1.1.2 Neck deep update (video) 1. Fixes for Valheim 219.x patches, most notably breaking Chipper placement and Wash basin 2. Fix for gaining Eikthyr's Binding forsaken power (due to an incomplete fix to an earlier vanilla update) 3. Chipper build categories consolidated back to 4: [ Camp | Crafting | Treehouse | Furniture ] 4. Additional Neck riding features, including jumping out of water and exploring underwater 5. Additional Pixie companion chatter (info tips) 6. Additional Digger features: Bury Greydwarf eye as fertilizer to grow fruit bushes, flowers and fungi. Beat-a-path with ground attack (Whack). Digging will now also harvest and destroy plants and fungi. 7. General riding improvements: Retain mounted and fed status after reload now applies to all mounts; and tapping "block" (R-Mouse) when auto-moving now changes mount direction without stopping, whereas holding "block" stops movement (as before) 8. Removing a Tepee no longer re-grasses ground (bury Greydwarf eye instead) 9. Greydwarf Commanders/Warlocks now provide attack/defense buffs to Greydwarf army recruits in combat (stackable) 10. Various trivial tweaks, mostly related to the items covered above
Just realized Wildling was busted since the last IronGate update (3 weeks ago). Already fixed three issues and will likely release in the next few days. EDIT: Well, fixed those and a few others. But have a few improvements coming...
1.1.1 Ashlands update 1. Fixes for Valheim Ashlands update patch 218.15 2. Fix for new Wildling start (broken in 1.1.0) 3. Fix for tamed/bonded animal map marker detection 4. Fix for issues after reverting back to grown up (e.g., Hildir's clothes recipes) 5. Fix for overlapping Frost Cave with Great Serpent (dungeon) interactions 6. Fix for Great Serpent population issues and finale escape 7. Tepee and all Campsite builds moved to (Chipper) Heavy Build category 8. Added Wolf meat recipe 9. Rough and Sharp pebbles can now be crafted at Stone grip 10. Some item tweaks, including Match stack size increased to 20
Ashlands has broken Wildling in a number of places.
I think I have it almost completely working again but at least one custom object is still broken and it might take me some time and effort to do a extensive functional retest.
If you hare still using 217.46, unfortunately it appears that v1.1.0 has bug preventing the initial temple teleport, although saved games where you already became the wildling should be fine.
Notes on the v1.1.0 release This version was intended to just be a quick fix for IronGate's periodic changes to their source code. Of course I had to throw in a few minor improvements, and then decided to go for quite a big one.
Play for the child character was meant to be challenging in regard to inventory management, on my assumption that it would not take players so long to find the Magic Chest (quest reward item) to provide the extra special inventory row. However, few get even this far and for most I suspect having only 16 slots was quite off-putting. With v1.1 you will immediately gain a third row (24 slots) after you (next) get a good night's rest (that being the first goal of a new wildling). Given the multi-purpose utility of many Wildling items and lack of metal working, inventory management should barely seem restrained vs. vanilla play, and makes the Magic Chest far more of a bonus than a necessity.
I also revamped the (pseudo-random) teleportation system to better help you to get to remote quest targets [on the map]. This took a while after I discovered getting to spots could be practically impossible given a bad [world] seed.
1.1.0 Core Game Play update 1. Fix for Valheim patch 217.46 2. Increased base inventory size to 3 rows! Also improved sprint distance. (After you next sleep.) 3. New basic food recipe, Blue goo, and tweak to Truffle broth 4. Fix to Tree portal guidance system (fx also modified) 5. Improved Digger digging/filling performance 6. Fixed disappearing wild plants (all enemies attacked them in the wild) 7. Fix to Tepee flattening (missing prefab)
1.0.8 Camping update 1. Camp sites made much easier to use* 2. Fix for Tepee dismantlement bug, so they can be removed without a Making table 3. Tepee ground flattening action, its intended side-effect, is made stronger 4. Digger action is tweaked to make it a bit easier to leave areas flattened, although not its intended usage 5. Your mount will no longer be attacked by creatures of the same faction while ridden**
* Some resources added to camp kits so that Sleepout camp is set up with a Firepit outside and Cookout camp the same with Cookpot and Spit ready to use. Explorer camp has a Spit added inside. A sheltered Making table is no longer required for breakdown and repack, although you will need to replace a consumed Wood or Coal, as with regular Firepit placement.
