡 make it so bubble gives the caster the xp not the others my skeletons have more bloodmagic xp than me
and add a spell casting skill that makes your spells cast faster
💡Make Wisplight actually useful, because 8 times out of 10 - I find it easier to navigate in Mistlands without it, because at least fog is not cloud in front of me, but around me, at times allowing done visibility, while Wisplight just clouds everything around you, by pushing fog away. Point is - it should have bigger range, otherwise the item is rather pointless, especially considering it takes Medingjord slot, while providing almost no active use. Got entirety of my Mistlands playthrough, I played most of the time without it. This item shouldn't be as useless, especially considering it is supposed to be a way to navigate in Mistlands.
💡 To clean up the crafting interface it would be great if we could put recipes we no longer need into a different tab like we have with "craft" and "upgrade". This way we don't need to scroll through stuff we no longer need and can create new custom tabs like "Bronze" or "Iron" etc.
💡 Expand the selection of thatch roof angles, both above and below 45°
💡make some kind of blizzard happen always in the DN which you would need to hide from in some kind of small, semi-caves, that wouldn’t be any similar to the caves we have already seen in game. They would just be structures, that would be a shelter to hide from the storm. They wouldn’t be any deep or something. Just small, something around 7/7 and not very high caves where you can find some runes to read and other, mostly lore themed, stuff. Of course, I think there should be a way to stop those storm from not allowing you to explore deeper parts of the biome. It would work like: we need to explore and place some marks on the map when we see something interesting or place to fight something to get some items etc. And at the same time, we need to constantly look for caves where we can rest and regenerate, or even get some advices for what to do to stop it, or some informations about some points od interest you can find
💡I would add a rather bigger than a usual sword stuck in their heads so max 5 players could grab it to not fall while still being able to see the view
💡Allow us to hide other people's map markers without hiding actual map shared via cartography table. Some people, especially newer players, flood their maps with pointless markers, often without caption/description.
💡Deep North should have a combination of the different environment types seen in each biome before. Valleys, mountains, flatlands, forests, and introducing some kind of lakes would be a cool way to finish off the game by forcing the player to use all the different environmental tactics from before.
💡 in deep north instead of blizzard there could be permafrost, which requires stronger meads and strong capes/armours to survive, getting a campfire will cause you to be "freezing" similar to mountains with no warming gear, warming gear (from mountains) and a campfire will not work together, so players are "forced" to encounter previous biomes, similar to new boat and ashlands
💡 In your valheim world if you have killed zil and thungr there's a small chance there will come ships with fulings inside to try attacking you and destroying your boat.
💡 my vineberries are disappearing if i dont gather them regularly ?! is that intended ?! it's already hard enough to make them grow, is that intended that they fade ???
💡 Temporary armor drops. When I kill things, I want certain ones to drop items that can be worn in place of crafted armor, until they break. For example, when I kill that Valkyrie bitch I want to wear her face as a helmet. It should have twice the armor and durability as an Ashland helmet, but once it's broken it can't be repaired.
💡 Hello QoL hunters and immersion lovers! Another wonderful suggestion requesting your consideration:
Left clicking the DEAD RAISER summons a melee skeleton while right click summons a ranged skeleton.
💡Ability to add shields to the side of boats to increase durability (maybe dedicated slots?) with the downside that once you put them on you can't remove them
💡Think about a Valheim 2 looking as good at Pax Dei and ASKA but keeping the same mechanics and progression as Valheim.
💡 Hi , I started a new world , this time with no map , It's amazing , BUT , Haldor !! It is a PAIN to try find him , can you please add an early game tool that can give you a lead or something that at least give you an idea for where he is ? not telling us , but at least a way we can find him , TY :] 
💡ticks that latch onto you, but instead of doing damage they whisper dark thoughts into your ear.
💡 More Decoration/Furniture.
💡 It would be cool if in DN, music would be very chill compared to ashlands or mistlands or just any other biome
💡 A weather-specific mob would be neat. It would make the weather more interesting and I liked how some mobs spawn only at night, it gave it more purpose. And the need to be careful about what lurk in a mist or blizzard would be fun, or hunting a particular mob, something like that
💡 The shield generator could remove the mist from the mistlands (♻️)...
By fueling it with wisps instead of bones.
Additionally, a wisp-fueled shield generator would not have the protective shield around it, it would only remove the mist.
💡Can we get more yellow stats? (Stats that are influenced by skill, for example eitr usage and health drain on Magic weapons, stamina usage on regular weapons)
💡 Switch spinesnap's spirit damage to poison and/or lightning instead (as it needs eitr, which deals poison and lightning)
Not only this would make it significantly more useful in mistlands, but also because the next bow (ash fang) also deals spirit damage.
Having two consecutive bows that deal the exact same elemental damage but where only one of them is much more useful in the biome it's found at in comparison to the other just feels wrong...
💡 Reduce Jotun bane's poison damage in half BUT add 20 fire damage as well.
The fire comes from the gjall's bag and the poison from the eitr.
Starting at mistlands, it seems like axes start to become more of a weapon rather than mainly a tool, so this should fit it more nicely
💡Add more dual-wielding weapons like Berserkir Axes & skoll and hati earlier in the game. Add a "dual-wielding" skill
💡 Add skill related to how character handles weapons. So if you are user of Slayer - you have "Two Handed" skill, which might affect either speed or stamina usage of all weapons of that type, such as : Battle axes and Two handed swords.
And add same type of skill for "Dual Wielding" weapons, such as Berserk Axes and "Skol and Hati". And of course all "One handed" weapons. It would create more diverse character build, in which you will prioritize weapon you chose, instead of one with highest DPS. Because it's hard to pick certain weapons, due to how lacking they are. Like Crystal Battle-axe, which is out-damaged even by Abyssal Razor, due to higher DPS.
💡 Queen carrapace shield ?
💡A pile for resin similar to the ones for wood, stone, coal, etc. Given how common graylings/graydwarves are, it would be very useful to be able to stack resin into piles.
💡 allow Zill to drop his small fire staff. ( zill is the small man from the Black towers in Plains) the one on top of the big black berserker.
No either requiered, but a long delay and all the stamina to shoot 1 fire ball.
Kind of like a Foreshadowing to the Magical gear in mistland
💡for the ocean update, a minor thing maybe could be rare spawns of runestones ontop of the leviathans that mark a point on your map where there are points of interest to sail to. The points of interest could be many things already suggested like island dungeons, buried treasure, etc.
💡 Wet debuff dries up faster when in Ashlands. Currently it dries up the same speed as every other biome.
💡 I think the Dyrnwyn should have it's fire damage increase with upgrades.
A +5 increase per quality level would be fair. It would only be able to go up to 15 with current content, but it has the potential to go up to 25 at quality 4 which would be useful for the deep north.
💡Make upgrades more effective in general in the later biomes. Since the upgrades almost don't increase the dmg at all anymore. Because the upgrades always increase dmg by 6 which for ashlands is nothing.
For example the first upgrade for the bronze mace increases dmg by about 17% and the flametal mace first upgrade increases dmg by about 4,5%. Meaning that it is almost not noticeable to upgrade your weapon in ashlands. So maybe making it exponential or something like every upgrade adds around 15% more damage. This makes the upgrades worth it.
💡 Add a set bonus for EVERY ARMOR like in Terraria (maybe a downside too). Some armors are skippable, this will encourage players to grind more and will feel more rewarding to complete. Specially bronze armour which takes a lot of time to gather (tin+copper is a pain)
💡give heavy weapons(so mostly two handed ones) effect that gives them more damage and stagger(a little, not like they would become over powered) if the user has more maximum hp. I think all two handed weapons are a little under powered and this addition would give them this special barbarian vibe
💡Add a final bonus to the last upgrade of certain, not all, weapons/tools/shields so that grinding for the final upgrade feels rewarding and not time-wasting. For example: final upgrade for tools: a chance not to degrade the tool's durability from time to time. Shield: a chance to increase stagger time . Final upgrade of certain dot weaps: spirit dot has a chance to linger a bit more
💡 Make mechanical springs craftable in batches of 3 instead of just one.
It might be a good way to encourage using ballistae and traps for the "cheaper" crafting cost. And reducing the iron grind is always a bonus.
💡 Mini drakkar inbetween the size of a karve and longboat. Unlocking both at the same time would give options for lower or higher player counts. This would also probably satisfy people asking for early-game ship upgrades.
💡 Kinda unvalheimish idea i thought of that could be cool:
Star Constellations showing up with the not super accurate locations of the bosses nearest to the location where you killed the previous boss, the boss you defeated last would shine red and the others white-bluish; this could make the searching for bosses like Queen and Yagluth where Vegvisirs are quite rare easier and more enjoyable, could be cool
💡enemy shockwave attacks that can be jumped over, one small way of making combat feel more interesting. a lot of enemies have attacks already where this would make sense but do not have this effect (unless i'm critically brain farting and forgot)
💡 Enemies should be able to use their shields.
Could make them spawn a tad less only because they'd be a little tougher. Maybe even allow higher tier ones to parry you? Just seems silly that I can swing wildly or cheese with arrows against a shield wielding enemy and they never once think to maybe defend their selves with the shield they are holding.
💡 Green-Burning hanging and standing braziers!
💡 Please make Deep North bigger in size then Ashlands (usable landmass and such)
💡 I want pick up my hen! Also Drop it where this viking wants it. I also think a fun game to play with my friends would be capture the hen 🐔 vikings chasing a hen around 😆 🤣 good times.
💡 Please add a sort button to chests.
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Both campfire and Iron fire pit goes out when it rains even when under an active shield generator...
Shouldn't these still be active?
💡 add oars to longship and drakkar on the side seats, the whole crew would be helpfull instead of waiting
💡for immersive mode - make the nighttime skybox more distinctive for easier navigation at night when not near the world tree. especially important when travelling by sea in the far north or south.
💡 If DN is gonna be bigger than ashlands, I want it to have a giant frozen lake in the deepest part of it. It wouldn't be accesable at first because of something cool like a blizzard that would get more and more dangerous when you get closer to it. Of course, in the first part of beating DN, your main goal would be to stop this storm from killing you and from making exploration more difficult. I have one idea what would be cool to be on this frozen lake - The Jotuns's corpses walking around there. I think its the best idea to make them not block on every single rock if we want DN to have interesting terrain. I wrote my concept but I haven't correct some bad explanations that my friend added there when he corrected the structure and vocabulary of this concept. It's the text Im responding to rn
💡 Why not combine this with another frequently requested suggestion? Being able to recruit Dvergr with gold coins or a condition, finishing a dvergr quest for instance. Dvergr workers could be bought at Haldor for example.
They then can be assigned tasks like Ship crew, Baker, Farmer, Lumberjack or even work as combat companions, with their own inventory slots.
Then add Oars to boats, let Dvergr Ship crew or players row the boat.
We'd have a feature which could be used in Multiplayer and Singleplayer. People playing Multiplayer would still have "an advantage" but I'm fairly confident this is already the case and can't be avoided. I realize this would be a lot of work but in my opinion it would give the game a breath of life it's currently lacking.
💡 Using power in multiplayer makes it so easy, doing an infinite rotation of bonemass makes the game even easier, knowing that it is already easier to fight with 4+players. Instead, it would might be better, although more hardcore, if these buff would decrease in time if they are on rotation. For example, if you get bonemass, then after the duration your friend cast bonemass, you have it for half time, and so on. It would increase strategy instead of perpetual rotation and face boss attacks without precautions. +++ With multiplayer, you almost always can keep one guy alive while your friends are coming back
💡 Alternatively, perhaps put a limit like the stamina or health potions where until the originally cast bonemass doesnt recover, you cannot get more bonemass effect.
💡Bonemass power provides resistance to blunt while Bonemass itself is weak to blunt. That's weird. I suggest removing blunt resistance from power.
💡 1. Make some villages alive with some other Vikings people , some hostile , the others neutral (attack you when you attack first) , friend with them via coins , make a team of maximum 5 including you so it won't be overpowered , some of them will be with bows , some with other weapons . if they get killed you have to find others to pay them up.
2 . a way to move your tames animals without hurting them , like a leash or something , I would like to see it on early games of course , TY :]
💡 Dvergr shipwrecks and very rare intact/damaged ships found at the Mistlands ports/docks, and shipwrecks would probably be seen in other areas as well in Mistlands shorelines. The intact ships could be stolen if there are no Dvergr nearby, but stealing it otherwise would probably get the boat destroyed obviously!
💡 Quest framework for modders:
Provide some sort of framework for modders to create their own quests. Could consist of a dialogue window, multiple possible item slots for NPCs to give them things, or a mechanic for them to pull items out of your inventory, aswell as a "journal" to view quests and read directions.
Different types of quests and their conditions should be considered:
- fetch quest (bring this item to me)
- escort quests (protect me while travelling from A to B)
- bounty quests (kill this monster)
- craft this
- build this boat
- drink this potion
- maybe some less generic ones if you can come up with some more
Then use this framework and make a few quests for vanilla and some more NPCs to interact with like ghosts of fallen warriors or something.
💡 Make the Flametal Leviathan Veins respawn.
Right now, its pretty much a gamble if and how many ores you obtain from a vein or a fortress.
you can train & optimize mining the veins, but still:
If things go very bad, you might end up with 0 ore from a vein in the worst case scenario.
Considering that the landmass of Ashlands is already pretty small, compared to the other biomes, the supply of flametal can die down pretty fast.
Especially when playing with multiple people, where everyone of course wants to craft & upgrade all their weapons.
Additionally, Flametal is required for a huge amount of items and building pieces.
So in order to fix this supply issue in the long run, make the Veins respawn - e.g. with very big respawn time or dimishing returns.
💡 After beating the DN Boss as a regular character, you can create Fulings or Dvergr in the character creator and play as a different faction.
Your own kind should be friendly towards you and not attack.
- Fulings start in Plains with a black metal buckler and sword, but no armor. They get some fire, pierce and blunt resistance but 25% reduced total max health and -50% cold resistance.
- Dvergr spawn in Mistlands with a wisp torch, a staff, Mage armor and 50% increased Eitr regen, but 50% reduced total max health.
It's supposed to be a challenge playing with less health and add replayability value even after finishing the game.
💡 Reindeer in the Deep North maybe?
Reindeer live on tundras, the vikings domesticated this animal, and its the only deer known to be fully domesticated
Their drops could be used to make some new cape, to prevent freezing in the cold water maybe? Theres also dried reindeer jerky, a pretty famous food in Finland, hunters use it for quick protein.
Either way, I think reindeer could also be used for sleds! Sleds that could be filled with stuff, just like the cart, just a larger and better version.
About 2-4 reindeer could pull one sled? Thatd be realistic i guess. Would be cool if wolves could pull the sled aswell.
💡 I can’t believe I haven’t seen this mentioned more after searching for it but being able to pick up and move tamed boars, wolves, and chickens would be a great addition (like in Raft?) You can already ride lox and asksvin so handling tamed animals is already within the spirit of the game
💡 Locating Haldor and Hildir in "No Map" runs.
Just a vague hint to make it slightly less unforgiving for us who like playing without map.
My easy suggestion would be to have Odin's shadow appear to the player in the general direction either Haldor or Hildir is (choose randomly between them each time he appears).
So if either merchant has already spawned without a player's knowledge, Odin would appear to them already in either's direction (or closest possible spawn if neither have spawned already)
No extra trinkets or toggles, just a small (hopefully) change to how Odin appears to the player that would behave similarly to Vegsivir Stones.
Thanks for coming to my Ted Talk.
💡 Some spawners could have an increased drop of certain materials and even trophies depending on the spawner. The bone piles and Draugr spawners could drop bone fragment/skeleton trophies and entrails/Draugr/elite Draugr tophies for example.
Spawners are more limited while the enemies themselves are much more common, making them drop according materials with a much more increased rate in comparison to the spawned enemies could reward their removals even more.
The spawners in ashlands do drop some resources, so it's not too far fetched
💡 Kinda following the point above, and considering that the world becomes somewhat more dangerous the further from main spawn, there should be more rare, dangerous spawners for some enemies that cannot be so easily found.
For example, an elite Draugr spawner that exclusively spawns elites, even with with a chance of spawning starred versions, this spawner has a much bigger chance of dropping an elite trophy. Another example could be a greydwarf nest that only spawns brutes and shamans.
Etc...
Additionally (but optionally) some of these spawners could be located in or nearby more unique POIs. The elite Draugr spawner could be inside a large mead hall for example.
💡 Ability to tint wooden building pieces, with either paint, and/or natural wood colours from the variety of trees you find in the game, which could be unlocked by chopping the different kinds of trees (Fir, Beech, Pine, Oak, Birch, etc)
💡 before the team moves onto deep north I would suggest filling in the content that is between ashlands and deep north… ahem… the freaking ocean. Please do a major ocean overhaul before deep north. The last thing I want to do is sail through vast empty oceans all the way up to deep north.
💡 Additionally, alongside the ocean overhaul/update; add more weapons and armor which utilize the serpent scales and now the bonemaw teeth. Further, the serpent shield is AMAZING, an end-game variant of it or an upgrade path for it would be incredible!
💡 add a spawn rate slider to the game modifiers
💡 not sure if healing staf exist, but something that would work like a potion.
It could be maybe out of a special event.
💡 more in game story writing and story developing.
Examples defeating boss events can write short paragraphs for understanding of boss story effect on world and what next. And rune stones good for general story telling but more touch for world and biomes story tellings. We are warrior sending from Odin but not fully understanding of our and gods motivation. Why we are doing this. Just going Valhalla with defeating boss. It’s okay but once think how this game good we’ll think and develop. Story can be greater.
Which means improve game story and story telling.
Of course game is early access but 1.0 I think story should be good and deep and complete. Otherwise I feel like defeating all bosses ultimate warrior good job well done 🙂 so my advise story should be improve. I love Valheim world.
💡 The never-ending lags problem...
As mostly builder in this game, I'm concerned with lags within big builds, castles for many players, etc... I'm really not sure how hard is for programmers to make all this little building pieces into one block, but I'd say it might help, right?
We could use a ward for this - it already protects structures a little bit, so it could convert them into one block aswell. Potentional damage could be transferred into ward, until it eventually brakes and makes the structures easily destroyable (probably would be needed to make structures really easy to destroy without a ward like this in order to not make it too OP)
For chest, beds, workbenches, etc. I'd imagine it could be written like "is usable by player = true > don't convert into block" (Yea, I know I'm not a good programmer)
💡 Remove the iron upgrading costs from huntsman bow (but keeping crafting cost or alternatively just reduce it)
It's way too expensive to craft and especially upgrade a bow that will be obsolete for the far superior bow that's just one biome after, especially in a biome where is mostly useless due to resistances.
Finewood is crafted just before and the cheap crafting and upgrading costs makes it a much better choice until mountains (also it's less noisy)
💡 let us build in dungeons
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Would be cool to have flametal nails for devices to use in the deep north
💡 Make fire resistance wine give very resistance instead of just resistance
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I think the implementation of more wildlife/animals which can be tamed and rode on would be very beneficial, my reasoning behind it is alot of survival games have utilized taming, and it has been an extremely successful feature and potentially maybe even being the genesis of the games success.
I think dedicating an update towards this has a plethora of benefits, increasing engagement, a more immersive atmosphere while adventuring, and animal’s potentially serving utilitarian purposes, flight, mining, storage, speed
Edit:
(I can vouch, simply adding pets to my Game significantly increased retention, and returning players)
💡 overhaul ships by adding a "dash" that consumes stamina, primarily used for getting on land quickly rather than travelling faster cause the stamina consumption would be high, combined with the ability to push our boats off land this would allow for some cool raiding gameplay. i think this could be given to all ships besides the raft maybe. the deep north could be surrounded by icebergs that can only be rammed through with this dash from a new ship/upgrade, allowing access to some new enemy settlements to raid. in this case, i think the deep north should be largely impossible to traverse on foot, due to the cold or heavy snow, until you get something from these settlements that allows you to get further inland where the boss altar can be found. if there's a cool horn that makes loud noise i think the viking power fantasy would be complete!
💡 Add more variety of pickable plants/flowers in each biome to create a wide variety of spices for your meals and to decorate your base.
Spiced food could have one of these effects per spice type, they would not stack and would last only around 1-5 minutes
*Enemies tend to focus more on you in MP, making it a great effect for tower shield-tank style players, but you’ll receive more damage.
*Short eitr regeneration buff (need to balance other sources of regen)
*Short life regeneration buff (need to balance other sources of regen)
*Short stagger resistance buff
*Cold and slow-resistance for Deep North until geared up with the biome’s clothes.
*If bonemass is nerfed, spices could provide resistance against some damage types; blunt, pierce, or slash, the duration should be balanced.
💡 Upgrading weapons/tools could reduce their stamina cost (1-2 per level. 3-6 at max level)
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Ability perhaps in the menu, an option to "blacklist" a spawn drop i.e. resin
Because I can use more wood and stone in my valheim life, but resin....eeeeh not so much 😂
💡 Shields could have individual parry stamina costs. In later biomes, parrying uses a much smaller fraction of the stamina bar because the player has more stamina but parrying always uses 20. The main reason to block instead of parry with a shield that can parry is to preserve stamina, but since parrying doesn’t consume much stamina in the later biomes, blocking is much less viable towards the end of the game. If better shields cost more stamina to parry with, parrying will always be something the player has to think about, and blocking will remain useful into later biomes.
Bucklers could be given a higher parry stamina cost than normal shields of the same tier, so bucklers are better suited for parrying with stamina diets and normal shields for parrying with health diets.
💡 After you defeat the final boss, Odin sends Hugin to give you a recipe for a new ship. This ship will allow you to sail off the map and enter Valhalla, should you choose to do so.
💡 Tizheruk, in Deep North waters
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I think introducing new weapons such as Machine Guns, Missiles, Aircraft, Tanks, Artillery, Battleships, could really spice up the PvP and PvE mechanics inside of the game, I think it takes the game to the next level and adds a whole new play style into Valheim and not only that, it can have the potential to attract new players.
💡add some more PvP mechanics and builds so we players are able to do a sort of Viking war type thing.
💡add a recipe for a portal which can be crafted and kept in your inventory until you are ready to place it. I enjoy running around searching for items to stock my base, but needing to reserve 4 slots for workbench and portal materials is a hassle
💡 Make portals better , it's just a bummer to craft 2 portals for each place , make a portal , call it "Home" , travel wherever you want , after that create another portal and instead of linking them make a small button that you can choose to what portal you want to go .
I know that there is a mod for it , but I think it will be much better in the base game , TY :]
💡 First person view option
💡allow the Wisp fountain to store up to three Wisps (no change to Wisp spawn rate or conditions) to be collected any time of day
💡 Spikes that you can hang heads (trophies) and that way scare the mobs that come close enough
💡 Horses in the meadows , early game quick way to travel
💡 Hildir should sell decoration mats as the player progresses.
Such as selling blue jute after Queen is defeated
💡 Make all the trees seeds drop rate at least 1 seed per tree
💡 A new +Ashlands arrow that makes a lightning and/or fire explosion.
It could use proustite powder and thunder stone as the main recipes
💡 Add loot chests to Reto's Tomb behind the breakable walls that contain gemstones and other loot as well as adding 1 or 2 gemstones to Putrid Holes in Ashlands in either chests or old Pots. (gems would be random but) I need accurate reactions to this so do a 👍 for both, ♻️ for 1 option over the other or 👎 for neither, thanks.
💡 I unfortunately will quit very soon playing Valheim. I just can't with the Ashlands. The spawn rate is to high. Get swarmed with many minions back to back, powers don't help much and takes too long to recharge for Ashlands battles. Go through sooo much food do to constant deaths. All my skills have been depleted from 40s-60s down to 5 and under from dying so much. (Playing on a server where host doesn't want to reduce) I love the this biome but I do not love the amount of enemy spawn rates. Playing on Normal setting is like playing on damn near HARDCORE. It is such BS. What is sad, is I laugh at people who complained about the mountains, plains, and mistlands biomes being so hard, but jokes is on me Devs and now having to voice this concern is embarrassing but I nearly broke my phone and pc because this crap is too difficult.
