Valheim

Valheim Dev Tracker




26 Apr

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Welcome to another peek behind the Valheim scenes!

First things first: Xbox players will likely (unfortunately) be aware of some issues that are still persisting with the console version, but you can rest assured that our Xbox teams at Piktiv and Fishlabs are working as hard and fast as they can to solve these issues. Keep an eye out on our website and our social media channels for updates and patch notes!

On a more fun note, we of course have some new content to tease you with this month as well! The Ashlands are continuing to develop, both art-wise and mechanics-wise. Last time we mentioned that something called “Fortress time!” would be an important aspect of the biome, and you might have seen something relating to that ... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

12 Apr

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Today’s patch includes some further fixes for Xbox issues, among other things! There will be a few more patches before all the Xbox issues have been fully resolved, but this is at the very least a step in the right direction.



Patch notes:
Fixes & Improvements: * Backups are no longer deleted after being restored, so the same backup can now be restored multiple times.
* World saves with missing .fwl files now show up in the Manage Saves menu so that they can be deleted.
* Fixed a bug where backups couldn't be restored if the main save file was missing its .fwl file.
* Fixed a bug that made world saves in cloud storage create a blank .old file when saving, instead of no .old file.
* Player & ship markers are now shown correctly above map pins on the minimap
* Lighting effects reduced when using “reduce flashing lights” setting for Eikthyr antlers, all boss spawning, guardian power and boss stone activation
* Network compatibility version... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

07 Apr

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Some further fixes today!

Patch notes:
Fixes & Improvements: * Backups are no longer deleted after being restored, so the same backup can now be restored multiple times.
* World saves with missing .fwl files now show up in the Manage Saves menu so that they can be deleted.
* Fixed a bug where backups couldn't be restored if the main save file was missing its .fwl file.
* Fixed a bug that made world saves in cloud storage create a blank .old file when saving, instead of no .old file.

Console: * Improved stability and performance of world saving to decrease chance of saves being corrupted on microsoft store and xbox
* Save files that were corrupted as a result of incomplete file operations in cloud storage are detected and can no longer be started as empty worlds
* Fixed a bug where the time stamps of cloud saves were retrieved as UTC instead of local time.
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

05 Apr

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Unfortunately everything wasn’t as patched up as we believed last time, and there are still some issues with the world loading on Xbox. We’re working as fast as we can to fix it, and this is hopefully a step in that direction (although it’s not entirely done yet)!


Patch notes:
Fixes & Improvements: * Improved stability and performance of world saving to decrease chance of saves being corrupted on microsoft store and xbox
* Player & ship markers are now shown correctly above map pins on the minimap
* Lighting effects reduced when using “reduce flashing lights” setting for Eikthyr antlers, all boss spawning, guardian power and boss stone activation
* Network compatibility version is now displayed separately in the console and log file and each non-pc platform has a platform prefix in the version text
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

29 Mar

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In this patch we finally have a fix for the issue that caused worlds of a certain size to be reset to Day 1 on Xbox consoles. We are deeply sorry that people have been losing progress, and we hope that things will run smoothly from here on out.

If you have lost progress, you should now be able to restore some of it by using the “Manage saves” section in the main menu, provided that you still have backups with sufficient data.

This version may be displayed in the logs as .305 but .300 in the menu because of platform differences, but these are in fact the same version. We will rework the versioning for this in an upcoming patch and apologise for any confusion.


Detailed Patch Notes:
Fixes & Improvements: * Minor UI performance fixes
* Fixed a bug that could occur when rebinding keys

Console: * Worlds on Xbox will no longer reset to Day 1 once they reach a certain size
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

28 Mar

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Time for some hotfixes! This patch should fix an issue where Xbox players and PC players got different heightmaps, which could cause a player to appear to fly in the air or walk below ground. Unfortunately, if an Xbox player has built in an area like this, this change will cause buildings to collapse. We sincerely apologise for this, but it was important to make this change now to prevent further issues later down the line.

Something else that we are working on is a fix to the issue where Xbox worlds have been resetting to day 1 after reaching a certain size. We have identified the problem and believe we have found a solution to it, which should be featured in the next patch. For now, we apologise and thank you for your patience.

Remember that you can use the “Manage Saves” button in the world selection to recover an earlier version of your world if you’ve run into any world issues. And also, if you are having an unplayable game in the latest patch, you can always run... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

22 Mar

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Greetings vikings!

Since our last blog post we have hit quite a big milestone for Valheim, namely releasing the game on Xbox! If you haven’t seen the cool trailer we made for that yet, you can check it out on our Youtube channel. Like we have promised ever since the announcement, there is full crossplay support, so you can play with your friends regardless of what platform you’re on. So if you’re a long-time Steam player who has been longing to get your console friends to visit your viking base, now is the time to convince them! We are aware of some bugs and issues, which we hope to have fixed as soon as possible, but we hop... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

17 Mar

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Time for some hotfixes! Aside from what we address in this patch, we are also looking into an issue related to some worlds being reset when playing on Xbox. Additionally, we have a fix for an issue that could cause worlds to be different on Xbox versus PC, which could cause buildings to break. These two issues have been our highest priority and are working as fast as we can to get them fixed and implemented!

An important note here, is that when this is fixed it means that certain worlds on the Xbox version will have terrain changes in small areas of the world. Worst case, if you’ve built a lot in one of these areas, buildings there may break. Unfortunately there is no better solution for this, as the areas need to match with the PC versions for crossplay and all future world generation, and we truly apologise for the trouble this causes some players. Luckily this is something only a small number of players will notice at all. We try our best to ensure that these issues do not ... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

13 Mar

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Time for another patch with a chunky assortment of fixes! Several bugs have been corrected (both coding bugs and Seeker behaviours) and some Quality of Life improvements have been made, along with some performance optimisations. We have also added a “save” button, so you no longer have to worry about when your last autosave might have been.

Abbreviated Patch Notes:
* Various fixes for the Mistlands
* Various menu and UI improvements
* Added manual save button
* Various performance optimisations
* Localisation improvements


Detailed Patch Notes:
Gameplay & Balance: * Mistlands giant helmet and sword will now properly drop both iron and copper scrap as intended
* Seeker soldier and ticks should now respawn correctly in dungeons, and ticks starred ticks chance increased from 10% to 20% as intended.

Fixes & Improvements: * Added Munin to Ribcage locations in Mistlands
* Added saving icon to HUD and delayed the "bad connec... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

07 Mar

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
Time for another patch with a chunky assortment of fixes! Several bugs have been corrected (both coding bugs and Seeker behaviours) and some Quality of Life improvements have been made, along with some performance optimisations. We have also added a “save” button, so you no longer have to worry about when your last autosave might have been.

Abbreviated Patch Notes:
* Various fixes for the Mistlands
* Various menu and UI improvements
* Added manual save button
* Various performance optimisations
* Localisation improvements


Detailed Patch Notes:
Gameplay & Balance: * Mistlands giant helmet and sword will now properly drop both iron and copper scrap as intended
* Seeker soldier and ticks should now respawn correctly in dungeons, and ticks starred ticks chance increased from 10% to 20% as intended.

Fixes & Improvements: * Added Munin to Ribcage locations in Mistlands
* Added saving icon to HUD and delayed the "bad connec... Read more