** It may get attacked very infrequently, out of fear when very close, or by accident when the target is you as rider. Your mount can still charge creatures of the same kind and may attack automatically when very close and 'idling'.
Big thanks to DatBytez for his feedback, which directly inspired this update.
1.0.7 Game Play update 1. New Wildling log feature to record details, such as dreams, trades and scents, and to track unresolved objectives* 2. New Grinding bowl (alchemy) recipe available 3. Wildling can now zoom in the radar (minimap) a bit more than vanilla 4. Wildling can now repair (sharpen) any knife at a Making table with the required level 5. Fix for barter whereby gifted items were not being dropped much of the time 6. Fix for despawned quest item in forest quest dungeon - return to find if you missed it 7. Fix for Wood return for treehouse platform deconstuction, due to spawning inside trees. But for new placements only, so to not mess up existing builds 8. Fix for no-cost bug for Soaker conversions and upgrade bug for Chipper and Stick at Making table 9. Fix for container inventory position after in-game screen resize. Log off/on if issue persists. 10. Fix for Clutch over equipping 11. Fix for unequip issue and crashing bug using Grinding bowl on bottom inventory row with open Magic chest 12. Fix for Elder Quest start with prior conclave portal 13. Tweaked/corrected crafting requirements for multiple items, and rabbit fur hood durabilities 14. Tweaked/corrected Matches and Bins for game play 15. Deer and Neck ride times extended and you can now quit/reload without dismounting and losing your mount's status 16. Small chance for wildling to find a raft (after a certain level) 17. Changed Fur cloak models and added environmental cover when not hiding 18. Slingshots unequip when any weapon is equipped other than ammo (pebbles) 19. Some scents are no longer distinguishable, e.g. different hues of rabbits and classes of Draugr 20. Dedox potion 'bonus invisibility' effect removed (which was mostly redundant) 21. Update to Valheim 217.38: No known conflicts vs. 1.0.6
* No need to restart your Wildling game(s) to have things appear in your Wildling log, excepting objectives already completed and finer details that are first reported, as opposed to the summarized report that is seen after sleeping.
66 comments
Hopefully I should have a fix update out soon.
Wrong path to blueberries
1. Fixes for Valheim 219.x patches, most notably breaking Chipper placement and Wash basin
2. Fix for gaining Eikthyr's Binding forsaken power (due to an incomplete fix to an earlier vanilla update)
3. Chipper build categories consolidated back to 4: [ Camp | Crafting | Treehouse | Furniture ]
4. Additional Neck riding features, including jumping out of water and exploring underwater
5. Additional Pixie companion chatter (info tips)
6. Additional Digger features: Bury Greydwarf eye as fertilizer to grow fruit bushes, flowers and fungi. Beat-a-path with ground attack (Whack). Digging will now also harvest and destroy plants and fungi.
7. General riding improvements: Retain mounted and fed status after reload now applies to all mounts; and tapping "block" (R-Mouse) when auto-moving now changes mount direction without stopping, whereas holding "block" stops movement (as before)
8. Removing a Tepee no longer re-grasses ground (bury Greydwarf eye instead)
9. Greydwarf Commanders/Warlocks now provide attack/defense buffs to Greydwarf army recruits in combat (stackable)
10. Various trivial tweaks, mostly related to the items covered above
Already fixed three issues and will likely release in the next few days.
EDIT: Well, fixed those and a few others. But have a few improvements coming...
1. Fixes for Valheim Ashlands update patch 218.15
2. Fix for new Wildling start (broken in 1.1.0)
3. Fix for tamed/bonded animal map marker detection
4. Fix for issues after reverting back to grown up (e.g., Hildir's clothes recipes)
5. Fix for overlapping Frost Cave with Great Serpent (dungeon) interactions
6. Fix for Great Serpent population issues and finale escape
7. Tepee and all Campsite builds moved to (Chipper) Heavy Build category
8. Added Wolf meat recipe
9. Rough and Sharp pebbles can now be crafted at Stone grip
10. Some item tweaks, including Match stack size increased to 20
I think I have it almost completely working again but at least one custom object is still broken and it might take me some time and effort to do a extensive functional retest.