💡 Death Penalty should have milestones. Examples:
Lvl 1-19 reduces upon death until you reach Lvl 20.
Lvl 21-39 reduces back down to 20 upon death until you reach Lvl 40 etc. until you get to 100.
I disagree being penalize after you switch up tactics or equipment. Mistlands I rarely use my bow once I gain enough Black Cores to make Carapace weapons and Mage 🧙♂️ weapons. Now, my bow has depleted needing to use that in the Ashlands.
Death Penalty Milestones, I think would be great. Yes, people will just spam their skills but those people like to cheat and if they make their game boring for that then that is on them for not earning it properly.
💡 How about a kind of workbench to dismantle weapons / armor. with a 40 - 50 % mats refunding.
💡 I am a bit dissapointed in the magic system.
Instead of having a fire staff that has multiple fire spells, we have 3 different staffs with one fire spell each. I think the spell variety is very low and the upgrade system could have been used to increase that variety instead of spreading spells across different weapons.
Instead of having a staff for every spell, have a staff for each elemental scholl and increase the spellcasting ability per upgrade level.
The ember staff begins with fireball, then at level 2 it can also cast fracturing and at level 3 it can summon the flaming troll. This should open the other existing staffs to have an expanded list of spells such as wildstaff creating difficult terrain for enemies to walk, the blood staff granting a boost to attack power to allies, or the lightining staff being able to call down a lightining strike.
💡 I suggest making ashlands food a little less resources consuming. I know it's one of the least expensive food in the game but the difficulty gap between this biome and others is still a lot bigger than the gap between resources needed to craft the food. If it would be a little, actually significantly less expensive, there wouldn't have been so many players complaining about the difficulty level. It's not the enemies that people hate, it's all the preparations they made to just die and loose all of it.
💡 because all of the magic weapons for ashlands and mistlands have already been created and balanced, we don't want to wait 2 years for devs to just invent everything from the beginning. What I suggest is adding this kind of system to DN. It would work like that:
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When you first get into Deep North, you can gather some basic resources from some ruins, mabye dungeons or enemies. With them, you could craft 2 basic level magic weapons, they would be a classic type of magic weapon, with just one attack. All of it would be accesable in the first part of DN, when you need to hide from blizzard that would be more of a physic thing than the snowstorm from mountains, and it would be super dangerous. I already wrote my idea for how this first part of adventure would work.
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After you've beaten the blizzard problem, you can finally have access to the giant frozen lake in the middle of the whole biome. There are some Jotuns's walking corpses walking around that you can climb on, which is a long and dangerous process. With materials gathered from giants, you can upgrade your weapons and maybe get some upgrade for the shield wand(like a significant one, not just an upgrade in galdr table). These upgrades wouldn't work like normal upgrades. They would work as new crafting recipes in galdr table or other table. They wouldn't change anything in the model, even if they would, they would be a small additions, like some chains or other small changes.
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I have no idea what would be the last part after dealing with Jotuns and climbing on them but it would just be the last part of the biome, where you can explore something new and get something to summon the last forsaken, and of course get the last pieces of materials to craft the last armor sets and weapons in the game.
I need to add that you'll get food in the first 2 parts (I think the first part would be better) of this journey so you don't need to always come back to ashlands when your food runs out.
💡 6th or 7th future level of black forge or 5th or 6th future level of galdr table should unlock the ability to craft black cores.
Especially if these will be locked behind progression.
The recipe could need refined eitr, surtling cores + something else (not molten cores as it doesn't seem like they have relation with them)
💡 Fix the inconsistency of all food timers: Make all HP and stamina foods last 25 minutes and all eitr foods last 20 minutes
💡 Expanding on this: Spellbooks. Spells would be grouped into tiers. Reading a spellbook consumes it and teaches the spell to the user. (Or the whole server? Maybe a "spell library" crafting station where you store the spells and you can interact to learn them all?)
T1 Spells can be dropped in the plains, either from fuling shamans or from chests. T2 Spells drop in the mistlands, either from killing dvergr or found in chests. T3 Books could be dropped from warlocks and found in fortresses. T4 books in the deep north.
To use a t2 spell, you also need a t2 staff, same for higher tiers.
Staves could be reworked entirely, they could give a combination of buffs towards magic, some leaning more towards regen and other leaning more towards damage, with most staves having 2-3 combined effects. Each tier can unlock not only a new spell but also a new stat on your staff, or a stat improvement. You can cast any spell with any staff. There can still be elemental, blood and nature staves, those will just be more efficient with their damage type.
- Eitr Regen
- Max Eitr
- Elemental damage increase
- Skill increase
- Skill duration (blood or nature staff)
💡 Make lava flow (slower) like tar animation when digging to the ground
💡 I'm saying this again, I know it's a ♻️ . Lox jerky and Volture jerky (turkey jerky). We need more balanced options.
💡 Small valleys in the Deep North with clusters of maple trees. And of course, the option to boil sap for stamina-rich maple syrup.
💡 There needs to be a way to remotely recover our gear so we don't have to spend hours just getting our stuff back so we can then begin playing the game again.
💡Fix the Dyrnwyn quest by adding at Vegvisir at Lord Retro's spawn for place of mystery #1. Currently, if you start the quest chain by finding the 2nd or third location, you do not get any clue for location 1, which breaks the quest chain and forces you to scour the entire Ashlands for the last piece. Seems like an odd choice because if you find location 1 you can get the other two markers by following the chain.
💡Deep North boss being like Siege Engine from Tunic
💡 Hmm, how about adding a little more romance to the game, for example, you can buy a ring from a merchant and give it to your partner, if he accepts it, you will both receive some kind of passive effect that lasts forever or as long as you are not far from each other,and add a couple of new emotions to the game would be cool , thank you.
💡 this has very likely been already suggested, but a decrafting table, or something like that
we all had incidents when we crafted new gear instead of upgrading it, or upgraded old things we dont use anymore
the decrafting table would be great for this! i know the obliterator destroys these things, but doesnt give you back the materials, which kinda sucks
if you craft more gear, your only option is to either throw it away and cope, or destroy it and cheat back materials, of which no one wants to do either
i think this would be a great idea, some setback could be that it only gives you some materials? or it could use some of your skill levels that you can choose, or anything else. ill leave that up to the devs if they decide to add this
💡 Make Dyrnwyn only be ablaze while weilded. It can be all glowey or whatever while on your back, that's fine. But once you unsheathe it, that's when the fire starts up.
💡 Charred bone pile since every charred skeleton drop this alot
💡More food recepi with Bonemaw meat
💡please have a second hearth and home update and add MORE BUILDING PIECEs, different styles within the game and stuff that actually matches and looks good together. And for the love of god give me hildirs Divian, there’s no actual reason why you wouldn’t add that to the players buildable roster.
I find myself trying to come up with ideas to fill in space in my long house and besides all the crafting benches and there accessories, and the other items that are practical, fermenter, cartography table etc. I can’t think of anything else to put there other than another table and chair with food on the table or a throne.
💡Black metal building pieces would be amazing. I love building with metal, but I feel like iron is really expensive to build with, since you also need it for gear throughout the game. Flametal is wonderful for building with and is inexpensive, but you get it pretty late into the game. Black metal however, is obtained around mid-game, is dropped by any fuling type and considering the fact that they respawn all over the place, black metal can become extremely abundant. I always end up having more black metal than I know what to do with, even when I build ballistae and chests. I feel like adding a couple black metal building pieces, like beams, would help black metal feel more precious as a resource, especially after the plains.
💡corner stairs + inverted corner stairs
💡 So I think a campfire is still needed for a resting bonus in the Ashlands. What if resting in the Ashlands required some kind of inverse campfire, a magic Camp Coldfire or something to cool down your viking for resting while in the Ashlands which, I imagine, would be too hot to rest effectively?
Something made with freeze glands, stone, maybe something else.
💡Introduce situational XP modifiers to better balance later game leveling so dying and losing skills doesn't feel so brutal.
I think enemies and bosses in the game should have a built in XP [difficulty modifier] that increases as you progress through the game.
It would work like this:
Meadows creatures could have a modifier of 1, so you gain the exact standard rate. Eikthyr and Blackforest creatures except the troll could have a modifier of 1.025, and the troll would have 1.05 and so on through each biome. So whenever a weapon hit that creature whether it was a deathblow or not would receive the standard 1.5 x (rested) x [difficulty modifier] to get scaled experience points.
Eg. You fight a charred warrior with a clubs level of 50 (188 XP to 51)
With rested it would take 84 hits to reach 51. Without, 126
Now if you introduce a difficulty modifier of +100% [x2]
Now you only need 42 hits with rested and 63 without
This would work with any kind of skill that dealt damage to these enemies, including summons with blood magic, and overall, it would make leveling your skills into the mid-late game less grueling while recovering skills from a death would feel less frustrating.
Optional modifiers could be a killing blow modifer, distance travelled modifer for bows/crossbows, ore/tree difficulty modifier for woodcutting/pickaxe, and damage deflected modifer for block.
I'm not sure how to make non combat skills, like running, fishing, sneak and jumping scale with progression, but it should have someway to modify it's growth.
I'm not the first to suggest a change to how skills and leveling works, and I definitely won't be the last, but I wanted to give a detailed suggestion on how it could be tweaked to hopefully enhance gameplay.
💡When entering portals have the map show up with any other portals placed on the map have an icon and possibly a name underneath, then have the player click on said icons to teleport to the portal of their choosing to vastly simplify the portal system and remove the need for massive portal rooms which are noisy and bright.
💡 Vulture eggs to be attach on item stand just like the chicken and asksvin eggs for home design
💡 Buff faders power alot by making the max carry weight buff alot more helpful or just remove the ''max'' completlely. Because right now I think it is really bad.
💡 I would really want to see buff to stamina regen while wearing magic gear. But only, if one is out of combat. My reasoning is its very hard to scale mountains or swim with that little stamina pool in mistlands and possibly in ashlands as well. Currently the only viable solution is to,carry a second gear to switch for moving arround and thats a huge setback in my opinion. Stamina regen while in combat is fine i guess.
💡 Increase the amount of ballista missiles crafted to 40 instead of just 20, the amount of resources needed can be doubled as a result.
There's little to no reason on having to craft them in half batches when it's better to just have a full ballista load crafted at once. And in the case you did want an incomplete load on a ballista, you just reload it with the amount and that's it.
Crafting in full batches would reduce the amount of clicks necessary to reach the exact same goal
💡 Death penalty slider rework:
Casual: You keep equipped items and lose no skills
Easy: You keep equipped items and lose ~1 skill
Normal: you don't keep any items and lose ~2 skills
Hard: You don't keep any items and lose ~5 skills
💡 Vineberry Clusters sometime pop out the berries into the wall when picked. Could they instead pop off & away from the wall when interacted with, just like how cooked meats fly towards the player when you interact with the cooking stations?
💡 Ashlands introduced an overwhelming amount of inventory clog. It would be good to have more thoughtful uses for resources that are found earlier in the game. This has been suggested numerous times even before Ashlands was released and it is evident that the design team don't listen. What can we expect for Deep North? more inventory clog? the game is turning into a chore with each update.
💡 A portable compass 🧭 for travel in no map world , it's important to be an early game in my opinion
and for those who think it's a no , you don't have to craft it , so just let the other players that want it to have fun with the idea :] , everyone make 👍 😃
💡 nerf the staff of the wild, it trivializes any kind of challenge mobs can pose to you, its by far the strongest weapon in ashlands and encourages NPCs doing the work for you instead of real gameplay, currently each root is smacking mobs for 160+ and 10 poison/sec, considering you can have 4+ roots active and they get ignored by mobs, its more than double the dps any other weapon can output. Id suggest halving the damage done or increasing eitr cost, or something... its going to make deep north a joke if left as is
💡 add a buff to all skills' XP gain based upon the biome you are actually in--meadows no buff, current rate as is, black forest +50% (x1.5, basically as rested now, but stacks with rested), swamp +100%, mountain +150% and so on; these numbers are illustrative placeholders and it may be in actual practice a slower or faster scaling would "feel" best (i.e. instead black forest +25%, swamp +50%, and so on)--ocean just also stays standard/same as meadows; this would be a way to implement XP scaling with progression in a way that doesn't require a lot thinking about and attempting to balance how that would work with less straightforward skills and presumably easier to implement as its just a new modifier per biome that applies to all XP gain of characters in said biome, as opposed to having to reassess the amount of XP provided by either every enemy or every weapon, figure out some other way to make swimming level faster in some situations/later, like gear based or something or world position, who knows, etc.--just a clean but I think for most satisfactory and reasonable across the board scaling buff to keep your rate of XP gain from stagnating too much relative to the "double whammy" of scaling level costs AND scaling level loss with death as progression goes on
💡Change the recipes on Charred arrows and bolts to use feathers and Charred bones only, OR invert the cost ratio of wood and bones. Anyone in Ashlands is buried in fairly useless massive quantities of charred bones, but Ashwood is a non-renewable resource in the world.
💡 so..... combat difficulty modifiers also alter tames and summons' damage/health/size/speed values... which makes summoning weapons on very hard do literally double damage, or half damage on easy, which is a counterintuitive disaster.
How about excluding certain types of creatures from modifiers, particularly the summoning weapons? also display the damage that summoned creatures do on the weapon too please.
💡 Keep inventory on death when you die (Like in minecraft) , Or Alternatively , a beacon leading you to your grave when you close enough (Like in Ark : survival evolved)
of course it'll be optional so no players should make the 👎 symbol
💡 rework Fader's power to give you +50 to each stat (HP, Stamina, and Eitr)
💡 Trophys work as a deterant when hanged.
Basically, if you hang a Troll head, surrounding trolls will avoid the area similarly as Greydwarf with fire. So reuse that gameplay factor but for each Trophy and their respective unit.
💡 Milestone system for skills (all skills / basic skills like mining e.g.)
💡 A runestone in the Deep North or Ashlands that reads something to the effect of "Viking Name Carved these runes very far away".
This is a reference to The Maes Howe Burial Chamber in Scotland where some Viking graffiti runes reading "Tholfir Kolbeinsson carved these runes high up" can be found 8-10 feet off the ground. This is one of many examples of humorous graffiti left by Vikings and I think referencing it in the game would be funny.
💡More granular control over graphics settings, particularly FX such as particles, fog, smoke, etc.
This would tie into the significant FPS drops and input lag that is created when too many drops are nearby, as I believe the lag is caused by the item glint particle effects. I frequently go from a smooth 60FPS and low CPU fan to ~5FPS and >80°C core temp whenever I explore the Plains with my buddies, simply from the copious amount of items on the ground that result from all the mob drops there.
💡Lower the "strength" of mining and chopping of Trolls to tier 0; Following by leveling up Loxen to tier 1, and Stone Golens to tier 2 (or 1).
Not that I want to ruin skip-progresses players but it does not make sense a troll be stronger than a mid-game creature, like Lox.
💡 Use Volture Meat, Chicken Meat, and Boar Meat in a new health food recipe that looks like IRL Turducken
💡The deep north boss drop could be an item that lets you make a ship based off Skidbladnir and it always has fair wind.
💡 Vineyard seeds be part of chicken feeds
💡Charge 1 gold coin per teleport usage. This would create a sink for gold, which becomes overabundant in the late game, and also increase demand for gold in the early game, before the trader is discovered. Additionally, it would encourage players to use teleports more judiciously, instead of mindlessly hopping between them.
I have had this suggestion for a while but never knew there was a way to express it. It’s super cool that the developers have this channel it.
💡 Add medieval siege towers to the game, used for breaching fortresses walls by climbing from the tower.
Adding a mechanic that prevents manipulating the environment around the fortresses (that is removed after clearing the fortress) would be nice too in addition.
💡 increase craft speed pls
💡Please tone down the amount of fog when sailing on immersive mode. I spend about 50% of my time in a boat just doing something else while I wait for fog to clear, then it's night, so there's another ten mintues gone, then fog again, then a storm. Sailing is terrible on immersive.
💡 Ocean biome: subdivisions/sub-biomes with specific creatures, therefore specific items. (perhaps it's already intended to be like this)
Divide the Ocean biome into subdivisions like: west and east- (north sea when DP is out)
OR shallow to deep waters.
. This will encourage players to explore different areas of the vast world because they would need recipes, crafts, or even defeat mini bosses.
Some mobs could appear in every single ocean sub-biome, some could be specific and some could have a rare chance connected to certain situations (weather-wind-defeating certain bosses)
💡 better sneak mechanics (you can actual sneak from a to b without running out of stamina) and world bosses, which are just roaming small areas. with a treasure in the center of its roam spot.
💡 On the server settings, make an additional portal setting that disables the original portal, but allows the Stone Portal once unlocked in Ashlands.
💡Add more vegetation, Valheim has beautiful graphics, but i think it could have a lot more soul if there were 5 unique flowers for each biome, make them useful for making dyes or some more mead kinds. Thank you for reading my idea.
💡 Shield with special resistance to magic (or an element, maybe frost nudge nudge)! We got armor resistant to one element, shield type that's resistant to piercing, now we gotta have a shield with a special purpose!
💡 Dedicate a small update to raids, events and defensive options.
Tweak things like how sharp stakes pieces return resources when destroyed as they're the one build piece that make the most sense to return ALL resources when destroyed.
How raids behave, some being wave-based instead of a hard limit on how many enemies can spawn as this just encourages the player to avoid them completely despite their entire purpose is to make the player not feel completely safe.
Making the current defensive options better such as adding more defensive build pieces and tweaking existing ones (e. g ballistae having more types of ammo and tweaking existing ones) would encourage players to build defenses more creatively rather than going for moats and earth walls and call it a day.
💡 Add a world modifier for portal setting that disables stone portals (but still allows regular portals.)
💡 Make the next biome be a stealth-oriented biome. The dungeons could be a compound that you have to infiltrate (wiping out enemies should be possible but difficult enough to incentivize stealth). To make this possible, add in a new stealth armor set (or cloak maybe?) which significantly increases your ability to sneak and reduces the distance enemies can see you at. I'm thinking wraith armor. There should also be a weapon (or armor set bonus) which gives you a significant melee attack bonus towards un-alerted enemies.
💡Sleeping replenishes your health.
💡if people don't like a stealth biome idea, perhaps a mini boss and accompanying quest done the same way? A mini boss with a compound you have to sneak into? Ideally with a newer, better stealth armor set.
💡Add all of the three gems to the Fallen Valkyrie loot table. With a 3% chance drop to drop a single gem.
💡 Hello QoL hunters! Basalt bomb should lift up tombstones!
💡Add an Aggressive/Passive toggle to Wolf, Lox and Askvin mounts so you can prevent them from agro when in base but make them attack when out and about if you wish.
💡 Add crafting station upgrades for the stonecutter to increase the build radius, just like every other crafting station.
💡Stop having all the Ashland big creatures land on the magic pixel. It's annoying and unnecessary.
💡 If you die in lava (or other inconvenient place), how about letting the player Harpoon the tombstone to safer ground. (Rope, lasso would make more sense, but we've already got the Harpoon)
💡 I think adding more interactive features to the massive, already-existing ocean biome would be great (a shallow ocean floor, removing/adding water elements in certain areas). For example, I’d love to add water features to level up my builds!
💡The new biome should be the most challenging one yet. Since it’ll be the Deep North, it should be similar to the Mountains, but on steroids. There should be nearly insurmountable cliff faces that would be impossible to scale without going around. With that in mind, it would be amazing to have a flying animal to tame and make the biome easier to traverse, like the asksvin has done for the Ashlands!
💡 Add lakes , not only on sea level , could be fun
💡 if you die in bad places such as lava, or in a dungeon/instance, relocate tombstone to a safe place like the ground on the edge of lava, or outside front door of an instance, similar to how other games do it (enshrouded, palworld etc).
💡add a selectable function to the hand cart that doesn't let it roll backwards
💡 Currently Haldor sell few items and I believe we could have some improvements/adjustments.
Megingjord (Increases inventory carry weight limit by ~~150 ~~50kg.): Make it game-progressable and workbench upgradable. Every defeated boss should unlock a new item to be sold by Haldor to increase the capacity of Megingjord by 20kg at the workbench.
-> Eikthyrs **UNLOCKS **the item.
-> The Elder: **Ymir flesh. ** Meginjord ¹ + (x) Ymir flesh. = Megingjord ² 70kg
-> Bonemass: (new) Unwilted bone. Megingjord ² + (x) Unwilted bone = Megingjord ³ 90kg
-> Moder: (new) Dragon claw. (you get the idea) = Megingjord ⁴ 110kg
-> Yagluth: (new) Spirited crown ()= Megingjord ⁵ 130kg
-> The queen: (new) Ruptured fangs. () = Megingjord ⁶ --> current version of 150kg
-> Bonus? Fader = Increase to 175kg?
This way the item also follows the progression of the game. It seems like a "nerf", but way more natural to the game.
💡Add a way to use Lox or Asksvin to pull carts and/or rams
It's a shame not to be able to make more uses of our animals
or maybe add a new cart that can do it.
💡Allow players to voluntarily trigger the asksvin's charge when mounted.
it woudl be a great way to jump small cliffs or rush ennemies
💡sea snakes from the deep north and armor made from the three types of snake which buffs swimming.
Like, no more stamina loss while swimming but allow sprinting in water in exchange for stamina.
💡 Forsaken powers rebalance:
Power cooldowns prevent you from receiving a second power of the same boss, until the cooldown is over, but you can receive different powers. They all get slight buffs except Bonemass.
||
- Eikthyr grants 10 extra base stamina for the duration
- Elder gives you faster wood and stonecutting, aswell as +100 carry weight
- Bonemass no longer gives blunt resistance
- Modr also increases Boat speed by + 10% and swimming stamina use -50%
- Yagluth also lets you run across lava
- Queen: +100% Eitr regen stays, no longer gives stonecutting, now gives you blunt resistance
- Fader: also gives -90% stamina used when building||
💡 Following Haldor's improvements: Change the interface to be more than just simplistic. (Like most of the pop-up interfaces of the crafting in-game).
This then would "unlock" a new section.
He would still **buy **and **sell **stuff, however another "tab" would be added: "PICKY TRADER"
(this "new section" was inspired by the new furniture: Asksvin Skeleton.)
Picky trader: Haldor has a strange collection. He is willing to trade some of it (not sell) for a certain price
It would be a new tab which Haldor would trade dropped items, for furniture recipes (or held items) to add more decoration.
For example:
1 seeker trophy + 10 carapace + 2 Mandible + Coins = A recipe which unlocks a seeker skeleton.
1 Lox trophy + 20 Lox pelt + 10 Black metal + Coins = Unlock a placeable Miniature of a Lox.
Etc.
💡 With leveling Elemental Magic or Blood Magic you get a default amount of Eitr. (every level = +1 base Eitr // every 10th level = +1 base Eitr // or something diffrent)
💡New trader that shows locations of the very hard dungeon's, 1 dungeon per biome lets say we start from mistlands.After finishing dungeon u obtain chest after reciving the chest to the trader u can unlock super powerfull weapond that u can create only 1 time from 1 recipe. I think valheim world is empty and it could be filled with more dungeons and bosses that gives amazing armors and weaponds.
💡A throwing knife
it could be uniq or it could be category of throwing knife weapon
Also, it's sad that we don't have a hight level knife, like a flametal one that we can upgrade with gemstones
💡 Tweaks to structure damage
Disable structure/vehicle damage on tamed/summoned entities (excluding the troll stave spawns) tired of getting my base obliterated by my skeletons and other animals because their ai can't path properly/doesn't take into consideration structures. Skeletons do this aswell if you spawn them on your boat and its really obnoxious.
💡Add a destructible charred ward inside of charred fortresses. This would make it necessary to break down the fortress walls during sieges, while still allowing players to build there, after clearing the fort out.
