Valheim

Valheim Dev Tracker




26 Jun


25 Jun

Comment
    Munin on Steam Forums - Thread - Direct
That's a beautiful seed. Thanks for sharing!
Comment
    Munin on Steam Forums - Thread - Direct
Yes to both!

24 Jun


23 Jun

Comment
    Munin on Steam Forums - Thread - Direct
Originally posted by i have 2023 vision fear me: In regards of the suggestions and ideas subforum, do the developers check it much, and if they do, how often / likely is it that they take a suggestion into consideration?
Popular suggestions get forwarded by us (Steam Moderation Team) directly to the devs. Mostly suggestions that appear over and over again (we then often create Megathreads, see "Popular Community Suggestions"). This doesn't mean these threads need to have 100 or more replies to be considered popular; For example, the Steam Workshop gets suggested quite a lot, mostly single threads with almost 0 replies. Since we merge them with the Megathread, we can easily see that there is a big demand and therefore the suggestio... Read more

22 Jun

Comment
    Munin on Steam Forums - Thread - Direct
Feel free to post your suggestions over in our Suggestions & Ideas subforum! Bosses will probably get tweaked here and there over time, but I don't think there are major changes planned.
Post
Greetings vikings!

This week it’s time for both Midsummer and the summer solstice, which has long since been a cause for celebration here in the north! Just like last year, you can celebrate in Valheim by building your own Maypole (or Midsummer pole, as we call them in Sweden). This year we’ve also added a flower crown, and some more colourful banners, to make the summer even more festive. We hope you’ll have some fun with it!



As we added the new items, we also updated the game with the Steam Cloud save fix that we have mentioned in previous blog posts. Hopefully this should mean a smoother game experience for all of you, and we want to thank everyone who helped test the update in the Public Test branch!

Last week we revealed that ... 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.

21 Jun

Comment
    Munin on Steam Forums - Thread - Direct
You know why mods break everytime there is an update? Because they are not supported.

Even with Steam Workshop mods would break after updates. It doesn’t magically update mods to make them compatible with the latest game version.

If you have any constructive criticism or further questions, please let us know.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
    richard on Steam - Thread - Direct
Yet another hotfix, fixes issue with world creation caused by the steam cloud-save overhaul.

Again, sorry if this caused issues for some of you.
Comment
    Irongate Smiffe on Steam Forums - Thread - Direct
You can remove the tar liquid. but you will delete other things aswell around you! The command to do it forcedelete. and you have to be at around the centre of the Tar for it to work best.

Write forcedelete 10 (for 10 meter radius) while you stand in the centre of the tar. This command removes ANYTHING that is destructable or spawnable with very few exeptions (boss stones is one exeption)

20 Jun

Comment

Originally posted by --Ben-Shapiro--

Thanks for the response! We will wait for the fix, hopefully we can get it back, I won't touch anything for a few days in case we can recover. Even if the save is lost, I learned my lesson in backing up semi-regularly lol

fix is out, but it wont automatically load your old world if its already borked. (since a new world has been created in worlds_local and is loaded instead) , try removing the borked world in worlds_local and your old original untouched world in worlds/ should load....in theory

Comment
    Irongate Smiffe on Steam Forums - Thread - Direct
And now we pushed our public-beta-test to the live version.
We tested and this should work 100% now.

Some people will have files loading now in worlds_local which are newly made worlds.
Check first in worlds folder so the original world is there, then remove the one in worlds_local and then just start the dedicated server =)
Post
    richard on Steam - Thread - Direct
Dedicated-server world loading fix.

This patch fixes the world load issue introduced in 0.209.8, causing dedicated servers to fail to load worlds saved in the now legacy “worlds/” directory (and instead creating a new empty world)

Unfortunately if you already got a world-reset caused by this, try removing the broken world from "worlds_local/" (but don’t touch “worlds/” ). This will make the server load the original working world from “worlds/” instead.

We're really sorry about this, thank you for being understanding!
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.