If you hare still using 217.46, unfortunately it appears that v1.1.0 has bug preventing the initial temple teleport, although saved games where you already became the wildling should be fine.
This version was intended to just be a quick fix for IronGate's periodic changes to their source code.
Of course I had to throw in a few minor improvements, and then decided to go for quite a big one.
Play for the child character was meant to be challenging in regard to inventory management, on my assumption that it would not take players so long to find the Magic Chest (quest reward item) to provide the extra special inventory row. However, few get even this far and for most I suspect having only 16 slots was quite off-putting.
With v1.1 you will immediately gain a third row (24 slots) after you (next) get a good night's rest (that being the
first goal of a new wildling). Given the multi-purpose utility of many Wildling items and lack of metal working, inventory management should barely seem restrained vs. vanilla play, and makes the Magic Chest far more of a bonus than a necessity.
I also revamped the (pseudo-random) teleportation system to better help you to get to remote quest targets [on the map]. This took a while after I discovered getting to spots could be practically impossible given a bad [world] seed.
1. Fix for Valheim patch 217.46
2. Increased base inventory size to 3 rows! Also improved sprint distance. (After you next sleep.)
3. New basic food recipe, Blue goo, and tweak to Truffle broth
4. Fix to Tree portal guidance system (fx also modified)
5. Improved Digger digging/filling performance
6. Fixed disappearing wild plants (all enemies attacked them in the wild)
7. Fix to Tepee flattening (missing prefab)
1. Camp sites made much easier to use*
2. Fix for Tepee dismantlement bug, so they can be removed without a Making table
3. Tepee ground flattening action, its intended side-effect, is made stronger
4. Digger action is tweaked to make it a bit easier to leave areas flattened, although not its intended usage
5. Your mount will no longer be attacked by creatures of the same faction while ridden**
* Some resources added to camp kits so that Sleepout camp is set up with a Firepit outside and Cookout camp the same with Cookpot and Spit ready to use. Explorer camp has a Spit added inside. A sheltered Making table is no longer required for breakdown and repack, although you will need to replace a consumed Wood or Coal, as with regular Firepit placement.
** It may get attacked very infrequently, out of fear when very close, or by accident when the target is you as rider. Your mount can still charge creatures of the same kind and may attack automatically when very close and 'idling'.
Big thanks to DatBytez for his feedback, which directly inspired this update.
1. New Wildling log feature to record details, such as dreams, trades and scents, and to track unresolved objectives*
2. New Grinding bowl (alchemy) recipe available
3. Wildling can now zoom in the radar (minimap) a bit more than vanilla
4. Wildling can now repair (sharpen) any knife at a Making table with the required level
5. Fix for barter whereby gifted items were not being dropped much of the time
6. Fix for despawned quest item in forest quest dungeon - return to find if you missed it
7. Fix for Wood return for treehouse platform deconstuction, due to spawning inside trees. But for new placements only, so to not mess up existing builds
8. Fix for no-cost bug for Soaker conversions and upgrade bug for Chipper and Stick at Making table
9. Fix for container inventory position after in-game screen resize. Log off/on if issue persists.
10. Fix for Clutch over equipping
11. Fix for unequip issue and crashing bug using Grinding bowl on bottom inventory row with open Magic chest
12. Fix for Elder Quest start with prior conclave portal
13. Tweaked/corrected crafting requirements for multiple items, and rabbit fur hood durabilities
14. Tweaked/corrected Matches and Bins for game play
15. Deer and Neck ride times extended and you can now quit/reload without dismounting and losing your mount's status
16. Small chance for wildling to find a raft (after a certain level)
17. Changed Fur cloak models and added environmental cover when not hiding
18. Slingshots unequip when any weapon is equipped other than ammo (pebbles)
19. Some scents are no longer distinguishable, e.g. different hues of rabbits and classes of Draugr
20. Dedox potion 'bonus invisibility' effect removed (which was mostly redundant)
21. Update to Valheim 217.38: No known conflicts vs. 1.0.6
* No need to restart your Wildling game(s) to have things appear in your Wildling log, excepting objectives already completed and finer details that are first reported, as opposed to the summarized report that is seen after sleeping.