💡 Change the attack chances for ||Fader||'s attacks he spams the ||lava field|| a lot which is an attack that cannot be blocked or tanked and must be dodged, putting the whole fight on hold for a solid 20 seconds. This attack is good sometimes but all the other attacks are cool too! would love to see more ||dragon breath, ring of fire, and meteors out of that dragon.||
💡 dvergr caravans: Dvergr Populations on the same continent will send a caravan from one mistlands to the other mistlands. Players can follow them to find the mistlands or raid them for a dvergr extractor.
💡dvergr ships: Dvergr will send ships from mistlands to mistlands across the ocean, ships can be raided for extractors aswell.
💡 Different bolts with the same specialisations as arrows; poison bolts, fire bolts, silver bolts, etc.
💡please give the option to COMPLETELY turn off the shield noise. It may as well be someone running nails on a chalkboard and I am getting headaches from it. Not a "fun" thing at all.
Also the visuals are bad as well, it's a neat concept, but give the option to shut off the double vision effect.
You don't have to take them out of the game, just please give the options to reduce / disable them as they aren't adding anything positive to the gameplay.
💡 New Mead: Sorcery Mead.
Same effect/duration of the Tasty mead But for Eithr regeneration. Sap + Couldberries + Fiddleheads (maybe?).
💡 Lord Reto Trophy.
💡 When picking up items, you get text saying "Added x", for example "Added Stone". This is somewhat clumsy way to say it and misleading, since one can ask added where. Change this to "Picked up x", for example "Picked up Stone". In real life or elsewhere, nobody says "I added a coin" if they find a coin laying on a street and pick it up!
💡 When in wet debuff in ashlands, it vaporize quickly since the weather biome is hot
💡 Some kind of hard ice in deep north as an analog of black marble
💡 A sorting / filtering system for the Cauldron recipes would be so helpful. The list for making food gets quite messy in the later stages of the game, finding the food you want to cook becomes a tedious process.
💡Just an idea for Deep North to have every type of weapon availible, as the last/ultimate biome it would be nice for players to be able to choose which weapon type they want use 🙂
💡Skillbooks as new drop in dungeons/crypts/fortresses etc. They are rare drops from certain 2 star mobs and/or can be found inside chests in dungeons. (Upon consumption, you can raise any skill by 1) Later on when magic is unlocked, those skills can be raised too. Just an idea for people who think leveling certain skills is a bit too slow sometimes. And it's an immersive way to get your skills up. Also acts as incentive to do dungeons.
💡 GOLD INGOT! This is made from a stack of coins. The ingot is stackable and is a way to condense your ever growing hoard of coins that takes up precious space and is an extra decoration item. Maybe the vendors would recognize it as currency.
💡 Add a skill for cooking. I find that we spend a lot of time cooking. Add a skill that would increase our chances of producing more dishes. Example : 0% (skill at 0) -> 33% chance to double our dishes (skill at 100).
💡 Add armor/utilities for our pets and mounts. I really appreciate that we can have pets and mounts, but for example, wolves become very quickly useless unless you have an army. Having one or more equippable items (potentially limiting the number of equipped mounts/pets => the goal is not to have an even stronger army) might add depth and longevity.
💡 add new hodor power belt to increase more weight carry
add extra slot for whisps whisbones etc seperetly instead of belt slot would help alot since mistlands and above bioms getting harder
💡 add paints in game to make our builds even more unique ( plus painted wood could have resist to water/rain damage )
also would make us recycle more of items to get many different colors
p.s let us ride wolfs would be nice horse 😄
💡 The "Rolling Pins and Cutting Boards" Cauldron Improvement looks fantastic and absolutely belongs right next to the "Pots and Pans" improvement, BUT it needs more space and can't be placed close together. Could the building space requisite for these cauldron pieces be shrunk a little?
💡 Yotun Bane creates a small ooze bomb like cloud on impact for a much shorter duration. I think the axe would be much more appealing to use if it applied poison to targets around you. Poison is kind of lackluster compared to other options anyway so I don't see this as being too unbalanced.
💡 Adding on to this, I think a way to introduce scaling for non-combat skills (Run, Jump, Sneak, and Swim) would be to have it scale based on Maximum stamina available.
Due to the food tiers increasing from biome to biome, your maximum stamina would also increase as you progress.
Therefore introducing a way to have that influence your XP gain in those 4 skills would make the most sense.
If your available max stamina is over a certain threshold, the xp gain would increase by a set percentage.
Over 100 Max = x1.025 XP gain
Over 150 Max = x1.05 XP gain
Over 200 Max = x1.075 XP gain
So on and so forth...
There could also be an additional modifier for Sneak based on gear movement penalty on top of this, where the higher your speed impairment is, the less Sneak XP you gain
On the flipside, if you have no movement speed penalty, you gain increased XP
0% = x2 XP
5% = x1.25 XP
10% = x0.75 XP
30% = x0.25 XP
This would also encourage players who want to go stealth, to wear light armor and use light weapons to train up their Sneak the most efficiently.
💡 do something about damage clipping through walls. If the wall isn't destroyed yet you shouldn't be getting damaged thru it.
💡Other might've asked but.
Make tamed animals attacks deal zero (near zero) damage to structures (I believe the game recognize player-placed structures).
With the arrival of Asksvin (Loxen were slow), no building is safe if a random Deer or charred enemy spawn nearby. (even if the enemy is leagues away)
💡 We have a LOT of resin , make a new way to use it , for example : Same wood pieces but plus 1 \ 2 resin so it protect from the rain early game , FOREVER \ a brush that use resin and you apply on existing wood pieces , honestly I think it's just annoying to fix none-stop your buildings , there is a lot of buildings that can be very pretty and the rain ruins them . TY
💡 1 or 2 stars changes the animals & enemies model and color. Can this be applied on the trophies as well? For example 2 star troll has red color so the drop trophy should be red too
💡 while a vegvisir is revealing one boss location, reading a different vegvisir for the same boss should reveal another location. or mabye add a chance to get another loation revealed.
💡 How were Bloodstone's weapons developed to operate? Currently, since there is no way to actively fix HP (preventing regen), it is not possible to maintain high firepower and I do not believe this weapon can be utilized.
For example, a consumable that would further enhance the effect of greater tasty mead, such as HP-100%. It would be very risky and interesting to make it so that HP is not recovered during the duration of the effect
💡 very aware that this is an old request, but we desperately need a way to sort recipes in the crafting menus. For Pete's sake, why does this not exist yet?
💡 fall damage for enemies and NPCs please. I want to be able to kick a greydwarf off a cliff.
💡 Necks should drop lily pads that players can place as decorative items
💡 drakes should land daown like moder but if it misses twice
💡 for deep north can we get tameable goats? They should be prone to headbutting.
💡 add an option to lower the weight of ore in a singleplayer world
💡 To complete the suggestions on search in building/crafting menus. In the menu we could see :
- Sort alphabetically
- Filter by tier (we rarely need low tier equipment anyway). Could be a dropdown menu with "All", and then level 1/2/3/... below
- Sort by type/value. For example sorting all maces, going from club-> bronze mace -> iron mace -> porcupine -> ... and below you find the next thing, like axes, or armors, also sorted
- Filter by component requirement. Like a button showing "all" and then in the dropdown you can select items you have in your inventory, like ancient bark, and the crafting menu only shows what can be built using ancient bark
- Search with an input text
This is true for all crafting stations, and could even be considered for hammer menu. It can be a very compact bar right above the list view
💡 Adding minor bonuses to heavy armor could help them feel more unique. In my opinion, light armor sets tend to out preform heavy armor sets, due to their passives and lack of speed reduction (except the root set). Adding minor passives to heavy armor, could help keep them more competitive against light armor sets. For example, the padded armor set could have its speed penalty reduced to -6%, because it's made with lighter materials than other heavy armors. The Flametal set is also a good example of a minor bonus.
💡 Instead of super fast spawns which aren’t fun and choke performance I would of done the following:
Charred:
Charred warrior: cannot be killed but rather goes dormant for a while..like a terminator . The more health they have the faster they move. they stop when out of health. If you beat them down 3 times they will die.
Charred marksmen and twitchers: release red soul orbs ( wisp lights) when they die. If there’s a pile of ashkavin bones around they can spawn a morgen, if there’s a tombstone they can spawn a random charred destroying nearby tombstones when they respawn. As long as tombstones and or bones are around this will keep happening. Small chance a warlock will spawn from a tombstone. The orbs dissipate after 20 seconds if they don’t find anything around.
They will still respawn normally but the timer is much longer than before similar to the rest of the world.
Lavablobs : can respawn from active fire now. Lookout if anything catches on fire.
Morgens. Cannot respawn unless ashkavin bones are in the vicinity.
fallen valkaries stay the same.
Charred warriors are also tougher. Other enemies stay the same.
💡 Change a characters name to green if they use "devcommands", or pick up any spawned items from a command. Let other players know the items used or stats acquired aren't legit.
💡 Ability to pick up chickens and chicks. Harness/leash tamed pigs or wolves to holdfasts on boats or cage them on boats.
💡change spears so that when you throw it, other players can't automatically pick it up (as if they tossed out something from their own inventory and it requires manual pickup). It's frustrating using it and your friends are always picking it up because they are near it
💡Fix the dvergr rogue ai pathway in ashlands not to go to lava, make them smarter not to bathe themselves to death
💡Add a polearm to the ashlands since it is literally made for crowd control. Also add the missing weapons for all the biomes like a silver polearm and knife for the ashlands. I am not saying there should be magic weapons in early game or that polearms and knifes should be introduced in the meadows. But people who use polearms and knifes have a gap in progression.
💡 Make it possible to eat multiple of the same food. Some people using stuff like knifes or axes need higher stamina to attack more. So you should be able to eat food multiple times to have higher health/stamina.
💡 Pile of regular, non-charred skulls. Because these things stack up in chests like crazy unless obliterated. Also it'd be cool.
Also consider a pile of charred bones while you're at it.
💡 A new furniture item, made from 10 iron tier4 swords and 10 surtling cores, An Iron throne.
💡 Server hosts should be able to force people to create a new character upon joining. (Of course it shouldn't overwrite any old characters)
This prevents players from bringing in leveled characters and their items.
💡 in civilization games they have soundtrack that gets more and more complex as you progress the ages from solo violins to full orchestral. How about something similar for sailing where raft would have only one instrument and endgame ships would have bombastic compositions
💡 devcommand spawned items should have a different text color or a green box around the inventory item image/box to indicate their legitimacy.
Also, include a “Spawned By:” with account name, similar to crafted by.
💡 Ashlands tier atgeir and buckler.
I love polearms, I love parrying, I think more players than just myself would be curious what such things could be.
💡 DN Mace could be on a chain (also called flail), maybe you could immobilize your enemies for a short time when the chain wraps around them
💡 It would be cool if the chest in the workbench radius could be pulled from. So instead of having to have the items on you to build and craft the workbench would pull them from the chest
💡fix optilamizatoon
💡 add favorite things system like in terraria when u favorite some kinds of item in ur inventory it wont be placed in chests when u place stacks in chests
💡again straight from terraria where u can quick stack items in neaby chests without opening them one by one
💡add more building block yurrr
💡 a fish based food or two for all biomes. i feel like fishing doesnt reallt have a use besides when u first get it, and in the mistlands and plains.
💡 More symbols for marking the map
💡 A button to toggle certain symbols on or off
💡I’m sure this is already planned according to the outdated roadmap but :
Lore based points of interest
And more all around points of interest on the map
One thing I would love to see is more caves but they don’t necessarily have to be dungeons they can just be large open caves with loot and monsters according to that biome spawning in there.
I just want more reasons to use my dverger lamp or my torch lol
💡u could also make more food by choosing the right amount that u want to make in the kitchen because clicking everysecond to make large amount of food is annoying
💡embers in the ashlands shouldnt be able to fell charred trees
💡 instead of the dverger lantern occupying the "hands" slot(s) when equipped, have it occupy the 'accessory' slot currently taken by the wishbone, mejingord, etc.--downside is, you can't equip with another accessory, but upside is, you can now use the lantern without interruption with other items (i.e. you don't put it away when you pull out your hammer or wielding a sword & shield--instead it goes on the belt but still provides light, like it does now in some conditions); the torch keep the way it is, because unlike the lantern it's also meant to serve as a very early crude club with a small fire damage so it still needs to take up a "hand slot
💡 2 star vultures could be burning to make them look more threatening and stand out.
💡 remove ash from ashland
💡brightness settings in settings
💡 achievement on steam
💡 When you do the deep north, add a Musk Ox you can milk
💡 More Trolls!
Chance for stronger types of trolls (wielding better weapons and armor) to spawn when black forest borders plains/mistlands. Breaks my heart to watch the once mighty lumbering giant get deleted by some little green giggling booger or get out witted by an overgrown roach.
💡more masculine clothes you can buy from hildir,
The tunic looks like a dress
💡 better accessibility settings
(my friend cannot play in the Ashlands because the heatwave effect makes him sick and he has eye problems)
💡 A 2 star troll could have a big spiked club for instance
💡 music instruments! i wanna play shanties when me and my crew are we are sailing to discover the world 👌
💡As skills increase, animation could change, higher skill with a weapon = different swings. More swim skill = different swimming styles, etc.
💡 Charred Bone building pieces:
- Bone Floor
- Bone Wall
- Bone Pillar
- Bone Gate
- Bone Stairs
- Bone Sconce
Look at pictures of the Sedlec Ossuary or the Paris Catacombs for reference.
💡Rare Sleipnir like 6-legged horse in DN
which can be domesticated and ridden
Flying like feather capes, able to jump and run fast.
A kind of ultimate mount unlocked at the end of the game.
💡Summoning it could even be the last boss's power
(or an optional boss's drop could allow you to do it)
💡 1-3 star trophies of enemies. So you can display when you have slain and beheaded a rare enemy instead of it being the normal trophy.
💡 DN Mini-boss "Bequeathed Ghaul" (just a name).
Spread through out the island there will be frozen pieces of ancient armory: 1 chest piece, 1 leg pieces, 1 helmet, and 4 different weapons: an Axe, a Polearm, a Sword and a Bow; all four weapons could be found. Those pieces would have to be mined, found under true ice/dark ice. However they are enchanted.
Once mined, the piece would receive the enchantment back and fight you. The weapons use magic such as freezing and lightning (magic damage please).
Each piece would drop itself once defeated. Each item is as heavy as dragon eggs.
Then all 4 pieces, in a dungeon (that needs to be find), should be placed in the altar and "revive" the armor.
However the weapon placed would change the behavior and attacks/special attacks of this mini-boss.
Upon defeating it, the armor would collapse and drop a loot — A — (devs on it) and all its pieces again.
After a number of days, lets say 4 days, the player could use the pieces to re-summon the Ghaul, and choose another weapon to drop another loot B; or loot C or D.
Each trophy would be the "Bequeathed Ghaul" yielding the given weapon.
(Maybe?) The items dropped could be merged into a new item. Like, loot A + B = Item X; A + C = Item Y; B + D = Item Z; etc.
💡 Probably ♻️, but any item or anything that will make your inventory at least a bit bigger... it gets full so fast, have to clear my inventory every few minutes because of that. At least few more slots 🙏
💡 Add a few magic items to the early game. A Greydwarf Shaman Trophy could make a consumable item that mimics their poison spray (black forest level ooze bomb) or AoE heal (AoE minor heal mead). A Fuling Shaman Trophy could make a consumable or unrepairable fireball or protection item.
💡 Instantly gain the rest level of your bed when respawning.
💡
Shield Generator should also keep out fog.
💡Add a swamp hildir quest, i feel like yall can cook an extremely nice swamp miniboss plus its the only biome without a quest dungeon excluding the meadows
💡 Hi, dont know if any of these suggestions have been here already, but anyways:
- Steep roof 64 angle
(if you look at nordic architecture, these were pretty common) - New roofing materials for earlier bioms for example: bark roof for swamp, hide or pelt for mountains
- Vertical 2x1 wall
- Round pillar from regular stone
Earlier:
-New door variation (reinforced: regular shape with iron strips)
- slim stairs from regular or core wood
- skeleton deco
💡Next player competition- who can jump off the end of the world the fastest.
💡 add Ward in Charred Fortress so players can't build stairs near to fortress.
💡 Make Abomination more agile. Its too clumsy now. It just stucks everywhere. It's too easy to kill. Make it legs go through obstacles. Only core can stack on obstacles. Or some other movement buff.
For me, killing abomination is boring.
💡 make banners more customizable. have there be something like a banner base made from deer pelts and wood, and then give us the ability to change the color and pattern without requiring materials. I think it's a shame that I need to find and survive in the plains so that I can make white banners.
💡 Increase Barley Flour Stacks from 20 to 50 also increase the weight accordingly from 0.2 to 0.5, making bread is one of the annoying things when a stack will only make 2 lots of dough (using 10), this in turn reduces the amount of storage needed and fits with windmill capacity.
💡 Ridge piece for Graustein.
💡 or increase the stack to 40 OR reduce the max capacity of a windmill to 40 for two full stacks of flour or one full stack if the stack is increased to 40
💡 Deep North's metal could be dropped by enemies similar to black metal. Except instead of a multitude of enemies, it could be special enemies, like the troll/abomination/golem equivalent of DN would be the one that drops it.
Ashlands seemed to draw inspiration from BF and swamps, so maybe DN could draw inspiration from mountains and plains
💡
Since we have smoke bombs, how about adding water bombs, and fire bombs?
💡 Deep North build pieces should definetely be/include metal walls/decorations, contrasting to the rock and wood build pieces we have
💡 what about an extra row in the inventory ? since Ashlands "requires" you to have more mats / potions (stone portal, lingering meads). Gear + portal mats + potions + weapons/shield + magic weapon and/or arrows almost fullfil your whole inventory
💡I actually think a flail in the game would be a pretty fun and cool idea, for example you find new sea urchins on the backs of leviathans and you attach it with chains from the swamp and iron and boom flail. It would most likely be like the porcupine dealing half blunt and half pierce.
💡deep north food item (the black berry) lol
💡 For the Deep North you could have a mythic ice that's as hard as metal that you would need to mine with a flametal pick from heavily guarded patches scattered around the biome.
Additionaly you would also find steel scraps in key points of interest or on powerful warrior enemies like corrupt einherjar or svartálfar
After smelting the steel in a blast furnace, (which unlocks some recipes, namely an upgrade for the black forge and workbench.) You could then use the black forge to create Frosteel, by combining steel and the mythic ice in the same way you created Bronze in the Black Forest.
Frosteel would be the Deep North metal for gear and armor with the final black forge, galdr table, and cauldron upgrade included as well.
💡 Should consider giving Deep North an alloy metal - made from two different metals.
Would be a nice long awaited return after only being the case waaaaay back in the black forest.
One could be mined while another is dropped by mobs. 👌
💡 Both metals should be DN-exclusive instead of making so one of them is DN and the other a previous one, like iron or copper... especially iron.
Unless we get a renewable source of iron/copper in DN
💡 Make trolls with clubs drop core wood. Starred trolls can drop fine wood.
💡 add a few food recipes that use either raw fish and/or specific species of fish (like the fish & bread recipe), the point being to fill in "gaps" more to make fishing a more consistently valuable skill across whole playthough--I think it would make sense to add at least 2, but possibly a few more, one in the post-mistlands Ashlands/Deep North "end game" fishing recipe (yea fish & bread certainly still is a strong choice, but esp. because it requires the extra investment of speificially fishing, it does start to lose luster compared to the new premium stamina options in later biomes, or if you're going cheap easier to acquire and almost as good "sidegrade" options), and one for the Swamp/Mountain gap between cooked fish and fish wraps
💡 I really just want more of the items already in game to be able to fit into item stands.
Rubies, pearls, rocks, metal bars.
Metal bars should have a pile of bars build just like stacks of wood or stone.
So much opportunity for decorative flourish go unrealized.
💡 Dyes.
Not sure how often this is suggested but I would like to reiterate: let us paint our clothes/armors.
With a new build table or just a new tab in the workbench, let us select color styles to our equipment or change styles on already dyed gear.
💡 Everyone is sharing their Deep North ideas, but how about one for what comes AFTER:
Deep North is the last biome, right? But there can be an endgame. Make another build set which is allows for build pieces that use gold coins as one of their crafting ingredients, and which have gilded and bejeweled decorations and trims. Lock this build set behind the boss drop for rhe final boss in the DN. That way, players can't build with it until they've beaten the game.
This can simulate that the players, having beaten Valheim, make it into a second Valhalla. It will allow some epic builds to celebrate victory and extend playtime even past the final boss!
💡dualsense/dualshock features:
adaptive triggers for shield block(damage taken the trigger harder), Bows/Crossbows ETC. (ds)
Haptic feedback (ds)
built-in microphone for Hugin/other NPC and UI elements (ds)
Rumble (ds4)
lightbar for health, stamina, mana, time ETC. as option (both)
💡 If staff of protection shields you from any fire source, it should also protect the character from the rain to avoid the wet effect. Just like how the shield generator protects the base from the rain.
💡 Add another step in the portal world modifier so that there is a step more between portal items and normal. It should release the portal restriction of a biome if the biome boss is defeated. I think thats a good compromise for people that want the normal feeling but dont want to sail into older biomes if they need ores for their recipes.
💡 making spear attacks also able to destroy body piles would be nice
💡 More fist-based weapons, love the claws but something like bronze knuckles and then black metal, or flametal claws so the fist skill can be spec'd into
💡 y'all suggesting stuff for deep north, how about taking Ashlands back to the drawing board and giving it some major much needed changes;
These can include:
- more interesting fortress designs, more than just the same Google Sketch box copy and pasted everywhere.
- add a dungeon besides a reskinned troll cave
- actually fixing the flametal nodes floating bug then make them sink again
- rebalance weps and gem effects, upgrading them should increase the elemental dmg.
- more content overall, mistlands takes a good 10-20 hours to get all your gear together because there's a lot of steps along the way and stages like setting up extractors, finding skulls, dungeons etc. ashlands is just get 10 flametal or jump walls and start farming fortresses and that's it, and it's done in 4 hours with all your new weapons it feels like. Nothing compared to the depth of mistlands or even the swamp/forest.
- more interesting enemies, it's basically swamp 2.0 now. Valkyries are the only interesting mob. The charred are just skeletons and Greydwarfs 2.0 and aren't really fun or engaging to fight they just zombie after you or run around throwing rocks.
- inventory management; while inventory has been a relatively balanced challenge in previous biomes in ashlands it's just tedious as there's way too many different items and so many of them have only 1-2 uses including food items, and so many are unnecessary as older items could fill the slots esp foods. Way too much garbage items that don't need to exist.
Please improve the ashlands I feel I speak for a lot of people that it's not the same quality as mistlands and feels very rushed and incomplete. Take another 6 months on it if you need.
💡 please simply add a toggle sprint (my pinkie hurts)
💡Add feeding troughs for tamed animals
💡
Ability to "lock" trophies onto item stands so they are less likely to be removed accidentally.
💡 Green house like building item (roof/walls) made from crystal and maybe one of the metals. Would allow any crop to be planted in any biome so long as the crop or plant gets sufficient coverage from the green house effect. Similar to a workbench needing to be covered by roof/walls to interact with it.
💡 I suggest adding more architectural pieces inspired by viking/the other groups that existed before and after them, in the next biome, especially if it’s inspired from norse mythology and the various artistic interpretations/choices inspired by it.
I really love the new building stuff but in my opinion the thing that is missing now is the possibility to make more complicated and varied builds inspired by norse mythology and history, because right now besides the longhouse, small houses and ring fortresses that I have seen in illustrated historical reconstruction there isn’t much we can do with the pieces we have that could look in theses themes, and the screenshots of building of players are very telling about this, which is sad in a game inspired by norse mythology.
There is a lot of very interesting fictional architecture inspired by norse mythology so I’m sure there could be some great things that could come out of this
💡 Wishbones can be used to highlight areas where monsters spawn. You can use it at your base to discover areas that require base structures to stop spawns.
💡 I know something like this must have been mentioned before, but…
If we are not to get any honest to god ladders can we make the dark wood and ash wood decorative walls and the vineberry vines climbable?
💡 Would be nice if you add a special Oven + Firestation that uses sturtling cores as fuel, wich makes the burning source infinite 🙂 maybe an upgrade that you buy at Haldor after defeating Ashlands boss or a new quest from Hildir. This would give a sense of upgrade for cooking beside the new foods and maybe make the hoven and firestation flametal or polished stone to fit the new stuctures that comes with ashlands.
💡 Deep North ideas:
-Make the DN tree parts, first the coast (mainly flat with few ressources) and protected by a sea creature like ashlands, second part would be a bit tricky to navigate du to high cliffs and freezing ponds of waters, and third part impossible to acces due to high frozen spikes, giant straight cliffs and overwhelmed by constant blizzard.
-Have the blizzard occuring from time to time in all DN, this blizzard would rapidedly slow you down, and kill you frozen unless you make a stone shelter. Making it impossible to get to the deepest parts of the biome (3rd part), Since the blizzard would be mainly there, I will expand on this next
- You'll need a mead to resist to blizzard, and could be cool to tame a small dragon or some kind of flying creature in the second part of the biome to make it possible to acces the third part and fly over cliffs.
-The 3rd part would have many dunjons and remote areas in wich you could find these:
-New building material : Black Ice and make it stronger than marble for higher structures using less steel beams
-New Metal category "Ancient Metals" like Emeraude, Titanium, Quartz. This would add many building choises/weapons build combination. The rarest the metal, the deepest in DN you must go to find it.
-DN wizards, they would be mini bosses in dunjons that drops magic books on some occasions, wich would unlock new recipes or magical buffs adding variety to you magical capabilities.
-High Tier hidden chests, witch would be scattered arround the first and second parts of DN, mostly underground, droping items for blizzard resistant meads, gold, little bit of flametal or totems to invoke workers that you could use to automate things in your base like smelting for example. the last one might seem a bit stretched out but i like the idea of adding some life to your base. You'll need of course the wishbone to locate the chests.
💡 add Ash to the Ashlands and that u can use it to fertilize
💡 Add a way to transport tamed boars or Lox
💡 New mead: Sneaky haste. (Earlier version of my previous suggestion) So: Turnips + Troll trophy~~(yeah, that's right xD) ~~+ Honey.
Guarantees a 50% speed bonus when sneaking for 30 seconds and increases the sneak skill to 40*(arguable) or +40 for the same duration (5 min cooldown). The idea of this mead, like my other suggestion here, is to help retrieving a dead corpse and activates the corpse run. Earlier in the game and swamp-friendly tier.
💡 an animation for stowing and drawing weapons?
💡 I still wish that you could prevent mating so that you don't keep losing wolf pups along the way.
That's an absolute game-breaker for me.
💡 Asksvin suggestion: As one of the strongest tameable creatures in the game, it would be cool if they got added capabilities with higher stars. One addition that would make them great is if they were more of a combination of wolves and lox. We can ride them as mounts like we can lox, but maybe with a 2* Asksvin we can also make them follow us like a pet. And to prevent exploitation, make it so there is a limit on how many can follow you.
💡 Allow portals to be placed horizontally so we can fall into them.
💡 throwable health potions would be cool if in a group someone is a healer
💡 add Járngreipr(thors gloves) like a fist wepon or like megingjord but it makes u stronger (stronger as in more damage)
💡Ocean boss idea
I had it sort of circle around the idea of Leviathans, like the Hafgufa and Lyngbark in norse myths. The idea is just giant sea monster with a huge biome on its back, but this time on roids, and in a huge open ocean.
An optional boss, there are no vegvisirs and the altar is destroyed after defeating. Keep on reading.
Ideally it should be like the width of a whole biome. Maybe smaller. But you find the altar, sacrifice.. explosives? And detonate them. And then the ground starts moving, revealing weak spots that you need to attack. The leviathan starts swimming, and maybe tries to shrug the player(s) off by tilting and making you slide when not sprinting. But the real offense comes in the minions it pops out its back. Maybe a swarm.
To deal damage, you gotta pickaxe your way where a weak spot is, and when it's uncovered, kill it normally. As all of this is going on the Leviathan will be moving and popping out minions. There will be multiple weak spots.
Beating this boss should give you something immune to the wet debuff or or something to aid with swimming. Of course it should drop a trophy, but it doesn't have to be tributed to sapwn.
💡A debuff to the Ashlands: Heatstroke. (reason to have a debuff. Swamps: Wet debuff; Mountains: Freezing debuff; ~~PLAINS ~~;Mistlands: Mist/Vision debuff)
Heatstroke debuff:
Its a gradual debuff which has 3 stages. Visually like the stagger bar(only shown when player takes a hit), but there would be a colored bar, from yellow to orange to red, showing the stage of the current debuff.
Unlike other debuff (but freezing) Heatstroke would increase in time rather than diminish.
Stage 1, Yellow bar; up to 10 minutes: Upon arriving, from the early of the (red) sea or tp, the Heat would just the visual indication of the debuff. Until it reached the threshold of 10* minutes.
Stage 2, Orange bar; from 10 minutes to 17 minutes: Reduce jump height and consumes more stamina to do any action (+10). Until it reaches the threshold of 17 minutes or depletes to lower than 10-.
Stage 3, Red bar; up to 20 minutes (if character survives): All the debuffs of stage 2, Plus: -20% speed, reduces health and stamina regen by 50%, while also dealing +1 tick damage (just like the tick from the Red Sea) per second per second. So after 4 seconds on red bar your character would be taking 10 damage per second (1 + 2 + 3 + 4), and 15 the next second and 21 for the next second; so on.
Entering a shield generator or teleporting elsewhere the debuff would start decreasing. Entering a Putrid Hole would PAUSE? (or just continue) the debuff.
(mead, solution coming next suggestion)
💡 New Meads: Heat resistance and Strong heat resistance. To balance the new debuff Heatstroke.
Heatscreen: Mats from Mistlands. Lasts 10 minutes; Contrary to freezing mead, does not negate/nullify the said Debuff. However it delays/slows the heat meter bar by 30%. To reach the second stage at 13 minutes.
Heatlotion: Mats from Ashlands. Lasts 30 minutes. Prevents the player from reaching the RED BAR, nullify its effect for the whole duration.
However, wearing full Flametal Gear OR either Ashlands capes with the Heatlotion mead would completely also nullify reaching the Orange bar. (and visually no yellow bar).
💡 new building material.
as mentioned here: #suggestion-discussion message
there are new chests roughly every other biome. since blackmetal kind of covers both plains and mists (given that is is a full player inventory worth), I can see skipping ashlands and making something new in deep north. This would help those who tend to build warehouses, assuming the next chest is of a larger capacity,~~ up until people get use to having said larger capacity and ask for more.~~
If we got primordial ice as a drop from DN (similar to Niflheim according to wiki), that could be an interesting thing to make into a building material.
💡 Optimize Ashlands. The lag/frame drops are horrible. I don't have a potato system, and up until Ashlands, everything is smooth with the occasional hitch. Ashlands I'll be in the 80-90 range and then it drops, and then mobs show up, and then they break EVERYTHING and now you have so many resources on the ground the area starts to lag. I think it's cool that stuff can get broken, but it's breaking performance as well. Or is it the lava? Or is it the never ending spawns that are nothing like any other zone in the game. In multiplayer, it seems like the mob spawn rate is jumping considerably. If we're solo on the server, it's annoying but manageable. Add a second player, and suddenly you are just killing stuff non-stop, good luck getting anything done. 25 min rest buff, killing the never ending flow of mobs.
Campfires, please stop suggesting this. I have them all over an area, I come to that area, there's a morgan there. Or 6 skeletons. Campfires are a workaround/exploit to a bad spawn rate. Are there spawners in the lava, that we can't see? It seems like it.
Don't get me wrong, I like the 6-10 skeleton fights. But not back to back to back to back to ... you get it.
Long story short, something is causing massive hitches when in the Ashlands, every other biome is fine. Having 20-30 mobs in your visible area can't be helping. Add 100s of rocks/wood also probably doesn't help.
Sorry if this seems like a rant, but I'm frustrated in a game by things that aren't well thought out mechanics, but what appear to be poor optimization and overtuned spawn rates. Maybe it's a multiplayer bug and single player is fine, which would explain a lot of "it's fine". It's just not fun right now, it's frustrating. Everything is killable, it's just never ending.
💡Just as you “need” the Drakkar to enter the Ashlands there should be an impenetrable wall of ice around the Deep North that requires a large ice breaker powered by the siege technology of the Ashlands and with a heated front breaker. Would be an amazing experience to see the ice wall approaching and carve through it
💡 A smaller Drakkar boat. Navigation is painstaking and impractical.
💡 The abillity to color capes like you can with shields
💡 my suggestion is to add a new npc:
Ratatösk
Its spawn could be random on the map and it could give us rare crop seeds, whether mushrooms, blueberries, to name a few.
But it would be a function of trade, asking us in exchange for gems or creature trophies.
greetings everyone and thanks for reading
💡 Base HP and Stamina should go up with bosses killed. it seems silly that my characters worth is just what crap he eats.
It would make a lot more sense for corpse runs and such too. it's sort of silly that what is fair for a corpse run in meadows is also fair for mountains and ashlands
💡 make dyes to dye weapons and armor
💡 Upgrades for items like the dvergr circlet, wisplight, and megingjord around enhancing their particular abilities (e.g. megingjord +1 = 475 carrying; +2 = 500 carrying, etc.)
💡 please make a boar mask even if it had no armor🙏 😭
💡Dying and retrieving our stuff should be an ordeal, but not because of shoddy interfaces or inventory management. When we claim our tombstone:
- We should automatically re-equip our stuff if we don't already have anything equipped for that slot. Opening a tombstone, clicking "Take All", then walking slowly while manually putting on our pants and belt is an unfair way to die.
- Items in our tombstone should automatically consolidate with our inventory. Why on earth do we have 10 stone taking up one slot and 5 stone another?? NO.
- Next to Take All should be a Take Equipment button we can press to automatically take (AND EQUIP) the equipment and weapons we had equipped when we died. So we can go about the business of fighting enemies before handling the rest of our inventory. This button should only be available for the owner of the tombstone.
I get that you want to make it harder to just naked run for our corpse until we get away, but if we gear up in our secondary gear to kill the enemies first then we have no inventory to reclaim our old stuff. We shouldn't have to navigate menus or manually consolidate inventory in a combat scenario just to pickup our stuff. We made it to our stuff alive, that should be sufficient to earn our inventory back.
In the same vein of removing the jank from dying, waking up in our bed after death should automatically give us the Rested buff of that area; losing our No Skill Drain buff while waiting for the Rested buff to apply is dumb and inconsistent with how waking in our bed normally works.
💡 maybe after the deep north you can make a special portal to a kind of world tree biome, and that would be the last one. you could walk around on the roots of the tree, fight cool monsters based on that biome
💡 Make it so we can auto pickup eggs if they are too cold and arent maturing. This would help a lot for egg farms so we dont manually have to pick up each egg.
💡 It would be nice if the butchers knife could only kill grown animals so people don't accidently kill babies in their farms.
💡to be honest with you I think the longboat could use a remodel it is quite ugly.
💡Goats that can maybe give milk and horns so u can make somthing like gjallarhorn
💡 add larger dvergr villeges with like long houses and forges and maybe bakeries so u can buy basic stuff like bread and other food
💡How many times do players need to ask for the cauldron items to be sorted sensibly
💡 Unlockable items sold by Hildir based on main boss progression: New armours & shields unlockable. As you progress, you unlock an item when you visit Hildir's shop. Then you can buy that item, along with any biome tier items & materials that you would have unlocked up to that point, thus unlocking a new shield or armour type with some new stat tied to it for example. (in short similar to how Haldor item unlocks are available after defeating a new boss)
💡 An advice given by Hugin to destroy the spawners in Ashlands. I wonder if people are struggling because they don’t try to destroy them as soon as they see them, probably thinking that they doesn’t activate from far away
💡 A small prefab tent / camp site consisting of a bed, small chest, level 1 workbench and a camp fire with a meat rack to grill meat. Useful for new players and speedrunners, so you don't have to build a base with a roof every time. Can also be used for solo players to set a quick respawn point before a boss fight for instance.
💡 if this hasn't been added since the last time i checked, then pls add a actual bell ring sound when you ring the bells ; it would also be cool if you could build a bell decoration and use it as an actual bell
💡 add a 1-2 meter buffer area that does less fire damage between safe ground and the lava in ashlands. the lava is inconsistent with where the full damage triggers based on what the texture is indicating.
💡 Improvement on controller gameplay?
Not sure if it's too niche to mention or whatever, tried playing on the controller a bit, it's not terrible but I think it could be a lot better with some tweaks:
- Radial item switching?
Found it a little bit of a hassle to have to press through 1-9 on the equipment-bar, pretty sure it could be better to have the option to press a button that opens up a circle with the filled slots and choosing an item with the right analog stick, or something? I know there's a mod for this, but you can't do certain things like move around while it's up. Bonus point could be if it's possible to change rows while having this radial menu up, so a player could access their inventory while on the go which goes to second point. - Being able to move while having inventory open
One could argue that "you should place items you need quickly on the equipment bar", though sometimes it is just not enough, I think this is just a small QoL feature that would make it easier to rearrange inventory while moving about, or just accessing something in your backpack. - Different camera mode
Being able to toggle between another camera mode where the camera sits a bit more "loose" I think would be more controller friendly, for when a player is out and about and not needing to "aim" at things, of course this might sound like a terrible idea if you're using a bow, though I believe this could be fixed if there was added a lock-on feature, which of course could be used with melee weapons too. This would basically have a more "exploration/melee combat" camera mode, and one that is more for aiming and building. Another QoL feature here would be the addition of your character also physically aiming their attacks up/down in relative to the enemy you're locked onto, though I think this should already be a thing for standard camera already.
In terms of "loose camera", it means without reticle, and more akin to Soulsgames, or just any 3rd person game.
💡 Fishing buckets so u can hold a lot more fish
💡 improve dvergr brains, keep walking into lava and dying in ashlands
💡 A "simple" way to make weapon skill level up in a more dynamic way that is also significantly tied to progression is by giving you a % of the damage dealt as experience instead of the single point of exp per attack, which is extremely inefficient for some weapons (like crossbows and two-handeds)
Basically, this would mean that the more damage done to an enemy, the more exp you get (which would also make resistances much more meaningful).
Sneak attacks would be affected by this as well, and a portion of the exp gained for the main skill would be given to sneak as well, meaning that it could be progressively leveled up slightly even if you don't sneak often.
Evidently, the thresholds required to level up would have to be drastically adjusted for this to make sense
💡 sea faring got two for today
- while harpooning can we add a feature where once we attach the harpoon to the serpent can we add the harpoon rope to the mast of the ship also bonus part can we have it so more than one person can harpoon the creature.
- maybe a bit of a mod for the ship but to add a fish net to your ship maybe different size net for different ship and go fishing that way?
💡Full/Satisfied Buff
Not sure if this has been suggested before, but what if there was a temporary buff the player would get upon filling all their food slots in quick succession.
They would work as follows.
The Full buff would be granted when a player fills their food slots and has any raw ingredients in any of the slots.
The Satisfied buff would be granted when all slots are occupied with cauldron prepared meals.
These foods must be eaten within a minute of the first one to receive the buff.
The duration of these buffs would be the total healing per ticks of all foods eaten translated to minutes (eg 3 total healing per tick = 3 minutes of the buff.)
Full would grant the player:
+25% Health Regen
+25% Stamina Regen
While Satisfied would grant the player:
+50% Health Regen
+50% Stamina Regen
Nothing too overpowered.
Just a lil bonus to your regen in the first few minutes of filling your stomach.
💡 remove lightning effect hitting allies, while fighting mobs in the ashlands my lightning connects from enemies to the dvergr and they become angry and kill me
💡 I don’t know if other players have experienced the same thing as me, but maybe that lowering the amount of flametal in fortresses would be a good idea
I get anywhere from 1 to 3 stacks each time and it’s way enough to have a full, maxed equipment from fortresses alone before having enough gems to max the gem variants, without needing to mine it
It gives little purpose to the flametal vein (especially when you can just build over the walls), which is sad for a metal vein as interesting as this one
💡moder buff should give tailwind for asksvin cloak.
💡Equipment and accessories slots to free up some of the contended loot space.
Also, the belt should be able to be used together with other accessories.
💡 An option to make the grave glow a light beacon like in the game ark : survival evolved
💡 Bone fragments --> Bone meal.
bone fragments quickly become worthless and you get so many once you get to the swamp biome. Having the option to turn them into bone meal which could speed up crop growth would be a logical
💡 Flametal Cultivator
A 3m wide cultivator wich you can sink into ground and walk around with for the cost of stamina; this would harvest all crops it 'drives' over and deposit them into you inventory. Farming is a very important part of Valheim and in the Late Game it just becomes too time consuming to click 'e' on every single plant. This would be very late in the game and wouldn't really affect any earlier gameplay.
💡 idk if others also had said this but it would be nice to have lox and asksvin carts for easyier transport of items and maybe plows like the idea over mine said but for the animals
💡 any way to see and compare distances in a map, another tool next to pins and pinging
💡battle axe in deep north, how are there only 2 in the viking game?
💡For Christmas event: Add option to make gingerbread cookies. you can tame deer with gingerbread cookies and when Deer gets tamed it gets Rudolf reindeer theme. Obviously could be a short flying distance mount or could jump high
🥹
💡 Make all controls/inputs changable
💡 when you die you can choose at which claimed bed you'll respawn. ¨
💡 So right now fists are unusable as a weapon because of terrible damage (5 base damage), and i think a pretty good way to fix it is making fists levels give a lot more damage, perhaps something around 0,5-0,7 damage per 1 level. It means that on lvl 30 you'd deal 23 damage on hit, which is way better than... 8.
💡Charred Hammer please. Not a game changer. Just a more durable hammer.
💡 Make tower shields more viable.
-Starting tower shields can add deer trophies to add (x) dmg when blocking.
-Metal style tower shield can add Chitin, Needles, Mandible, and ect to add (x) dmg when blocking.
-Flametal tower shields can add gems. Jade can add a stacking posion dmg when blocking. Iolite can have a chance on block to chain lighting. Bloodstone can add (x) life on block.
💡 ocean boss/mini boss before or after next deep north update
💡Plains need a new inside cave/dungeon update. Also light set and new weapons.
I feel like other biomes aside plains and meadows have an inside cave dungeons. Black forest has buried tombs and troll caves, Swamp has crypts, mountain has frost caves, mistlands has infested mines and the queens lair, ashlands has putrid holes, but not the plains. I do think plains has the sealed tower but I'm talking insides than outside. There's usually 3 reasons for why I think it's a good idea to add that:
-
Much like frost caves, it's easier to find the boss locator for Plains which is why frost caves were added but not plains. It needs to be somewhere inside. It also needs to be challenging as well with the enemies much like frost caves. The difference is the looks and theme to it. Maybe a sacred hole which fuling shamans perform.
-
It's a place for finding certain ingredients for the plains light set. I'm not sure what the Stats of lightset should be but give the looks of asksvin set for the ashlands, it's probable that it ain't having the root chest treatment and instead looks for something that's easy to move but gives certain light weapon or ranged weapon a skill increase and environmental negation . Maybe light armor made of lox pelts with linen and the new Plains dungeon ingredience?
-
A new weapon, not sure what black metal weapon should it be but given that the ashlands didn't give fist or two handed axe, maybe this caves crafting material will give crafting recipe for these two weapons as black metal variants with the weapon skill for one of these for the light set (though probably not fists as they have fenris set).
This is just my suggestions.
💡 change the mesh of bronze axe to be more like ancient bronze axes found in archeological sites. The description doesn’t even have to be changed because the blade would be even more curved like a smile (specifically search up ancient British bronze axes)
💡 Let us change hotbar keybinds please, pressing 5 through 8 for keybinds when i wanna use something like a potion or switch to a tool is just not enjoyable when i can bind them to my mouse side buttons in other games
💡 Make Elevators, spiral stairs are a headach especially for high tower builds, also Make an animation when character takes TP, something cool where maybe you see your character enter hyper space inside the TP instead of just a gif circle
💡
- Have a staff that does Spirit damage.
- Have a mage cape
- Being able to upgrade the wisp to have more than 1.
- Having a knife form of the Mistwalker
- Being able to cook the vulture eggs like an improved omelette or new food like a egg salad
💡
Make it so the "TrainingDummy" is a placeable thing. Not sure how the mats would be or requirements, but would be an awesome thing to add to vanilla non-devcommand play. 😊
💡 A Grausten golem that dropped grausten, a molten core or two, and an amazing trophy.
💡 Once a tar pit is drained, the auto-spawning Growths come back as 1-star or 2-star in order to drop more tar. When you need a lot of it, there's only a trickle.
💡 How about some interaction with the Dvergr?
I propose the following:
hire them as followers (reference to Skyrim), in exchange for gold. And the cost in gold is according to the star level he has.
In addition to being able to give them potions, bolts, etc. while they are our followers.
💡 Add achievements to game, like defeating a boss or something else (people like to make achievements in games)
💡April Fools surprise. Tell no one and announce nothing.
Add an Elytra for just that one day for the loyal players and apply the same condition as stuff like the Cape of Odin. Like players who get it legitimately can use it forever. And it can be created with devcommands but can't be equipped if done that way.
💡 idea to change the attack moves of the two handed hammers:
make the current attack the secondary attack, change the holding positions to being held by both hands in front of the body, and give the hammer a array of primary attacks consisting from two handed swings from one side to the other (maybe even swinging the hammer with one hand as last move)
💡 May have already been suggested, but can we get rolling as a skill available for leveling up? We already get things like running, swimming, sneaking, and jumping, so it makes enough sense to have rolling as well.
💡Frozen brine bombs that act like the basalt bombs for water creating a small ice sheet for the deep north
💡 Need more stuff to make with Troll hides. Seems really under used. Maybe drapes, umbrella for patio table, fishing nets. I get a pile of them and they just go to waste.
💡Buildable bone pieces for builders.
This is something that hasn't brought up by the playerbase. The big issue I have currently is that bone fragment takes inventory slot and there isn't a use for it outside the generator and even then you get quantities without using it.
What if you can use the bone fragment and make build pieces that appear like in fuling villages/structures. I think the recipe would be bone fragments and flax which you can use it to make bone walls, doors and all of that. Wouldn't that be great for builders
While were added, why not charred bone build pieces as well, there pretty much the same as bonefragment but charred enemies just drop more often than skeletons do bone fragments and you get sheer quantities of that which you already get than you needed. Blue charred bone walls would look great as build pieces.
💡 Make the sealed towers destructible to ashlands seige equipment
💡 probably mentioned before but a "hide" button for helmet and cloak would be pretty cool.
The helmets are cool and cloak too but it would be like having the item in the bag and not always visible, if that helps with logic of it all.
💡 Increase the fuel cost of some light sources so it matches their max input. For example, sconces' max resin amount is 6, so make the build piece need 6 resin to build.
This way you have to build the light source at its max capacity rather than build it in an "incomplete" state and then having to refuel it immediately after building it.
As I said, it's only for some light sources instead of all, campfires and other light sources that need less easily acquired resources wouldn't be affected by this change.
💡 Grausten 1x1 wall
💡 Based on this suggestion
An even higher raid setting that does NOT disable/override certain or even all raids based on progression.
For example, drakes raids are disabled after moder is defeated, with this setting on the raid would not be disabled after defeating moder and still have a chance to occur at later stages.
You could even have neck and boar raids despite having killed Queen
Chances and frequency remains the same as in "very hard" setting
💡
Consider adding more tips when we startup the world/respawn, and if possible have the tips be relevant to the progression of the world/player.
Having the "copper and tin can be found in the black forest" message while helpful, isn't when my character just died in the Ashlands 😅😂😆
💡 Make seasonal item more durable. Accidentally hit my maypole with 1 berserker axe attack and it broke. Now I cant rebuild it until next year.
💡 When using a tankard on the boiling death (bonemass altar) we could drink it, inflicting poison and bukeperries debuff
💡 smoked meat using the actual smoke.
💡the summoned fire troll should also drop a trophy. He is an enemy and we have to kill him.
💡 buff wisplight's area of effect by making it upgradable to level 2
💡 Grausten hearth that gives +3 comfort
💡 make roof pieces that transition fron 45 to 26 degrees I know easier said than done perhaps additional rectangle sized building pieces? Or building pieces with structural beams with it? Also different to this map updating I noticed the map stays the same no matter if you get rid of a forest or add your own trails or even structures I think it would be neat to see that on the map and mini map.
💡 create a cooking skill ==> with higher cooking skill, the food gives a bit more health/eitr/stamina, or bonusses last a bit longer
💡I feel like there should be some sort of butterflies in the game, just like the seagull where it’s more of an ambient creature. I was thinking mistflys would be cool, they would provide something of a sort maybe a new ranger set for the mistlands
💡 Please let all items go on item stands, In so many builds Ive made I always think "oh this would look good if I had an item stand with x on it" just to be disappointed that it can't go on any item stand. It's a small thing but im sure it would make many builders happy.
💡 I think there should be a way to smelt black metal in Ashlands, maybe Dvergr camps have a chance to spawn with a blast furnace or throwing non-flametal metals into lava smelts them. Smelting black metal is the only impossible barrier in the game for boss skipping, which of course is not the intended way to play, but allows for unique challenges to try out. Locking this behind Ashlands means it doesn't interfere with the normal playthrough
💡i think we should make eikthyr a little bit harder, the reason behind it is that it is a tutorial boss and it should "prepare" players for the next biome, black forest which is huge difficulty jump compared to meadows
💡 with the amount of things that are required to be carried in Ashlands, it may be time for dedicated armor slots to be added. without this, your inventory becomes full after clearing the first pack of mobs in Ashlands. the 3-4 extra slots would be a major QoL improvement
💡 New plains POI: Fuling Quarry
A pit as big as a fuling village, with a few overseers you have to fight and Fuling miners, which are neutral. Once you defeat the overseers, you can visit the camp to retreive the stones that the Fulings mined from a designated Box or rubble pile, aswell as a little black metal from a chest. Both chests slowly refill themselves over time.
EDIT: Maybe a similar thing for deep north instead of plains
💡 Buildable fish trap
💡A new way to farm Chains other than Wraiths or Crypts
💡Make default fishing bait craftable from seeker meat. Like crafting one piece of seeker meat into 10 bait. Not a game-breaking feature but a nice detail. Also our sole source of basic bait is Haldor, who is a Dvergr, and other Dvergr live in Mistlands alongside seekers, whose meat is probably used to make this bait Haldor sells us
💡 plant a greydwarf spawn from ancient seed
💡 Begining of game needs something new added to it to make the start of the game fun again for those who have been here from the start of valheim. all the updates that we are getting are for supper late game and nothing has been add to the start sice hearth and home.
💡 Add upgrades for the building hammer scaled to the game progression e.g. Iron Hammer, Black Metal Hammer ecc. that are able to build structures based on their stage. A bronze hammer (crafted with the normal hammer and bronze bars) can be used to build structures like the sconces that only use bronze without the need of a forge station being placed but only of the crafting table. Same thing with the Iron hammer which would be able to build stuff that uses Iron without the forge present and even stone structures without the stonecutter ecc.( as the stonecutter is made from iron) I think this is balanced enough as you still have to upgrade your hammer significantly each time you gain new materials in order to build with those new materials, + it makes more sense than building everything with the wooden hammer but the specific station and it just makes building more convenient and fun overall, as the ranges of each crafting station are far too small and it is still a bother to move around all of them. Same thing with repairing stuff (iron hammer [crafted with the previous upgrade, the bronze hammer and iron] being able to repair iron/stone structures as well as all the ones that the bronze and wood hammer could repair without the need of the station or maybe only with the crafting table). I think this might actually make the game less grindy and have a more enjoyable pacing.
💡 Customize your ship's flag, like when you customize your shield
💡 it was possible to paint flags, shields, and ship flags as you want with a special tool, and each color required its own material. For example: for red raspberry, for blue blueberry, for black charcoal and so on
💡 add a generic dungeon/crypt map icon
💡Ocean update ideas: Floating houses.
This thing came to my mind when having ideas what the ocean update could have. Now valheim is a building game and you can't build anything in the ocean right now.
This is when floating platforms come in. It essentially needs material from previous biomes (notably ashlands or deep north if it gets developed before ocean). It allows you to build these floating balloon like platform (inside is air) which allows you to place on water and you don't require a crafting bench to build similar to mist torches. You can place a crafting bench on top and start building your ocean base in the middle of the ocean.
Now the platforms themselves can support wooden build since stone is too heavy to build with it due to being too heavy (maybe grausten since it's thick). You can technically build crafting stations and a bed but since campfires and hearts can't be place, you're pretty much required to get the brazers or fire pits to gain the fire effect.
Now this idea would be great, especially if you want to build something like the Lake-town from hobbit or other floating cities and would be great for ocean bases. It's usually just a late game item.
💡 I think this might have been already mentioned, but it would be cool to be able to swim underwater and not just on the surface.
💡
Boat & Ship Customisation
💡 add the functionality if you use an armor rack it will swap all your currently equipped armor with what is on the armor rack
💡 as mentionned, maybe some kind of heart and home update, where we can dive under water, add sea plants to make new foods/meads
💡 don't immediately zoom in on leaving the steering oar. If you hop off for a quick shot at a misthare or want to take a epic picture/screenshot, you shouldn't have to scroll back out to the outermost zoom just because you hopped off the oar for 10-15 seconds. you can still fight with the camera zoomed out, but it is more difficult to sail with it zoomed in.
💡 add more uses for the windmill
Flax -> linseed oil (waterproof woods, new foods, or combine with powders to make dyes)
Blueberry -> blue powder (blue dye or combine to make secondary color dye)
Raspberry -> red powder (red dye or combine to make secondary color dye)
Dandelion -> yellow powder (yellow dye or combine to make secondary color dye)
Coal -> black powder (black dye)
Bone -> white powder (white dye)
💡
Consider add to the mist lamp the ability to move fog away in addition to the mist. 😮😮😮
💡 have grass and vegitation grow up the side of buildings
💡 Try harder with the Ashlands build pieces - there's no 2x1 wall; the roof "corners" are rubbish; there's no roof cap; the pieces don't fit well; why is everything 45°? I don't understand why there isn't a standard build set that is adapted to each new building material.
💡Make stone golems drop one piece of silver ore with a 33% chance, same like oozers have a 33% chance to drop iron scrap. I mean, they literally have a silver vein texture on their chest and arm. Also it would give us a little reward to actively kill golems, since their current drops are easily obtainable otherwise and mostly not worth the trouble
💡Add Horses
💡A separate level scale has been added for the "power of the ancients", perhaps in order for it to differ in the maximum number of levels, there should be 10
💡The idea is to add a motor boat powered by oleoresin and necessary in order to get to the "Far North"
💡 An alternative attack for magic
💡 Have wisp torches remove all mist above it.
💡 Rather than making bosses reduce or remove spawns in their vicinity, make them have friendly fire against any other creatures except other bosses
It's to be understood that bosses are gods too above other beings as to care for their well-being, including their "minions", so making their attacks actually damage other enemies might fit their nature.
Alternatively, the bosses could only damage enemies not belonging to the biome the boss is from.
Enemies themselves would still be friendly to the boss faction, they would just receive damage from them.
💡 😦 the hens dont eat vineberry seeds ... please consider allowing this. (if this is a reported bug, please disregard voting...) Edit: spelling haha
💡 add a generic ore/vein map icon
💡Improved messaging during world generation. We're seeing a steady flow of folks not realizing why the game has locked up on first play attempt.
💡 add a utility item (one that is equipped) which increases the spawn rate of enemies and the distance to which they aggro you within a large radius. Would be useful for challenge runs as well as material farming
💡 New Mistlands POI: Dvergr Lighthouse
This lighthouse can be seen from very far away, the light on top should ignore draw distance. It's a round, tall, tower with some sort of hearth or wisp light on top.
A sole dvergr occupies this lighthouse. There could be a chest on the bottom with generic Mistlands loot, like sap, hare meat and scales for example.
Maybe the Dvergr living there can sell a few items like fishing rods and bait, dvergr circlet or wisplight.
💡Cultivator secondary use should harvest all crops in a given area.
💡More stuff that can be made with silver. Doesn't even need to be weapons or armor. Furniture, fancy sconses, maybe even a chandelier that also uses crystal. Once you're past the Mountains, Silver nearly completely becomes useless outside of a small amount of gear and upgrade items and even when used in those, it's only a small handful.
💡Shift+E = rename both ends of connected portal
💡Introduce some sort of pack saddle for mountable animals. These packs would have inventory slots and a carry weight. For balance, make the pack saddle require a piece of metal, so we can't just portal them everywhere. If you dismount the Beast, it still acts like a beast and will fight along side or run off. If the beast dies, saddle falls to ground and acts similar to a gravestone. All items in pack remain and have to be recovered. The inventory slots could be small. 4 to 6 slots depending on upgrades or beast. Exponential cost increases for these upgrades. Perhaps tie these upgrades to the Artisan Table. Allow these beasts to be overencumbered if you put too much weight on them with all subsequent disadvantages. This will allow up to choose to have extra inventory slots and the cost of having to keep a tamed beast alive and taken care of.
💡 Toggleable first person mode (including a button to disable first person mode for the people who irrationally dislike it). As someone who enjoys the creative building aspect of Valheim, being forced into uncomfortable and unnatural camera angles effectively ruins the game and makes it extremely hard to build at certain scales.
💡 Attach Dvergr lantern on horizontal item stands. I want to place them on long tables as decoration. Or some kind of buildable candles. ❤️
💡 Please fix the "passive enemies" toggle affecting raid enemies...
It's incredibly silly that it does considering that if the aim is for raids to not present any danger then you could just disable them with the slider that literally has that option
💡I feel haldor should be findable in the same way that the bosses can be found by reading a rune stone tablet, it's a technology that's already in the game so it would be nice to see it used more thoroughly
💡 ability to put troll hide in a spinning wheel to get blue jute. Great way to use all the excess troll hide for something.
💡 Large cart for loxes like the one you see in devger camps in mistlands like it would be build wirh hammer and then it needs to be in a flat place so it wont slide off`
💡 Since in the mountains there aren't that many new building pieces, it would be nice to add some furniture. The amount of fenring fur we accumulate that doesn't have any use could be used for couches and chairs and there could be some wardrobes and night tables to fill spaces in buildings, giving more use to cristals and other types of hide that loses utility after some progression.
💡 Add weapons to play with fists earlier (and maybe later, haven't done Ashlands yet). Like some kind of leather strips in black forest and knucles in swamps.
💡 Add a new cape, which could only remove wet debuff. It could be made with neck and leech trophy and serpent scales. It would make sense, and could encourage to build in early/mid game when it's rainy. It could be a must have for swamps too.
💡 Charred Bone throwing knives. Same damage as the arrows, but 1/8 the range and 1/4 the the charge time.
💡 Armor for rideable pets. They die too easily after all that work.
💡 Redesign spawn for Deep North.
It just looks unbalanced after Fader was added, but I understand it may be a waste to do it before the last boss is added.
💡 Allow more creatures to affect the terrain.
The Ashlands lava blob has demonstrated that other entities can deform the ground and earthen walls we build.
I would like to see that expanded upon with making it so other creatures, within reason, can do the same, or introduce more creatures in DN that can do that.
Trolls, Aboms, golems, berserkers, soldiers, and morgens are just a few of the creatures that could have this effect. Anything that causes an explosion or a heavy ground shaking hit.
Mountain and onwards if you want to introduce terrain altering enemies to the player later.
I feel this would encourage players to build proper walls and defenses for their bases. without relying on the hoe to create indestructible barriers.
💡 Add boat icon on map to players that are standing on the boat, sitting, or holding onto it. The map only shows the boat icon if you are steering it. A small detail, but would just make sense.
💡 Not sure if it's been suggested but is it possible to make asksvin behave like wolves? So they follow you? Gets really annoying to have them dissapear cause they felt like going for a walk, this also applies to the saddled one, quite some times I have ridden out to a flametal pillar only to to die cause my mount felt that a walk was a great idea
💡 Add more colourful roles to the server
💡the ability to rotate vertical item holders
💡 don't allow chain lightning to target Dvergr unless they have already been tagged as hostile
💡 Remove the riding mechanic. If you're not going to spend any time improving the feature, don't bother keeping something that hurts the game experience for your players.
💡 Remove camera collision with objects, not necessarily with everything, but atleast trees and in dungeons. Bonus points for implementing an occlusion system for objects between the player and camera.
💡 Force meats and stuff just cooked to flow towards you and try to get in your inventory rather than being dropped and potentially stuck between stuff.
💡 Please add magic from the start of the game - like a wooden wand or something of the sort. Magic is useless by the time you get to it since it is a mid to end game thing.
💡 Allow players who aren't driving a boat but are riding it to zoom out to the same degree as the driver.
💡*Add a Mistlands-tier Fist weapon: "Fanger Fangs" * (Pun intended)
In a video one of the devs said that the Bersekirs axes felt like the flash rippers, therefore they did not add an Ashland-tier fist weapon.
So, as the first one is Mountains Plains Mistlands Ashlands Would be feasible.
💡 please add a way to color building pieces, like wood and stuff to make things more colorful and unique
💡 please add that u cant break ur field with a sword noly with fists
💡 reduce the knockback of ||twitchers|| as there is no way those little stones have that much inertia
💡 We need a killcount list where we can see how many enemies have been killed for example
Trolls: 15
Greylings: 100
Etc etc.
It would also be nice to see how many km you have travelled and how, like running, swimming, or sailing.
💡 have the ability to have other players row the boat when there is no wind in the sails
💡 add a small (but existing) chance for fuling villages to contain yagluth's vegvisir
💡 base protection item can name the area.
💡 There should be an ability that allows you to taunt with tower shields by banging your weapon against it, which, for a while, pulls aggro to those who taunted.
I believe there has been a suggestion for this already, but I want to make it again.
💡 Make it possible to change custom colours on shields when upgrading them.
💡 Lord Reto Trophy when?
💡 deep north end game tameable wyvern (not enough stamina to cross the sea) but riding a wyvern would be cool as f
💡 Either strongly reduce trash mob spawnrate during bossfghts, or make bosses be able to do friendly fire damage on said trash mobs.
💡would be cool to be able to make a version of rugs that are vertical that we could place/hang on walls. Could potentially use them to "paint" or wall paper rooms with them. be a good use for the mass amount of animal skins we end up with. Also should add ability to make troll hide rugs.
💡 Increase by 20-30% elemental magic experience gain.
💡 Make stones in player inventory throwable when selected and/or in a hotbar slot.
💡 Yeti/frost trolls in deep north
💡Big ask but to reduce the tedium of ocean journeys add enemy ships. Have draugr ones start appearing after Bonemass is defeated, and fuling ones after Yagluth. They have ranged enemies that try and damage your boat, a "captain" enemy manning the rudder, and holds full of loot.
Players can either try and outrun them, try and kill the captain enemy which disables the enemy ship's movement, or board their ship and kill all aboard for the loot. Captain is a Draugr Elite or Shaman who's neutral until players board the boat, at which point the boat stops and they start attacking.
💡Ability to respawn Lord Reto (with trophies or molten cores?). On death, respawned Reto drops a random Dyrnwyn fragment to allow for crafting multiple of the sword in a single world (for multiplayer worlds).
💡Change drakkar recipe to include hides, red jute or linen threads. Because now there is no material from which a sail could be made.
💡Can we have a permadeath setting when we create the world?
💡Ashwood should not take damage from rain, just like real thermowood which has been heat treated and is largely waterproof
💡 Once you run out of food and the popup message states "You could eat another bite," if you happen to run out of a second food slot within a minute (say) the message could change to "You could really eat another bite" as it's easy to miss two messages close together.
💡Dunno if this has been suggested yet, but actual chains that allow you to link stuff together would be super ultra neat
Together with buildable stone/wood blocks (that can float and are not attached to the ground/environment), pulleys, levers and capstans would unlock lots of very creative and fun base-building designs, like ore elevators and giant castle gates
shameless plug: hire me to do it
💡 Change the cauldron upgrade "Rolling pins and cutting boards" to something like "Rolling pins and baking sheets" to justify flametal in crafting recipe. More info: #suggestion-discussion message
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Weapons skill should gain more experience depending on certain conditions.
-Sword, axes and clubs
-3 attack combos giving 0.8x,1.2x and 2.0x experience x hit,
-1.5x for the strong attack
-Bows
-2.0x exp if backstab and an extra (distance traveled of the arrow X 0.02)), so we can get more exp by hitting long distance shots
-Polearms
-normal attack: more exp each consecutive hit: beggining at 0.7x normal exp gain the first one and and extra 0.2 multiplier x consecutive hits.(75% reduced experience if the enemy is resistant to pierce and a maximum stack of 5 consecutive hits)
-middle button: extra 0.2 exp per enemy hit
-Lances
-normal attack: more exp each consecutive hit: beggining at 0.7x normal exp gain the first one and and extra 0.2 multiplier x consecutive hits. (75% reduced experience if the enemy is resistant to pierce and a maximum stack of 5 consecutive hits)
-Throw: 2.0x exp if backstab and an extra (distance traveled of the arrow X 0.02)) extra xp
-knives:
-3.0x exp if enemy is hit by backstab and extra 2 exp if the enemy dies.
-2 handed maces
-extra 0.2 exp per enemy hit
💡 let cage floor and other cage pieces have smoke go through it.
💡 Deathsquito Mead - Drinking it makes you temporarily repell mosquitos (or non-aggro)
💡 staff of protection gives a humongous bubble to tames (wolves etc) and summons, twice the diameter of the player one. Can we reduce the size please?
💡 I think block armor of weapons should go up with stars too
💡 Probably said before but for the trader to actually sell food or potions or something interesting to game.. He becomes useless very fast and I dont have any more space for all the useless gold
💡 Not sure how much this has been suggested already, but other survival games like Grounded and Terraria expand my inventory to also include nearby chests. Could this be added to Valheim? It's very inconvenient to look through all my chests (even when they're organized). I know that this somewhat counters the weight limit, but that's barely a factor when I'm sitting at my base
💡 adding above water level water sources so things like waterfalls can happen and make small streams shoot out from mountains
💡 add a "bag of holding" which is a utility item that has 4 slots and can carry 300 weight, but the item itself weights little. items within the bag would adhere to portal restrictions
💡 After defeating bosses, previous biomes would change. For example, after defeating yagluth, the swamp would turn into a burning swamp, and the phrase “the swamp is now burning” would be displayed on the screen.
💡 after defeating bosses, previous biomes are modified slightly. perhaps with mutated enemies, or new enemies, just to keep the difficulty mildly balanced across most of the world. otherwise, the latest biome is the only real gameplay. how challenging is a gray dwarf with the staff of frost?
💡 since the raid "they sought you out" was nerfed to the ground (soldiers removed) how about make it happen without needing a base like the wolf raid, so we have some variety for sudden surprise raids and make it persist post queen.
💡 Talking about early game magic, since the Eikthir has lightning power, it's iantrels could be embued with magic an then be used to produce weak wands, like lightning (mixing with copper), healing (with the green stuff from the swamp), and poison or slowing effect (with tar). It would be cool as you only have contact with magic near the end of the game, and it would add to role playing. Not mentioning it would be very helpfull when playing on harder modes.
💡Save system is not user friendly. Allow players to be able to name saves and allow to restore character and world save in one go.
💡 It would be nice if fishing played a bigger part in the game. i typically dont even engage in the activity. I usually fail to find haldor early, in which case, by the time i can fish, i dont really need to.
💡 It would be nice to be able to fish using the abyssal harpoon.
💡 allow coal to be used in the stone oven for fuel
💡 Block armor and parry bonus should have modifiers increasing with player count, or enemy attack increases should be eliminated. I've mentioned before that with 5 or more people on at once, melee combat becomes unavoidable suicide against enemies that in single player are no real threat. I have, with the same character, wiped out whole fuling villages with starred residents on my own and not gone below half health, then joined my friends in the swamp or black forrest and gotten one or two shot slain by an unstarred draugr or troll.
💡 Reduce the screenshake and remove/change the sound effect when sliding down a small hill. When I'm in the black forest, the big effects make me think a troll might be behind me when in reality its just that I'm walking on terrain on a slight incline. This will definitely trip up players even newer than me
💡 Add more settings when creating a world/character. Make the exp gain rate a slider (if its already affected by the item drop rates slider, make them separate) or an exp loss rate slider. Sometimes, I wanna do a playthrough where dying doesn't reduce my skills, but still makes me drop my items. I think most people don't like the current skill system. If it's not getting changed, then let us have more control over it when making a world. Enemy spawn rates/star chances would also be a really fun slider to mess with
💡
Consider changing when making
Fish N Bread
Angler level 1 and dough gives 1 fish n bread
Angler level 2 and dough gives 2 fish n bread
Angler level 3 and dough gives 4 fish n bread
And so forth...
💡 Add a purple linen cape so i can induldge in the Varangian Guard cosplay
💡 Add selectable icon symbols. With 5 symbols it's really hard to annotate different landmarks in each biome. Here are a few examples
Square, Star, Triangle : generic symbols, much like le circle, versatile
Castle/Tower: matches the house, could differentiate temp bases from real base, or ashland castles, or freed dvergr bases
Troll face/goblin faces : help to indicate spawns of big or numerous enemies without spoiling late game enemies
2 axes crossed, shovel, hammer : could help separate for example the numerous fight/dig/mine sites of mists, or how far you mined tin
💡 middle mouse button magic attacks with the staves ?
💡 fix Dvergr pathing so they don't path into lava
💡 ashlands should get rid of the wet debuff as if you were standing next to a fire
💡Silver and Frost arrows as loot in the Frost Caves similar to how the swamp has Poison and Iron arrows as loot in the Crypts
💡crafting skill, the more you craft the skill improves and with higher skill. There’s a chance to craft 1 and 2 star weapons. Which do a bit more damage and maybe less stamina cost etc over all better.
💡Add ability to build buildings like the ones in the fuling camps
💡 Make Asksvin able to follow/unfollow you so they don't just run off and die as soon as you tame them
💡 allow more than 2 portals to share the same name and allow them to be traversed in sequence ie. if three portals are named "Home", within the code they would be named "Home-1", "Home-2", and "Home-3" and whenever a player enters one, they would proceed to the next in the sequence and return to the first when taking the last portal. This would serve a number of functions, but two are: 1) remove the punishment when forgetting to rename/setup a portal at home when you are in the middle of nowhere and trying to drop a portal and 2) enable an ease of farming things like sap, raspberries, and blueberries
💡Miniboss trophies for weapon crafting.
Basically an improvement for hildirs quest. Outside the cosmetics, I find hildirs quest to not reward any useful items outside plains biome (usually the eggs) when trying to find minibosses. It's usually that she rewards with more cosmetic stuff but there should be more to it. How about making boss trophies as special weapons as rewards?
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Crafting Brennas weapon requires her head and black forge crafting material at forge to create a flaming two handed sword (similar to Dyrnmyn).
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Geirrhafas handclaws requires hir trophy and mountain crafting material at forge. It's basically handclaws with frost effects.
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Thungrs weapon requires his head and plains crafting material at forge to create a two handed club with elemental damage.
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Zils weapons requires his head, few eitr and plains tier items at Galdr table which creates his weapon staff that unlike ember, shoots straight and directly but lower AOE and less dps.
There basically elemental weapons that are more powerful than standard weapons (usually high mid tier weapons).
Usually nice to have and rewards you for finding the locations of each minibosses to create some specific weapons. Plus it makes Hildirs quest special. Also maybe the crafting material might require from buying from her a special material after completing a trial but not necessarily required to be added. Other than that it's nice thing to have.
💡 Dying should reduce forsaken power cooldown
💡 Slight visual changes to armour with each upgrade. (I’m sure this has been suggested before)
💡 2 Wood 2 Iron and 2 Surtling Cores for a Surtling torch which keeps lit indefinetly (and gives a nice yellow light not like the cold empty blue light wisp torches give)
💡 Make the refueling cost of blue and green torches/braziers resin/coal instead of their crafting components. I can never use green torches and rarely blue torches due to never having the fuel supplies to keep it lit.
💡reduce the activation time to get Rested buff from 20 seconds (now) to 10 seconds
💡 More interesting stuff to earlier biomes farther from the center of the world - such that biomes are not "seen one, seen all"
Would be cool to have reason to hop on a boat and explore
💡Option to make the Dragon bed for one people or two people, so you can share the bed with ur significant other while playing valheim <33
💡Make that every light source (that does not produce fire) is infinite.
💡 let me open doors with a hammer in my hand
💡 lightning arrows crafted with copper and greydwarf eyes (lightning doesn’t exist enough pre mistlands)
💡Runes
the chance to find runes and be able to equip 1 rune with small passive effects, between common to super rare
a small chance to find a random rune on any chest, or a small chance for a rune to be dropped by a draughr, stone golem, dverger, charred warrior or marksman
-ᚠ 5% chance to get an extra crop while harvesting , and 5% chance that an enemy will drop an extra item.
-ᚢ 5% chance to reduce any damage taken by 10% and 5% to cause 110% damage on striking an enemy
-ᚱ +5 skill levels on running and jumping
-ᚹ +1 comfort anywhere while resting
-ᚾ +5% enemy damage and + 10% exp gained (total of 60% extra with rested effect)
-ᛉ activates upon receiving lethal damage, instead of dying you heal 10% of your max hp and gain 2 secs invulnerability, then the rune gets destroyed
-ᛋ +5% extra experience while the sun is visible.(Does not work on mines or crypts)
-ᛒ reduces death penalty skill reduction by 75% then gets destroyed
-ᛖ +5 riding skill levels and 5% increased damage and 5% reduced damage while within 15 meters of friendly creatures or players.
-ᛚ +10% boat or ship speed
-ᛝ 5% chance for tamed creatures to have 2 offspring instead of one and 1% chance to increase * level of the newborn.
💡: Wouldn’t it be cool that in the next valheim update they would add draw bridges and new ship types like a merchant ships or war ship where you can add a ballista or catapult, or they would add a fishing boat too and a crafting table where you could customise your ships like changing the figure head, sails ,boards, hull and a rowing bench
💡 Grausten Arched Wall, that fits the Ashwood Door (like the Ashwood Arched Wall).
💡 Show paint options displayed to the side when making a shield with shield patterns instead of individually clicking ''style'' just have 1 selectable option that can be moved around the different types until you select craft.
💡Plz add a real fjord to the game as a Nordic who lives in a fjord I can confirm that for a Viking game valheim lacks only fjords everything else is perfect👌🏻
💡 I think it would be very useful if we could change the name of chests.
The chest would have a change name button, which would allow players to better know what each chest has, ("materials" , "mob drops").
By pointing to the chest, the cursor will say the name of the chest, instead of the word "chest".
The alternative is putting a sign in Every chest, which is not efficient when you are quite advanced in the game, and have a lot of chests.
TLDR; Chest name to know what's inside without opening it.
💡 make it so you can put metal tools, weapons, shields, armor, etc. into the smelter via hotbar keys. they smelt down to half their cost in metal ONLY. (for example- smelting a bronze pickaxe would just give 5 bronze, instead of 5 bronze and the wood and hide.) makes it so nothing is wasted
💡 change fader power to animal charm. Where all tame able animals become passive and charm faster when close by.
💡 Let us be able to loot our tombstones while riding an Asksvin over lava without dismounting.
💡 More uses for thunderstone.
It's such a cool item that I feel it would be good to use for other things besides a god powered trash can
It's 50g price tag would be good for midgame ammo or other consumables as well.
💡 add potions to the haldor store
💡let me farm fucking berries so I don't have to run 8 miles to collect 16 blueberries
💡sheep in valheim
💡Hand-stacked stone walls
A low HP half-wall
Can be used for aesthetics, gardens, or to bracket a fireplace.
💡 Add tea, an analogue of mead, but it lasts longer, but the effect is weaker.
It will be possible to craft from three different ingredients, each of which will give a different effect and different strength of the effect.
It will be possible to create tea on a special table, which will be crafted from black metal.
💡Be able to build with snow in the deep north. Add a shovel item which you can collect snow with. Also, there should be northern dverger that have parka's and crude bows. They should spawn in igloos.
💡
Is it too much to have the skeleton crew made from the deadraiser to be able to come into dungeons? I think not....
💡 Is there any talk about maybe making the crystal walls in Heavy Build less reflective? If not the entire item, then maybe Devs could make one side less reflective, which might even minimize lag caused by the reflective glass. It would make building windows easier, and might be easier on computers like laptops.
💡 A mist piercing arrow made from 1 wood and 1 wisp, leaving a trail of light specs that reveal the path it travelled for 2 or 3 seconds in a 2 metre radius around the arrow. If considered too OP for finding Gjalls, make the crafting recipe be 5 arrows for 2 wood, 1 wisp, and one eitr.
💡I'm not sure about the current state of the Flametal nodes, but here's a suggestion I replied in a video (and forgot to suggest it here).
Remove the falling/flying effect of the Flametal nodes.
One way, that it may work, is to split the node into 2 pieces (2 prefabs), and while the tower still sinks, the second prefab (the platform a player is on) remains intact.
💡Wouldn’t it be cool to have a valheim world creator where you could make the islands change the height of different areas and where the biomes are so let’s say you want to build America or some other continent or island then you could create it on there then play on it in valheim
💡This has probably already been suggested but just in case here goes:
Knives kind of stick out to me as they are the only weapon (as far as I know) with 2 physical damage types. Axes in real life are shaped the way they are to allow the blunt heft of the tool/weapon to chop through things with a sharp edge. To better reflect how axes actually work, to add another weapon type that deals 2 types of physical damage, and as a small bonus, to add another weapon option when fighting Bonemass;
Change axes to deal split blunt and slash damage.
It would enable axes to feel more unique as a weapon type instead of just "worse sword that you use to chop trees". I'm not saying it should have its overall damage increased, axes can still have their overall dps be "worse sword", just that the damage should be split between slash and blunt, not necessarily half and half though. Since chop is its own damage type this shouldn't effect axes' primary role as tree chopping tools
💡stronger supports for larger buildings
💡 I'd like to specify that there would be a confirmation, so you don't accidentally toss your weapon in the smelter instead of equipping it, AND it takes a lot longer to smelt them as they are 10 or 20 ingots combined when you craft them.
💡 Elder power. Alongside granting you faster wood cutting. Have it half the weight cost of wood allowing you to carry more.
💡 Add an option to turn off the effects on the god power circle
(i made the stupid decision to make my base too close and it drains my framerate : ( )
💡 Some way to increase inventory size. I know that inventory managment is important to this games dna as a hardcore survival game, but with how much stuff has been added over time, its becoming too much of an issue imo.
💡Avoid lag by creating larger, longer build pieces, and thus we have less instances.
💡 Snapping point on chest for sign and click trough snapped sign with a way to change it's text
💡The ability to place any item in the game on item stands, for more details when decorating.
💡 The ability to set the radius for Wards. Keep existing max radius but allow shrinking it as well.
💡 Breaking things out at the suggestion of @autumn anvil and apparently the pinned post which I did not see (new to Discord, my bad 😭, deleted original and have it broken out below) :
- Dyrnwyn is pretty useless, and 10 fire damage doesn't seem like it will be worthwhile even in the Deep North. Needs a serious buff, otherwise it is very underwhelming for an "endgame" special boss sword (especially the next year or two prior to Deep North).
💡 2. Crossbows and magic are introduced very late-game. This is fine and all, but they level too slowly. Crossbows and blood magic in particular are excessively slow; crossbows are nearly pointless.
💡 3. Hildir's goods are very underwhelming, and money needs an actual late-game use. The Ashlands have like ~$1k per fortress and zero actual use for this.
💡 4. Mistlands are too... misty. The wisplight is not very effective (and most people seem to agree with that) and imo needs some sort of buff.
I say this as someone who pretty much did the entire mistlands without a wisplight, too (15 black cores, 3 biome areas, etc.). In a lot of cases the mist is just tedious, and it's a bit of the shame that such a gorgeous biome is as obscured as it is.
Imo Mistlands may be the prettiest/most atmospheric biome... in the areas where you can actually see the biome. Do the designers who made such a cool biome a favor (along with the players)!
💡 Final thing, deleted original post since I made it incorrectly per the pinned instructions: 5. Game is probably too grindy for many players; most people play without mods/with default sliders (the game recommends defaults also) and something like 1.5x drops (or lowered costs) would make a lot of things more palatable.
Generally if most people feel this way, imo it is better to make it the default rather than a customization, i.e. it is a better game design. I understand there is some balance between populism and dev intent. Same goes for death penalty (a 5-4-3-2-1-0% phase out imo makes more sense as a default) and portal restrictions (i.e. stone portals earlier or some sort of balance).
I say this as someone who enjoys the game a lot, played most of it solo, and didn't mind grinding really, but just trying to look at it from a broader perspective. The game recommends default settings, and myself and many others I've played with seem to agree on these elements adding more to the "tedious" table than they do to the "hardcore"/"difficult" table.
💡add inland seas/ponds made to spice the meadows or black forest up
here mushrooms and berry's are more common and necks spawn too.
in most or some of the waters the piranhas live.
they are like bats but disturb them fore too long and they attack you in a swarm, also fishable.
the reason for the player being in the water is to collect or find something in the pound that can be used to craft some special weapons or in accessories.
to keep the player safeER they can craft a rowboat, not able to sails the high seas but good to navigate / fish from.
another scary creature: nøkken
spawns in a few puddles based of nordic folklore and as depicted in theodor kittelsen story.
looks like a small floating lump of grass/dead wood in the centre of the pond
will try to drag the player in dealing damage and trying to drown the victim.
can be killed and drops something special. (idk what)
if killed the monster will trow the grave of the player to the edge of the pond to be easier reclaimed.
therefor with puddles with nøkken in, old graves can be found by the shoreline, as a warning.
its an ambitious idea i know. the devs decide how its implemented its just a IDEA.
💡last biome could be tree of life idk how you would get there but like itd be cool and idk who the final boss would be maybe odin or ymir but i dont think that would work since u can buy his flesh but ye
💡 Possibility to bind hold to run and toggle run on different buttons
💡 Make armor stand and item stands work as a chest with slots restrictions for different items
💡 It would be great to filter the craftable items at the crafting stations, e.g. showing only items that require certain ingredients.
During cooking it might be useful to apply a filter only showing red, yellow, purple or silver food.
💡 You should see the final stats of „unbaked“ food already in the recipe at the cooking station.
Up to now there is no way to see the stats of these foods without cooking and baking them.
💡 Provide lower level magic weapons earlier in the game so I can spec into magic earlier. Just make it really weak in comparison to bows and melee so we can be rewarded later in mistlsnds.
💡 Make Thor an ncp/vendor. Rng assistance once befriended.
💡Bee wax to apply on wooden building blocks so it doens't rot away in the rain 🌧️

💡 A quiver for Arrows in a relative early biome, like Black Forest or Swamp, carrying arrows can be annoying, especially if you have 3 different types of them laying in your inventory, waiting to get used
💡For skill drain penalties, only apply the skill drain to the last 4-6 skills you've levelled up. This way the skills you're using when you died are what take the hit, not all of the irrelevant skills.
💡Stop the catapult loading prompt from accepting non-catapult ammo items. I just lost my tier four Staff of Protection
💡 This is... relatively minor, but for the Ashlands:
Increase water rock spire spacing a bit. I understand it is supposed to be a challenge, but with the Drakkar being absolutely enormous I think it veers more into "parallel parking with a boat simulator" in some cases. I'd label this more as tedious than a good challenge.
💡 Moder power should clear bad weather.
Like, it affects the wind, so what if it also like blew away storm clouds n such. ofc not strong enough to clear mist, but foggy/rainy/snowy weather being cleared by it would be nice, just for QoL. Wouldnt affect gameplay much other than avoiding being wet from rain I guess
💡 A precursor to the askvin saddle only it's for necks, not for riding, but to attach multiple necks to a cart. (must be lead by letting them chase you trying to bite, otherwise they start chewing on the cart to get free and scatter)
💡 A dverger settlement that has two merchants. One Armour merchant and one Weapon merchant. Would be cool to get more weapons that are special because you have to get them through the merchants.
💡 we dont have many options in ships so i say we get new ship types like a merchant ship for transporting iron or other metals also so you can take you ask in or lox with you or a battle ship where you can mount you ballistas and catapult, or a workbench that lets you customize the ships in its area then this said workbench could change the sail types and colour and the figure head then we could add like a serpent head a dragon or a boss trophy also the hull make that changeable
💡 New NPC types to flesh out each biome.
- Witch doctor Trader in swamp that accepts trophies for coins, would give a use for trophies late game, have rarer trophies scale with the amount of money given
- Mining dverger trader in mountains that accepts coins for small amounts of raw ore. Would give use for coins and a purpose to make a base in the mountains. Ore would be unlocked based on the world boss completion
- Bounty hunter fuling trader in plains, give out contracts with locations of minibosses or starred mobs. Return trophy for coins or exclusive items. Unlock more rewards based on amount of bounties completed
- Ashlands dverger rogues that can be “hired” to follow you around for a period of time. Would make adventures around the ashlands more manageable and could add a fun element to sieging fortesses.
💡(Because the quick-stack option on chests is fantastic, thanks again for that!)
A quick-change option for the armor stand:
Holding E on the armor stand would swap and equip all your currently equipped armor-pieces and weapons (either in your hand or on your back) with the ones on the stand into the same spot in your inventory. That way, you could have a dedicated, nicely looking armory with different outfits for different purposes without you having to rearrange every item from your chest, making armor stands not only good looking, but very useful
coming home from a dangerous biome in heavy armor/weaponry, going to your armory/closet... E Instantly swapping your set for quick Fenris-Gear, feather cloak and dagger to roam arround more comfortably in weaker areas
💡 Deep North > Thermal Sources (tar pit shape) > Confort +5.
(large AOE so it can fill a base)
If you give me a location(s), where I can build my base around a hot thermal source, to get that +5 confort.
Trust me : I WILL.
(Unique. No other way to get it, it's embedded in the terrain, can't be reproduced / crafted)
💡 Increase movespeed of earlier tower shields by 5%, so serpent is -10% like flametal and all others are -15%. Tower shields are great but I'm constantly unequipping and re-equipping them in combat because they're just too slow.
I shouldn’t have to do this with tower shields if I don’t need to with the others
💡 the ability to write our own runestone after defeating the final boss/ending sequence like time capsules in subnautica
💡 Is there an option to reel in the harpoon line? If not I would like to recommend one. I find it relatively useless at actually closing distance or reigning in something I want close to me.
💡Haldor selling the Ashlands gem.
This is probably a small suggestion but I feel like the gems are very limited resource in the ashlands and depending on if you beat it on single player (with x1 or 0.5) or multiplayer, you gain none or little than you need. This is where Haldor comes in handy.
Haldor will sell the gemstones after you defeated Fader, now this is mainly for balancing reasons as getting gems earlier would just make fortresses redundant.
Haldor will sell Iolite, Bloodstone and Jade for 2000 or 3500 gold per items. This is great as not only do you not run out of gems in this world but it also gives gold a better purpose other than being an item dump. This is also good for multiplayer servers since new players will not run out of gems in the world when entering a new biome.
Otherwise that's just my small suggestion.
💡 World modifier where monsters and tamed animals can't destroy any player build items.
Putting everything in passive is pretty boring and also other creature AI issues that is there, this would sound like the best fix.
The asksvin takes the cake from the tamed ones that made this situation worse. Them and the monsters going at eachother while destroying everything from their path and NOT even attacking the player that tries to save what they have build... Can be VERY frustrating (or them destroying things while you are not even there).
Can this modifier be done? To save people to not put everything on passive at least.
💡 Increase the tool level needed for ancient trees so they can only be chopped by iron axe and above.
There's very little reason to upgrade to iron axe when bronze one is enough to chop all trees you need until mistlands where you would need black metal axe.
Ancient bark only allows you to just craft some stuff but aren't really necessary to progress so upgrading to iron axe would still be a player's choice. It could serve as a mild encouragement
💡Give the tankard and dverger tankard a separate inventory with 3-5 slots that can only store potions. This way it could save on inventory space late game when many potions are being used. Would also add an actual reason to use the tankards and could be used to drink all potions at the same time before entering a fight
💡 Make satchels! Satchels would be a great idea for late game or even more of a mid game storage increase. My idea is that you add x amount of storage spaces per "level". Like for example a wolf satchel would be better quality and would maybe give like 5-6 or 7-8 depending on how this scales if added. They would be usable like meginjord where you equip it. It obviously takes up one slot in your base inventory doesn't add any cary weight but it should be useable with megingjord. This would really just be an extra option to cart that could be really useful during the mountain part of the game because the cart really can't get up there very easily.
💡 Give ability to rename world and character.
💡 In-game tools for manual cartography and navigation (when in no-map mode)
- Either change cartography table behavior when map is disabled, or add a new item, or maybe both where the item version is a size-limited, but easily portable option
- Basically a built-in image editor, maybe with special brushes for each discovered biome, and some other mapping specific tools
- A bunch of ready-made (or even customizable) labels
- Perhaps have an upgrade system, where specific materials unlock new map features (more colors, a compass, cut-paste tool, and other cartography utilities). This way the map item can be obtained early on, but more advanced features that provide better mapping accuracy require progression
- Various navigation tools to help with figuring out your exact position in the world
💡 Add option to map to hide cartography icons but not mapped land. Also when writing discoveries don't export a map marker if it is too close to an existing map marker. And when reading table, only import cartography markers if you don't already have a marker near that area.
This will really help with how cluttered cartography tables make maps.
💡 Allow Ashwood Decorative Floor to allow some smoke through
💡 Please add some recruit-able viking(s)
⦁ They would be able to stay at the player's home, or accompany the player.
⦁ You probably would have to find them first, one by one. (adding some incentive to exploration)
⦁ Maybe you could upgrade them and choose their fighting style by equipping them with player armour and weapon. (keeping them balanced through the game progression)
⦁ Have the possibility to set a different appearance than what they have equipped. (item stand mechanic, or 2nd set of equipment slots?)
I don't think this would make the game much easier. In fact, keeping them alive would probably be a challenge.
💡 add more slots or special extra slot to pick/use items, if you bag is full. Add special hotkey buttons to use heal potion (F1, F2)
💡 Charcoal Resin for waterproofing wood build parts.
💡 When using an item on an armor stand that already has an item in that slot, swap the items.
💡 In addition to not make "too overpowered", that gems are sold (limited to one) only once a day.
Also, Haldor would sell any of the three gems only after the player discovered them first time. So its mandatory to visit a fortress or two, even if defeating Fader by finding his arena beforehand.
💡 tamable necks. Needs a purpose? Cute pet! That is an entirely valid purpose!
💡 For gating Deep North access, make the surrounding terrain (as well as some internal areas) slippery ice that slows players acceleration right down, and if you spend too much time on it an animation plays of the player breaking through the ice and dying (ice immediately refreezes, so no actual water patches). Make Fader drop a Wingbone that when equipped makes the character light enough to walk on the ice without falling through.
Players can craft Ice Skate Leggings from the antlers of some special deer creature native to the Deep North. When equipped, player moves slower than normal on ground but faster than normal on ice; caveat is this is with less friction/more inertia. However with skates equipped you dont need to have Wingbone equipped, though doing so makes you even faster on ice.
This puts a new spin on combat, trying to time attacks with movement, and incentivizes using the Fader power since you wont have Megingjord.
💡 make fader drop essence of muspelheim with which you could upgrade drakkar so that it will melt ice around it (deep north could be full of thin ice sheet to stop players from entering too early)
💡 smaller, more agile version of drakkar, similar to karve but better (less tanky of course)
💡 A slider that increases the propensity of environmental fire to spread to neighbouring objects.
💡
- After a living tree has been converted to a cylindrical log due to fire damage have that log be on fire and thus able to ignite surrounding objects during and after its fall.
- Have the fire effect grow in radius as the log approaches conversion into coal.
- Let the coals burn and have them explode outwards when the burning log is converted to burning coals.
- Have fires produce an rain of ash and cinders that can ignite neighbouring objects. Have this effect occur in an ellipse with long axis orientation and length derived from wind direction and strength.
💡 Charred fortress coloured torch/brazier fueled by charcoal resin, to give more uses for the resin itself
💡 giant tree creatures like the ents in deep north
💡Fertilizer
Introduce a new crafting station called the "Compost Bin," which functions similarly to the Fermenter. To use it, you would place organic matter such as Thistle, Boar Meat, Carrots, Turnips, and other similar items into the bin. After filling it up, you would need to wait 2500-3500 seconds for the composting process to finish. Once complete, you would receive Fertilizer(like 10-20). This Fertilizer can then be applied to cultivated ground using the Cultivator, speeding up plant growth by 20% and after the plants are harvested, the Fertilizer will disappear, requiring you to reapply it.
💡 Allow players to place crafting station improvements in any empty space that's both within improvement range of the appropriate crafting station, & has enough empty space for it to fit in; in the second base I've built in my world, I have a big empty corner next to my new forge that I wanna put the cooling bucket forge improvement in, but even though it's within range of the forge, & there's plenty of room for it in there, I can't put it there; & that doesn't make any sense. I have to use a wonky setup for the forge in my first base too because of the same nonsensical limitations.
💡 Vikings have hands and are not allowed to use items in water. Allow for the walk out of the water to be slow and steady without slipping, keep the slipping if the player tries to sprit and rush, then it makes sense. The water and how it interact with a player simply walk out and onto the shore is really really bad. As flat as the floor is, walking out of the water is bad.
Water can still slow and hinder, but it has to have some logic.
Slipping like a fool when walking steady on a 10% slope on shallow water is pathetic for a viking and it needs to be addressed.
💡 drop it on ps 5
💡 My friend and I spent hours finding the Dyrnwyn, and it's pretty awesome. Problem is, we're a mage and ranger. It would be awesome if we got staff and bow fragments in the Mysterious Locations as well as the Dyrnwyn fragments.
💡 The staff could be a flamethrower-type weapon (scales with elemental magic) with a secondary attack that summoned a meteor similar to the troll's (damages player, scales with blood magic), and the bow could have native fire damage, as well as above-average stamina scaling similar to the huntsman bow
💡 Have gem-infused weapons level appropriate magic skill (eg using blood infused weapon also levels blood magic at a lower pace to not make it op)
💡 Blood magic weapon (drains health when used) that deals direct damage and increases damage dealt based on health missing (similar to bloodstone infused weapons)
💡 Make more use of existing pelts and hides. For example, have not only floor rugs, but using bronze/iron nails, stick it to a wall, so we can decorate walls. Also, please make troll's skin be placeable same way as all other pelts. So we can have nice blue rug, as an early pre-blue jute version.
💡katana.
💡add horses
💡Add crates, barrels, etc. so we can decorate our docks and other buildings. (Sure to have been suggested already...).
💡 Overhaul the entire building/crafting system for consistency. Examples - Grausten roof pieces ignore the 26/45-degree convention; no 1m darkwood pieces; ashwood & wood can't produce the same pieces; no darkwood furniture; troll hide has no rug/banner value; no 1x1 grausten wall; arched doors that have no fit options with earlier builds; no ladder/stair consistency across build materials... the list goes on. 💡 Decide on the suite of build options and then apply them at each progress level.
💡 Give Obsidian building purposes. (its only use is the 'Tool shelf') (and skippable obsidian arrows)
New building piece (BTW, Obsidian is a Natural glass*):
A dark variant of Crystal wall 1x1 with also and 2x1 and 1x2. Also a "Obsidian floor" with it. However not reflective. (bonus is possible: That no light passes through it)
💡 Obsidian in weapon's recipe. Obsidian is known to be Nature's sharpest stone.
So why not weapons that deal pierce and slash damage have some of it in their recipes?
💡 Add picking items with harpoon
💡add new hoe, hammer and cultivator with more durability points. It can be black metal or flametal
💡 Idea for a new crafting station or similar thing: 'The Sharpermerger'. (maybe a future addition to **DN **or a retroactive new feature)
With the addition of the Ashlands, many items were introduced as well as a new mechanic (infusing stones to add "elemental/magic" to the weapons).
With this idea would work as a "TRADE" of status. For example:
A "new" interface where you place your desired weapon + a certain item. [weapon] + [material] = ADDS certain status X and REDUCES certain status Y.
Obsidian: Increase weapon slash damage HOWEVER it reduces backstab to 1x
Hides/Pelts (according to the weapon tier): Reduce stamina usage HOWEVER it reduces overall damage by X%
Linen: Increases weapon durability by 50 ¿? HOWEVER the weapon reduces attack speed (As shown here in the wiki of Frostner: Attack speed: 2.46 s (1.14 + 0.44 + 0.88)
Crystals: Increase weapon pierce damage HOWEVER it reduces backstab to 1x
and so on with other materials; that is, the more advance one is, the more it increases in ADDING status and ALSO in compensating the trading reduction.
Note: Adding crystals to a weapon that has no piecer damage will only consume the material used.
Note²: If retroactive station, earlier weapons would not accept stronger materials. An Obsidian Slash damageupdate would not work on an iron sword, but it would work on a Black metal sword.
Note³: it is not reversible.
💡make stone/grausten/black marble building pieces more resistant against normal melee attacks (blunt, slash, pierce - wouldnt count for pickaxe dmg)
(feels weird that a wolf can destroy a thick stone wall just in under 20 seconds for example or few seconds if it is a 2 star wolf)
💡 playstation 4 and 5 port maybe? me and my brother want to play valheim together
💡 I think it would be neat if the black metal weapons had the same faint greenish glow that the finished bars have
💡 It would be cool if you could witness the forsaken going around in their biomes. Not necessarily see them but like if you were in a frost cave you could hear flapping of moders wings outside. Or when running around the swamp you could hear some bonemass sounds under you like described in one of the runes. Things like this could show that these forsaken actually rule these lands and don't just appear when you are ready to kill them.
💡Idk if this has been said before but I think it would be cool if the hot tub didnt need fuel while in the Ashlands, maybe you'd start to boil if you sit in the water for too long tho.
💡holding shift with the map open scrolls in and out faster
💡jumping skill slightly increases the distance you can fall before taking damage to account for your additional jump height so that you don't hurt yourself so easily by jumping on uneven terrain at higher levels.
💡 remodel the black marble archway to correctly fit the ashwood door curve
💡Remove slowness from picking Carrots turnip etc.
💡 Larger banners, thought to be hanged from high, like in a castle's wall
💡 dyrnwyn secondary does a fire AOE shockwave (similar to what brenna (the hildr skeleton) can do)
💡 In the build menu, along with the required materials, it'd be convenient if it told you how many of those materials you have currently. you wouldn't have to check with tab anymore.
💡they should add seasons like winter spring summer and autumn like in winter there would be snow every where but not in Ashland’s and in winter it would be hard to hunt but in spring the snow would go and animals and fish would be lots of and in summer there would be good sailing weather and birds would be almost everywhere then in autumn the leaves would begin to go the animals find shelter and it begins to get harder to hunt day after day and then it keep in a cycle after winter they could add it as a world modifier and not something that you need to. And why I think they should add seasons that’s because it would be more immersive
💡 Be possible to use cultivator on mistland rocky soil the grass mode
(before using hoe on it you can see some grass and plants but after it there is just grey rocky soil and you cannot undo it currently...)
💡 As historical longships had no dedicated prow and aft in their shape, they could be used both ways, as to allow easy docking, landing and setting off...
Would it be possible to make the shape of ships in the front and back identical and to then fold down one of two rudders, depending on which side a player chooses?
This would completely revolutionize ships, make them easier to handle and also make docks much better as you can simply drive in and out, without having to turn
💡 It may sound (and probably is) silly but.
Reduce the radius of the beehive cover to 15 meters. (if I measured it correctly, it is around 25m. So a 15-meter cover would suffice.)
Context: I used a mod (that showcases the "cover" lines) to proper set where I could build them in a "middle-opened house" decoration. However there's a wall around 20 meters away from the beehive's house that blocks the lines, therefore halting the production of honey. It should not be that far.
OR
That beehive cover lines does not interfere with on another (Beehive cover doesn't see another beehive cover as obstacle).
💡 Begging for the height difference melee combat dynamic to be o
overhauled. if a wolf standing 1 meter below me can reach me and i can't reach him with polearm...Pythagoras wants a word
💡 leech bait, as in bait to increase leeches? pls?
💡 ash flame arrow, Does 41 pierce damage plus 52 fire damage, crafted from 2 charcoal resin, 4 charred bone, 2 feathers, and 8 ashwood.
Serves as a new elemental arrow to compete with the frost arrow in late game. Provides higher total damage than frost arrows but lacks the slowing effect and uses a worse damage type, overall securing its own niche against enemies that are resistent to frost or weak to fire/pierce (I imagine it to be effective in the deep north). This would also give another use for charcoal resin
💡 Lower the Spawn rate in Ashland / like what the hell , they're everywhere , it's hard to breath
💡 Spoiling for Food as a Difficulty Setting you can Eat Spoiled Food and it will either Make your Vormit like those Berrys Resetting your food or Give you a Debuff or Poison you
💡 it has probably been suggested earlier, but some stone spiral stairs. Maybe to differentiate them from the dvergr ones they could be bigger?
💡Black marble road addition to Hoe.
💡Don't give us a ton of new resouces in Deep North. I think it would be nice to make it truly "useless" land for anyone not on a quest.
instead give us lategame ways to utilize old resources. Perhaps some POI could reveal crafting recipies, or there could be an equivalent of that thing you steal from the dwarves.
💡 Suggestion: Quality of life inventory handling
When shift clicking an item, you only get the option to move a slider and select x amount of a resource. It would be nice if you can click buttons that say 'split 50/50', or 'select 10' etc instead of manually moving the slider. (but still keep it as an option)
💡 This seems a suggestion for something that is kinda far but for Deep North, if the new weapons introduced won't be one of each type, it would be nice to have an additional upgrade for the Ashlands-tier weapons that don't get another of their type to make them as strong as the max leveled Deep North weapons (for example, if we don't get a new big sword on DN, make it possible to upgrade the Ashlands one further). That way, we can have viable weapons for the endgame on each type
💡 Why is there no 26° & 45° flametal beam? Please add it.
Also, the lack of uniform build pieces with each expansion is really disappointing. It would seem a really simple plan to provide similar build options at each progress level.
💡 Lord Reto raid and trophy.
💡 Can we just not have range mobs be able to use range attack while swimming?It's really frustrating to have mobs swimm to your boat,start attackign the crap out of it while you literally can't do anything
💡 make animals that are currently taming not only give of golden hearts, but also have a yellow outline that shines through buildings and ground, when you have a animal in a hole covered by plattforms its hard to see the hearts
💡 Wattle and daub walls would add so much character to buildings.
See a picture of this Saxon house https://images.app.goo.gl/zxXpxs162dLXJrNe6
It's an ancient technique used all over early medieval Europe, I believe including the Norse lands
It could have some great damaged looks as shown as the opening image for Wikipedia https://en.wikipedia.org/wiki/Wattle_and_daub?wprov=sfla1
And it would give so much character to builds rather than the brown allover look of the wood + thatch houses.
It was traditionally made with wood, dried clay (or mud or animal dung) and often whitewashed with quick lime made from seashells or limestone burnt in a furnace.
💡 get the previous bait-system back: crafting a high-tier bait requires a fish below it(like the bait for Mistlands requires grouper and common bait) or increase tier-level bonus for late game fishes(+2 meat for catching a fish that drains 60/s stamina? Why and for what?). There is no point catching anyone except perch/pike for meat and anglerfish for bread
💡Naval combat as idea for main feature for a new biome with ability to grapple other boats and set an anchor, and having nets to fish.
💡Snap points on edges of chests
💡 Fully functional crank drawbridge
💡For any structure giving effect in area like upgrades for crafting stations or types of structures that give comfort, when choosing structure, show radius of effect same way as with workbench
💡Make something similar to the shulker box like minecraft for inventories. Maybe they could have tiers where certain ones can only hold certain groups of items and they have their own weight capacities or maybe you can make better ones that can hold more types of things, but they have a weight of their own and replace the misc slot for things like the megingjord, or something of the like.
💡We should make more variants of armor and clothing should have heavy medium and light armor variants and upgrades to unique armors such as troll and frenrir armour opting to add ore/hide/etc. keeping their special perks but adding def or adding more unique abilities for example adding flametal to fenrir should give it more def and more resist to fire or adding just simple silver/iron/blackmetal to troll hide armour could upgrade it but keep the sneaky buff and adding a new unique look to the armor or just adding variants of light medium and heavy armors similar to a bluckler/medium shield/ tower shield considering stamina loss and armor and movement speed
💡 Would really love to see some sort of (non progression locked) enchanting system that alows us to aleviate the grueling pain of the bronze age grind at the beggining of the game. As well as making general improvements to tools, buffing them a bit to make the grind for pickaxes and other harvesting tools more worth it. (like being able to one / two hit stone deposits to break a chunk )
💡 Maybe Asksvin could have a follow mechanic/remain close to the player when dismounted? I love Asksvin, but whenever I hop off and loot something, they end up chasing down nearby enemies. It’s usually not a problem, since they end up killing whatever they find, but when they chase an enemy into the lava, it can become a bit of a hassle trying to catch up with them again.
💡 i brought this up before and i wanna bring it up again but what about a building that could bring mist in for people who like pvp
💡 the projectile spam in Ashlands from the charred is pretty relentless, and makes melee especially on harder levels pretty challenging compared to spamming magic and summons from a safe distance. It would feel nicer if thecharred stayed staggered for longer to allow more potential for melee combos. And would be nice if the archers staggered easier or missed their shot if knocked back. To be honest the original spawn rates would be fine if the marksmen weren't so obnoxious to deal with.
💡 When respawning apply comfort buff of surrounding area instantly
💡Add a way to have globe map like earth. That you can custom like the normal map. Or a way to have a bigger map
💡 Swimming skill increases swimming speed by up to 25%, similar to how the riding and running skills work respectively.
Currently its one of the least rewarding skills whilst also being one of the most inconvenient to grind, a little more benefit for improving this skill would be nice.
💡Resource rate adjusted per resource.
I feel like having resource rate x2 is great for people who don't have time to spend hours mining resources . Problem is it shortens the time doing the fun stuff as raiding fuling camps because you get twice as much statues.
It would be nice to adjust this by each resource individually or have some categories.
💡 Make a launch parameter for characters to be stored on the dedicated server they play on. I know this is already a mod but something like this needs to be implemented officially.
💡 Maybe this idea has allready been mentioned but: Implement a radius around chests where players can access the contents of that chest through a workbench (eg you have a chest with wood and stone in it, and while youre in a worksbench, you can automatically access the wood and stone to make a tool)
or/and:
Implement pinned crafting recipes, which will highlight items in containers so you know what to take
Personally i think these QoL features are a must for survival crafting games because they save time on small tedious tasks
💡 Being able to equip the Dvergr lantern as an utility, like meginjord or the wisp light! this would make it much easier to build and fight at night!:D you can already put it on your hip by pressing "R" whilst you hold it, but it goes away when you equip something else:(
💡 Suggestions for decorative bone furniture items that would use charred bones and skulls. Could also use flametal or grausten, as well as other materials.
It would really give us a use for the massive influx of drops we get in the ashlands.
And Besides, nothing says conquering your enemies like turning them into furniture for your home base!
💡To add on to this, you could have bone lighting fixtures as well as a campfire/hearth option.
bone torches, braziers, and sconces and possibly chandelier/hanging brazier.
Could use charcoal resin, or proustite powder for a sinister crimson or red-violet flame.
💡increased chance of dropping pinecones pls
💡simply just a quiver for arrows that replaces the misc slot
💡decrease the weight of ingots to 10 from 12
I will never understand how a scrap weighing 10 can be smelted down into an ingot that weighs 12. I don't think this change would affect gameplay too significantly as it's mostly the ores and scraps that you spend time hauling around, but it would make the world feel a little more consistent.
💡increase the weight of scraps to 12 from 10
Alternative method of achieving a similar purpose to the above idea
💡I don’t think it’s very practical to have the hanging brazier put out smoke. It makes it kind of useless to hang as a chandelier over your dinner table on a first floor because of the smoke. I’m having the same problem with the standing braziers. Anyways I think they should remove the smoke from the standing and hanging braziers.
💡Mist density slider for a world edit option. My eyesight isn't what it used to be and I would love that or mist that fades the further away things are / opposed to the current blanket of mist that makes it harder for me to see ( on top of my impairment ) As well as the mist lands' very unique athstetic that is otherwise obscured.
💡Make ocean more dangerous by adding more creatures or some water frendly npcs cause ocean is more boring than swamp progression
💡 Norwegian translation
💡tool to dig underground without destroying the ground above, would make for some really cool base designs
💡Outer corner stairs
💡More ways to handle tamed livestock. Some leads that could be tied off on fences or used to lead them around would be nice(Like in Minecraft!). Maybe some leather gloves that can be used as a tool to pick up and carry baby/small animals around?
Lastly, a boat add-on that adds an animal cage to big vessels. I don't imagine adult lox's fitting in there though...
💡stop using the same amount of stamina when doing actions while sprint (such as eating and being slowed down by it) as if you were still sprinting even though you're slowed from the action
💡 QOL improvements for farming, such as planter boxes that you can press "e" on with seeds in your inventory. seed plants and trees cannot be planted in the box, and they are still affected by biomes (flax, barley)
💡Buff moder power
💡 Add a craft all button
💡edible coal
💡 dont remove holstered items from back if you take out a new one; for example if I holster my sword and shield, then take out my bow i should still have my sword and shield on my back. If i pressed R again it would simply swap my sword and shield with my bow.
💡absolutely anything to help negate the speed penalty of mid to late game armors ( Not entierly negate the speed penalties for heavy armor sets )
💡 sprinting into small doors makes them fling open at a small stamina cost
💡 add another use for the thunder stone from haldor. (maybe like a swamp tier weapon, or even some type of cape? just something. i feel items shouldnt have just one use).
💡A band like megingjord that instead of giving weight capacity, gives a slight speed boost
💡 Fire resistance mead giving us a small increase in the window between touching lava and taking damage. Since currently very few things light you on fire, in hell. Giving more purpose to bringing along fire resistance to the ashlands. (I do know that fire resistance does work on the after-burn from touching lava, but if you touched lava long enough to start taking damage. You're probably dead.)
💡 Make it so we can change the color of any armor before we craft it like we can with some shields or capes.
💡 In addition to the ward preventing other players from entering or crafting in your base id like it to prevent other players from entering your base via a portal thats connected to somewhere else outside the base. (I checked the 29 search results on "ward" but didnt find anything that matched what im specifically asking for)
💡 Please make it possible to change the keybind for map ping
💡 Askvin sausages - Asksvin Tail x 2, Asksvin Bladder x 2, Fiddlehead x4. Makes 4 per craft. Level 5 or 6 cauldron needed to unlock.
💡 I think something like armor trims or upgrades that give certain buffs would be cool. Like for example let's say if you add a surtling core to a trim on a specific armor piece maybe you get some small form of specific resistance, or if you use something like fenris hair or wolf fang you could get some form of damage boost.
💡 Armor dyes/more vanity options for things like shields
💡 New type of shield – magic shield which spend either instead of stamina.
💡both a 45 deg and 26 deg pyramidal roof top/cap that fits over a 2x2 area. 1 meter roof pieces to be able to have a small overhang instead of a whopping 2m.
💡Expanded sunken crypts for more combat. The stairs that lead nowhere good spot
💡this can be a seasonal item or an actual stamina item for ashlands, but take bone fragments, honey, and eggs to make marshmallows, and then roast them over ANY heat source such as fires and lava and they give amazing stamina`
💡Move current two handed club smash attack to secondary attack, make primary attack a slow horizontal swing with huge knockback. Instead of a 3 hit combo just make the same attack but swinging from the other direction, alternating forever. Could even limit to the non-Stagbreaker two-handed clubs.
This makes the two handed clubs a viable weapon outside of trying to cheese enemies by hitting them through a wall. What the weapon will lack in quick or consistent damage it will make up in ability to attack those in front with near impunity due to knockback. Players will still have to avoid being surrounded and watch their stamina, as each swing is a large commitment.
💡 be able to teleport with the dragon eggs, or make them lighter
💡I would like to see build able vertical ladders to attach to walls similar to how vines work.
Perhaps a rudimentary one with a height limit unlocked from corewood, then something more robust with iron.
Regardless, I just want an easier way to make vertical surfaces a little easier to navigate in prepared places like a base.
💡 Please implement an equipment item like the megingjord that would make the player character clear a larger portion of the fog of war when moving. This would make exploring the map less tedious.
💡 Have Raw Meats be able to be put onto item stands
💡 rename corpse run to adrenaline to avoid confusing new players so they can understand better what are the effects of it (majority of new players probably dont know about effects tab)
💡`It should be fun to have natural disasters as tornado, earthquake and volcano, avalanche, tsunami…
💡 during fishing pull up a serpant and fight it on land.
💡 something like the obliterator, but you can only put crafted items into it. it will decraft that item and give back some/all of the materials (this is mainly for like armor and weapons you make from bronze-black metal age, that end up just being decoration or sitting in a chest forever)
💡Vertical half wall
💡Pls make Frostner stand like Thor's hammer when it is on item stand
💡 Needing viking npcs help with the final boss. up in the deep north
💡Add a piece that can connect roof 26° and 45° like roof i-corner 26° and 45°, but with two differently angled roofs
💡Add a way to teleport, or if too overpowered, transport your animals/pets (via a special cart for example)
💡Let us make the 4 x 4 stone floors that you find in abandon towers in the mountains
💡Make fenris be able to at least drop SOME fenris hair instead of the only source being the very few pieces in the caves
💡 When in a cart harness, make your action automatically drop harness without needing to aim at the tiny handles first.
💡 Adjust catapult ammo structure damage to be far more effective against structures. Currently catapults feel like hot garbage sieging forts; I feel like I may as well try and break the gate with bow and arrow.
💡half beams (the ones with an angle) and corner stairs.
💡 a flat 1x1 thatch roof (sure it's ugly as roofing to a cube house, but it's up to the player to build ugly or neat)
💡 allow trolls to have friendly fire against other enemies. it doesn't make sense that they would be able to destroy trees and boulders but not a wee little greyling blocking your path
💡 Bears as an enemy in the Deep North
💡Add a “mooring” building piece, to pull your boat into a “parked” position alongside a dock. Make it a tad easier to park your longship 🙂
💡 Add musical instruments
💡 Add information about time spent playing on Worlds/Characters.
Maybe even a little text displaying the day you are on on a certain world in the menu.
💡 Be able to feed your hungry Skelletts some Rotten Meat to regain some of their health! Obviously they wouldn't eat if they were frightened or in battle so it would probably have very little combat relevance but I just feel bad for the little buddies when it says they are hungry!
💡 Has anyone mentioned being able to change the keybinds for your hotbar? I've always been confused that you can't.
💡fix Askvins attack hitbox
💡 Polar bears in the far north. They can be tamed with fish
💡Mammoths deep north
💡 being able to either set your turrets to not shoot you or make it be able to use more then 1 trophy on a turret
💡 Tabs for crafting, for example, in the crafting bench there could be an armor tab, arrows, ect
💡 sleeping bag and tent for long journeys so you don’t have to keep building small wooden boxes to sleep
💡 sprinting attacks for all weapons that deal more knockback but with a short animation cooldown so it can't be spammed too often
💡 Double metal gate that does not have bars in between the middle of em, pls.
💡Naming weapons and ships
💡As of right now, summoned charred warriors and summoned charred marksman have the same nameplate (it being "Summoned Charred Warrior"), it would be helpful to visually to differentiate between the two with their name tags. Summoned Charred Marksman should be named Summoned Charred Marksman and Summoned Charred Warriors should be named Summoned Charred Warriors. While a minor thing, this change would benefit new players and experienced players.
💡 high and low tides
💡 a stats tab (by the compendium, skills, etc) that shows total +stamina, +health, hp regen, etc.
💡make it so you can juse bow while on lox
💡 first repair is free, second costs a component and third it breaks
💡 fix Yagluth boss fight
💡 Increase the starting durability of Ashland weapons by 50
💡 Add a 0.5-1% drop chance of biome-relevant loot from each big mobs. For example: Stone Golems could drop some silver. Abominations could drop some iron. Gjall could drop some soft tissue too.
💡 the elder power should allow you to chain attack on trees and logs
💡 make a physical cookbook to accompany this game. You're already doing a boardgame and you did plushies and gear, a cookbook of Swedish foods and things in the game would be fantastic
💡 Yagluth power’s resistances could be applied in blocking (like the serpent scale shield’s pierce resistance) so it can stack with mead/equipment resistances, making this currently useless power viable in some situations.
💡Suggesting improvement for mounts. My suggestion:
1.Enable Mount attack
Let players to actively use mount’s attack which consumes 15 stamina of the mount. Mount attacks really make mounting animals much more meaningful and engaging.
Details
Attack:
Lox : left click do bite, right click do stomp.
Asksvin: left click do bite, right click do headbutt
- Riding skill rework
Details:
-landing any mount attack to enemy gain riding skill exp( give player motivation to use mount attack like using weapons)
-riding skill reduce stamina usage of mount attacks(in the same way as other weapons)
-riding skill now increases stamina regeneration of mounted animals (suggesting 1% per skill lv)
- Commanding mounted animals
I think automatically setting mountable animal with saddle equipped to “stay” statues (just like wolf) is both logically sound and realistic. Many players, including myself, really felt frustrated when our mount runs off and gets killed or drawing unwelcomed argos.
I know many of us want the “follow” commands as well, but at the same time, it is too op unless dev put a cap to the max. no. of animals can be set to “follow”.
-
Enable Teleporting mounts
This is kind of necessary if we want to bring mounts to exploration. I think no one wants to leave their goodest boi behind when they retreat to safety…
Or at least, allow this for the stone portal.(Ya, we have reached the very late game, so why not?) -
Give us starred lox
Let starred lox to spawn at night(like starred wolves).
This will not be game breaking as lox will have a hard time to traverse the terrain in mistland or Ashlands anyway…this just gives us a stronger mount in plain or earlier biome and an additional goal to achieve in plain.
💡Get Rested Faster
💡 setting to choose pins downscaling rate at higher zoom out level on map, maybe also opacity
💡 toggle rotate snapping to 11.25 degree angle option
💡 26 and 45 degree floor ramps
💡 half doors or 1x2 wood shutters
💡Instead of two separate pieces of 26º and 45º roofs, why not a single piece that with a button (Ctrl+"Q" and "Ctrl+E" maybe?) toggles/switches between the current angles plus adding the so desired angle 64º/67º. (All roofs, but curved grausten roof; it's a different thing)
All three angles would be at the fixed position (Maintaining* the snap points keybinds). / ∠ <
💡 Ashwood chests: chest made with ashwood, could be the same size or a little more then the basic wood chest, but much easier to make in the ashlands, and could add another visual for decoration
💡Vertical rotate
💡 please i want some recepts for new serpent meat the meat have no use its too much heavy to carry with.
💡 could you make bee hives have a small % chance to spawn a new queen bee; as some hives irl grow large enough to have multiple queens that bee farmers can branch off to make a new colony.
💡Make weapons look a tiny bit different every time you upgrade them.
I know this requires a LOT of work but I think once the game would be out of early access, this might be a nice addition
💡 Add a bestiary that allows you to see the weaknesses of a creature and what it is resistant to but can only access those logs if you have died or killed that creature. Could contain irrelevant stats like creature weight and would contain a brief description of each creature (Ex. Deer are found all throughout the black forest and meadows, but be aware that the are keen to hearing noise)
💡Just a minor idea, but wouldn't it be cool to be able to name your ship?
💡 Make Grausten and all future stone immune to eitr and eitr refinery damage. I buidt a perfect cage and it just dies. 😦
💡allow chickens to be used as catapult ammunition
💡Root armor should also raise crossbow skill.
💡 Elder power could make you also able to harvest any crop with a weapon, similar to flax and barley. Having this only possible in a 5 minute time and also sacrificing the use of other powers would make this balanced.
💡 elder power increases damage dealt to greydwarves and abominations (they are just walking trees)
💡 be able to continue to use the hoe while holding down mouse 1
💡Simple one: grunting noises. Some for suffocation, great fall, being smoked, drowning, getting hit, burning etc.
💡 Reworking portals
1 - wooden portal
2 - stone portal
3 - marble portal (or greystone portal)
1 - its a single temporary portal. Creates on workbench as usable placeable item. For placing no need workbench. Recipe - 1 surtling, 10 finewood, 5 dwarf eyes. stack - 5 in one slot. Exists only 30 min after first using. Then - burns in hell magic fire (doesnt spread fire on other wood) and left only coal. Could be recharged by 1 surtling
2 - works just as a current simple portal. Recipe - 10 surtling, 20 dwarf eyes, 2 chain, 20 stone.
3 - its a mass tp. Teleports all in the tp area. Pets, ship, players. For that tp needs to place one "marble circle" and 4 "marble pillars" around in 10m radius. ((or graystone)). Could be placed in water Each teleport should have unique name. For activating tp player should YELL in chat a name of portal in destination. For example "baseMain!!!".
Teleports could transport metals BUT yet one moment
You need aditional wearable item (type accessory) - neck of absortion. Recipe - 3 molten core, 3 black core , 3 black metal.
while neck weared - you collect essence of life (EoL) from each killed creature (or how vikings interpretates life). For example pigs and deer - gain 1 EoL , troll - 10 , skeletons and ghosts - 0, etc. Then portal could charged by EoL (such a furnace by coal). Each ore or metal has a price for transportation. For example tin - 2 EoL, iron - 5 , etc. If a portal hasnt enough essence, player see an appropriate msg.
💡 queen ablity could make you swing your pickaxe faster making terraforming quicker (pls for builders)
💡Horizontal fermenter placement option. Just so it looks like a barrel of ale. Nozzle would be on lid.
💡no mobs respawn in front of player in 50m and 20-30m around (depends on mob aggro radius). On the open territories it's so odd when you see how mob just appears above the ground. Or when you turn and 5 sec ago mob hits from behind.
💡Inventory expansion qest from Hildir
💡Drastically reduce the resistance for pulling carts up slopes, so that it actually improves the travel time vs walking while overburdened. Had a cart not even half full of silver ore that I could not move up a fairly shallow slope, even while running with another pushing from behind. Emptied the cart into my inventory and was able to walk up the slope easily WHILE still dragging the cart.
Carts should represent a significantly easier and faster transport of objects over ground vs walking while overencumbered, instead of the opposite.
💡Cauldron crafting filters (eitr, stamina, hp) because its kind of problematic(especially for new players) at 6lv cauldron to find something for eitr or something else what you want
💡similar to being able to favorite items in Terraria, add the ability to mark certain items in your inventory for not being quick stacked when you hold interact on a chest
💡Wind run and corpse run effects have the same icon and it's not cool. it seems like a small thing, but it affects the feelings of the game
💡 An item (battle banner) that increases the enemy spawn rate in an X-meter diameter
💡 Crusher a new build able station earlier on around the swamp stage of the game that crushes items into a new form examples
Bones->coal
trophies->bones
Not sure on other uses yet``
💡 bestiarium while in the inventory a new tab the bestarium you'll see creatures in the page that you've killed or died to every x amount of kills a new info of the mob appears
1 kill or death creature name and image pop up in book
5kills beast hp shows up (including star multiplier)
10kills all drops are known
20kills creature atk dmg and star multiplier known
30kills weakness and resistance info
💡 able to change 1-8 keybindings in settings. I prefer to use "~" or "t","g", even "ctrl+1...4" instead "7" and "8"
💡 Neck scales dropped by necks
1 new armor set 1 new bow
Neck armor crafted with Neck scales, bones and leather scraps is 2armor rating lower then troll armor at all upgrades (an in-between leather and troll set)
Scally bow-3 Neck scales 2 bone fragments Stamina 5sec, pierce 26-34, velocity max 40 when wet the bow pierce and velocity increases slightly
💡When playing with increased resource rate the boss summoning items (dragon eggs, fuling totems, etc.) should not be affected by it and drop 1x
💡 wasp nest (very similar looking to bees nest easy to confuse) does not drop honey or queen bee (wasp nest drop wood very very rare chance at finewood) the wasp attack you a further distance away and deal slightly more dmg (I think it'd be a neat little change and put more want in attacking nest from a distance)
💡 fixing x1.5 rates. If a thing has 100% drop chance on x1.5 rates it has 50% chance to drop second, no round up chance. Now it works like x2.
💡 Skill level setting in world settings choose your max skill level 50-100-150-200 it's set to 100 for default people who want more of a challenge would set it to 50 and people who want an easier playthough would set it to 200 just a QOL addition imo
💡A "secret" food recipe in one of the three dungeons of the mini-bosses. A "sub-quest" from Hildir.
How to find them: Of the three dungeons of each respective biome, one of them would have either a "Rare" stamina food or a "Rare" health food. (Six new recipes in total but only three obtainable, a single one from each dungeon.)
Both new foods would be less stats than the highest of each biome, however it would last for 1 hour.
It would use current ingredients available from each Biome.
💡 Recycling the previous "beastiarium" ideas about having a tab or menu with enemy info. What about an altar, similar to map table where you note down information on enemies killed, or potentially sacrifice trophies (good for using trophies we got too much off skelly,boar, deer, dwarves, etc.) or just number of kills, since fenrings, golems, berserkers and warriors are quite rare
💡1x1 roof and 1x1 wood wall 26°/45°
💡 ability to zoom into first person on a "snap" (holding shift and zooming all the way in for example)
good for spaces only as tall as your character, which may be applicable in compact bases.
💡 Tick raid. (Terrifying, don't want)
💡 Ultra rare 2 star mob trophies (blue flame surtling, pink troll)
💡 the ability to remap dodge roll
💡 Enemies with continuous attacks, such as goblin brutes and seeker brutes, are not staggered by parrying the first one, but by parrying all the continuous attacks to the end so that they receive staggering for a longer time.
Staggering can also occur if the attacker avoids the middle of the attack and only parries the last attack, but in that case he will only stagger for a short period of time
💡minions, followers or pawns.
💡When you die during boss fight the boss should despawn. It's ridiculous running for your stuff naked when boss is chasing you.
💡 Additional decorative options for the dvergr lanterns. A wall sconce or chandelier would be awesome.
💡add usage of big yggdrasil above our heads in the future
💡Enemy suggestion for deep north: archers riding animals who strafe and maintain distance from players, requiring chasing, shooting or retreating to lure into an ambush.
💡Enemy suggestion for deep north: sentry with horn. If they detect player they blow horn, summoning a bunch of enemies around (but at a decent distance) from the player. Can be dealt with stealthily or staggering during horn blowing animation before horn is blown, in which case the horn is destroyed. Too much health to one shot at range.
💡 Hope this isn't a repeat suggestion. I think the trophies are so useless in general after you use some for the events, hang a couple etc. I think it would be cool if the trophies create a ward against enemies for a perimeter around your base. They could degrade over time so you'd have to replace them periodically. Having beat the enemies has to have some benefit besides a trophy...or let the trophies be sold at the shop for other items. I think the warding off would be the best though...and keeps the troll spawning event from automatically destroying your house...very demoralizing to have to rebuild over and over again.
💡Advanced (and cool looking) 1x1 Hearth that provides 3 Rested point. Carfted through Deep North metarials
💡 New mob for DN:
A Headghorn: an inspired-in-a-goat mob (its kinda hard to create new "animals") mixed with a quadrupede version of "Curupira" (brazilian folklore) figure: The Headghorn would have its hooves backward to the direction of the body.
Once defeated, instead of dropping loot, its body would split into two: Head part (with the horn) and its hinder legs.
Again, once defeated, both "mobs" would drop a generic material (like fiber or fleece, that could be used to craft a new light armor set and prevent blizzard).
However the "tricky" drop:
If you **defeat **the Head and Hinder is still alive, the drops would be fiber AND its tail.
If you **defeat **the Hinder and Head is still alive, the drops would be fiber AND its horn.
PS: the either of them would have higher HP than the other, and also different resistances.
💡 probably suggested before, but: Make blast furnace able to smelt all metals, it's kind of expensive for only being used for two metals
💡Some armor for your pet wolf.
I don't want my trusty wolf to be so vulnerable. Just something to make them a little more resistant
Maybe make it so you can make it after the plains biome so it won't be abused to beat Yagluth
💡Make the lox saddle have some storage on the sides.
This makes loxes much more useful since you can use them to transport large amounts of items. (like 10 stacks of stone from those large stone columns)
💡 I think that players should be able to row, the more people rowing the faster the boat goes
💡 May have been requested already but a longer version of the wood shutter (2x1) cause I want to put a barrier that I can open to my farm so my wolves stop entering it
💡Allow the player to give the follow/stay commands to all tames. Restrict the number of max followers to an appropriate number per creature (e. g. 10 Boars, 5 wolves, 1 lox, etc.) to balance this feature.
💡For starred creatures add quality to ingredients that come out of them, similar to fish. However instead of having double the ingredients have extra stats .. for example two star troll leather will make two star armor set that has +30 to sneak. Can even make workbench/forge upgrade to combine lower quality materials into higher i.e. 5 troll leather combine into 1 one star, etc.
💡 The hammer from the little animation at the forge could get a model update, looks out of place with basically two cubes stuck together.
💡 Let's have an 'Ark' boat option, designed specifically for transporting animals. Maybe one lox is equivalent to four wolves, or six boars... I don't know. Live exports should be a thing. 😛
💡 upgrading your cultivartor also makes it able to plant multiple crops with perfect spacing
💡When starting a boss fight, the area around the summon shrine should become an arena so that no one can leave and enter upon summoning a certain boss. If every player in the arena dies before defeating the boss, the boss despawns. If the boss is not summoned for the first time at a certain shrine, no summoning items are needed to summon the boss again if the previous fight against the boss was lost. The boss will always spawn with full health.
When I played this game by myself I had a blast. But then one incident completely ruined my experience and I haven’t played the game since. It was when I summoned Bonemass and he not only obliterated me but was gatekeeping all of my items. It was so frustrating at that point, so I think it’s important that the bosses despawn if the fight is ultimately lost.
💡 Armor with mana on it for when we use staves.
💡 Hotkeys for character animations.
I want to be able to press "y" and have my character headbang after killing a troll.
Simple suggestion that would make the game a lot more fun.
💡More elaborate cooking recipes late game / More differentiated food effects all throughout.
Mashed Meat could include Boar Meat and Honey, a total of 5 ingredients but only one of each. I would like to keep various ingredients from previous biomes still useful in the creation of late game recipies.
Some early game foods like Jam could have un upgraded version with Cloudberries, and maybe provide some minor bonus like +5% stamina regen or +2% movespeed?
Foods like the Baked Lox Pie are relatively elaborate to prepare - and they quickly become obsolete. Maybe they should have something that makes them standout - a 30 / 35min duration maybe?
Foods like Sparkling Shroomshake and Sizzling Berry Broth are basically the same, and just 5 eitr short of Mashed Greens. They should be differentiated - one could last 10 min less but provide +10% Eitr regen for the duration - while the other could be longer and so on.
So basically I would propose food prep and choices to be less linear, and not just about making the latest biome incrementally stronger stuff.
💡Exp mead: +50% exp gain, lasts for 10 minutes
💡 Deep North should add some Rings or something that doesen't take armor or equipment slots but give some slight buffs like-3% stamina usage and -2% damage taken or +2% damage dealt
💡For deep north weapons, make melee weapon variants that have eitr infused attacks, where if you have enough eitr your next attack is empowered but consumes a large chunk of eitr (25-30). Combine with prior suggestion of having some equipment grant a base amount of eitr, and you have an interesting change to the base combat strategies for melee players.
💡 Customizable keybinds for every action
There are a fair amount of keybinds already, but needing a combination of inputs for something like rolling is straight up overcomplicated.
Being able to bind my 1-8 to other keys instead so I can have healing on "q" for example should be possible.
This should apply to gamepad as well, controllers need this support even more so than pc because outside of steam settings, console players are in a tough spot being unable to change even the simplest of their controls outside of presets.
💡is there a chance that the devs will add so that terraforming will affect the in game map
💡 add a toggle for the stairs that swaps them to ramps for a smooth astetic instead of stairs. perhaps when alternating through Q, or shift
💡 Make the immobilized effect from the jade gemstone remove knockback as well. This would pair really well with the mace since you could actually perform a 3 hit combo on an enemy without them being knocked away on the third hit. If they are supposed to be rooted to the ground why does my mace send them flying backwards.
💡 Remove the pierce resistance on charred enemies in the ashlands; it feels unnecessary since they aren't weak to blunt like regular skeletons, and spears and knives are already mediocre compared to other weps since the mistlands. This will give knives/spears/crossbows more play in the ashlands because as it is, mistwalker, frostner and magic weapons are dominant.
💡Plantable bushes
💡The larger boats could have oar slots so they can be rowed by a crew of people when not in wind
💡 Deep North could have an underground structure leading to a greenhouse sanctuary and new cultivated plants that cannot be found elsewhere. Artifacts with coded messages could be cookie crumbs for a quest line for a mini boss or jewel npc or blacksmith npc. I imagine high tier reward and high risk encounters.
💡 in my country we have these old cabin and houses with grass roofs, can we have this.
💡pls make so lox can cut all types of wood
💡 custom healing button of choise, if u have it
💡 New arrows craftable from Celestial Feathers.
After you upgrade Galdr Table the Celestial Feathers become obsolete.
It would be cool if they could craft some special arrows / bolts, maybe with a high spirit or fire damage. It quickly becomes unrewarding to kill Fallen Valkyries otherwise.
Otherwise they could craft a Celestial Cape: +50 Eitr and no fall damage.
💡 Make sailing a skill
every skill point it makes any boat your on 0.5 faster, so even at Upwind it will be fast
💡World modifier which removes the base structure requirement from all raids, allowing all of them to happen like the wolf raid.
💡Increase dyrnwyn pieces dropped to the number of players present, like boss drops. It's an unfair disadvantage of mp vs sp right now.
💡The ability to move while in the inventory using a controller.
Maybe you want to eat some foods while running from some trolls or use a quick stamina potion while escaping from deathsquitos.
Make it so you can use the joystick to move your player and the DPad to navigate the inventory. Not being able to move while viewing your inventory is just a disadvantage for controller users.
💡Stone statues. I want to be able to decorate my grand entranceways and throne rooms with something more impressive than just banners, trophies, and armor/weapon displays.
💡 Bonemaw tooth daggers. It would be a dual wielding knife and one knife does poison damage and the other does fire damage. This would mimic the fact that the bonemaw serpents spit attack does both of those elements.
It would have no gem infusions like the other Ashland's weapons cause it already has elemental damage and to make it a little more balanced.
It's a little unfair that knife users have to switch weapons and lose all the skill levels they have gained over the entire playthrough when the sword class gets 9 different weapons to choose from in the Ashland's. we should be able to get at lease 1 knife.
💡 We need a rain hood/cloak.
A watertight piece of clothing that takes cape AND helmet slot (sacrifices head protection for being dry. Similar to light cirlet trade-off).
If it breaks Swamp biome balance, it should be introduced at some point after defeating the Bonemass.
💡Ashwood stairs should be evenly spaced and not look like my cousins friends' uncle did it. #screenshots message
💡 make black marble building pieces and the other rocks more resistant to attacks, and some of the timing stuff too, longer timing to completely destroy walls
💡spear fishing (spears and abyssal harpoon)
💡 blackmetal bolt should require lvl 1 black forge like all the others. Makes no sense that I can craft a carapace bolt before blackmetal.
💡why does eitr not regen while rolling
💡 more luxury goods at Haldor, like 9900 gold Megingjord II after beating the Queen that lets you carry up to 600 weight, just stuff to really farm and sink gold into
💡 Make Tamed animals go through stone portals
💡 Suggestion from a discusson on building: Add an item (e.g. an "anchor stone") that can be bought from Haldor that when deployed will act as solid ground for building stability. This would provide something to spend gold on and a way for players to build big without needing to resort to devcommands or mods.
💡 this will be an amazingly BAD suggestion for valheim since how its made, but IMAGINE more races to create your character with, maybe just a dwarf or an elf and human ( i like dwarfs)
💡 larger discovery radius while on a boat
💡 Shrink the player model size to be reasonable when crouching. #screenshots message
💡
ROOF LEDGES/OR OVERHANG .nothing crazy, just a 1x1 roof piece, or lip we can add to the roof line to kick it off the walls just a bit, would really add to the astetics of the buildings.
💡 kicking the boat/ship give increase push-back so it easier to unstuck boat/ship on shallow water
💡 ability to cook items 5 at a time like with bronze in the cauldron
💡 Make the Wisplight radius larger, so that you can at least still see the front of your own longship while sailing near Mistlands
💡 We need achievements for the game even tho it's in early access!! As example, the achievements could be like "Build a Smelter" or something harder like "Craft the Dyrnwyn"
💡Allow attaching a whisplight (or other to be defined items) to the helm of the ship
💡 More dangers at sea:
whirlpools
waterspouts
giant waves that could capsize your ship
Big whales that could swallow you whole and transport you over great distances coming up whenever they felt like
Other marine mammals, big fish, octopus/squid. Some hostile, others friendly.
💡 The ability to "lock" words that are written on signs so that when you hover over them, the option to edit disappears. Could be either unlockable or "permanent" so that you'd have to destroy the sign and remake if you ever wanted to edit the word again.
💡 On bigger ships that allow for multiple people to sit down, give these players the ability to row the ship together to make it go faster
💡Ability to favorite characters/worlds (like in terraria)
Would be nice to favorite your main worlds, preventing them from being accidentally deleted and helping you remember the maps that you should actually keep.
💡 RNG on breeding wolves so that an occasional white or black wolf is born
💡can we get craft stained glass crystals. It uses the different fruits, iron and crystals to build.
💡 Ability to use the butcher block to convert deer, wolf, and lox meat into boar meat.
I get SO much deer meat and so little boar meat that I can't use it and need boar meat to make sausages, and turnip stew in mid game its unreasonable
💡Dvergr Circlet Buff.
I think it is really underwhelming for the price you pay.
💡 1x1 Dvergr wall.
💡 I'd like a base item that's fuled by gold and can summon Dvergr.
💡 Small Ashwood table, like a side table or nightstand.
💡 Make it so that higher levels for the staff of the wild and trollstav summon harder hitting plants and beefier/stronger trolls respectively.
Doesnt even have to be any crazy numbers too. Just rn it feels pointless or underwhelming to upgrade them
💡 make wooden floors/walls overlap stone, stone is irregular and it clips through the wood, and it looks awful..
💡make different biomes dry you at a different pace, mountains being slow because its cold and plains being faster because it more sunnier and hot
💡 Perhaps adding a 1x1 vertical grausten piece. Yall already have one that's horizontal. So adding a vertical grausten would be 🔥 fire. Apart from this, maybe congruency with adhesion on build pieces. 🤔
💡 We need to add sorting to the workbench list, especially in the cauldron. It's very inconvenient that food of different levels is scattered across a long list. It would also be cool to add 3-5 items to favorites so they stay at the top of the list.
💡 revamp bonemass bossfight, right now bonemass is literally just a tank that spawns in loads of little guys he has like 3 total attacks 1 of which just spawns in more enemies and it doesnt feel like a bossfight so some variety to his attacks would be cool
💡 higher quality angler fish gives you more (or better, with slightly higher HP maybe) breadfish, kind of like the fresh fish recipe
💡 I would like to see an indicator that shows when auto pickup is on or off at a glance. Similar for wolves with follow or stay.
💡It would be a great feature to be able to ban a specific item from auto-pickup (for example stones, or anything else you constantly have to throw away). Often, everything gets picked up automatically. And if you turn off auto-pickup, you have to manually pick up and search for a lot of things. This feature would save players a ton of time.
💡Make it so that ballistas do not target you when they have everything as the target. I have been nailed by my own ballistas multiple times now because I forgot to set a target or have no trophies on hand to set a target which has gotten me stuck in my own base a few times.
💡 I'm asking you to make Ashlands more playable, please.
And one more thing. Make it so that in an already created world it is impossible to change the difficulty or modifiers. This kills the desire to mine a bunch of resources to build a house, kills the desire to kill bosses on high difficulty. If there is an achievement for beating the game on the highest difficulty, remove the option to change the difficulty in an already created world. I adore the game, but it was precisely those two factors that I listed that killed my desire to complete the game to the end, killing the last boss at the moment. (I have 300 hours in the game)
💡 Maybe instead of just Angler fish. We do this move to fish across the board. Instead of numbers we move to better quality food. I.e., a 4 or 5 star tuna for a tuna salad would be lit.

💡 Add Valheim map markers to the Discord sever emoji list
💡 I dream of having a flat wood option for the roof, so many project I have so many ideas that would need a flat piece that still work as a roof for workbench, bed, etc..
Edit: and railings
💡 More recipes for chicken meat especially since its introduced so late in the game
💡 A way to link a Viking to their designated realm. like suggested, a "previously played realm" message or vise versa with "previously played character"....If not, Perhaps a world modifier that lets a new Vikings see the world map points of interest. may not be very important now. but would be for returning players as the game ages on.
💡 A quiver that can be crafted or bought from Haldor. It could store a few slots arrows and bolts and leave some more inventory space available.
💡Placeable Metal Piles (in stacks of 30)
💡 Um... This may just be me, but I was wondering if there was a way to allow a hanging version of the colored flames. We have hanging braizers that are normal but no other version. There are urns and floor lamps with the other colors. Having hanging versions would free up floor space for those that like the colored light. It isn't really a big deal, but I thought I would mention this. Also still hoping for less reflective crystal and glass. ❤️ It would be a great xmas gift to have the reflections at least removed from one side.
💡Not sure excatly how this could work but like the idea is if you use say like a polearm ofc u would get xp for polearm skill but also a little spear xp since they are similar and another example is bows and crossbows. So basically with this you would get some xp for weapons that are similar to the weapon you are using. This would basically make it easier to switch weapons so you wouldnt have to start at level 0.
💡 It would be cool to have a game mode where you wouldn't need to power lighting sources. I know it's important, but as a casual player I find this very annoying. :/