mistlands
are current mistlands in game just empty place? because I don't want to destroy my islands before update
5:13 pm, August 9, 2022
OneEye replied to mistlands December 17, 2022 @ 4:28:58 am PST
Not going to spoil it for you but have you beaten Yagluth yet?
3:13 pm, December 17, 2022
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Yakumo replied to mistlands December 17, 2022 @ 4:31:20 am PST
i am actually returning player.. and yes i already defeated Yagluth.. Not going to spoil it for you but have you beaten Yagluth yet?
3:13 pm, December 17, 2022
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rexpiscator replied to mistlands December 17, 2022 @ 4:40:45 am PST
Look for 'black' areas of Mistlands, there is no fog, only in the purplish areas. The 'mist' shifts around....coastal areas/smallish islands are less misty, in my short experience and perhaps spawn free with a few benches/etc...
I found it much easier by finding a Dvergr outpost on a very small island, getting a toehold in is key, somewhere to portal in/out quickly and store loot.
I found it much easier by finding a Dvergr outpost on a very small island, getting a toehold in is key, somewhere to portal in/out quickly and store loot.
3:13 pm, December 17, 2022
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Yakumo replied to mistlands December 17, 2022 @ 5:06:10 am PST
i did find a mini outpost with open door, 2 archers outside and a mage inside, Look for 'black' areas of Mistlands, there is no fog, only in the purplish areas. The 'mist' shifts around....coastal areas/smallish islands are less misty, in my short experience and perhaps spawn free with a few benches/etc...
I found it much easier by finding a Dvergr outpost on a very small island, getting a toehold in is key, somewhere to portal in/out quickly and store loot.
1 box outside and a chest inside.
must i break them?
3:13 pm, December 17, 2022
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yazrakh replied to mistlands December 17, 2022 @ 5:45:46 am PST
You might wanna kill Yagluth again before heading to Mistlands.
3:13 pm, December 17, 2022
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Yakumo replied to mistlands December 17, 2022 @ 5:59:43 am PST
ok noted You might wanna kill Yagluth again before heading to Mistlands.
3:13 pm, December 17, 2022
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Yakumo replied to mistlands December 17, 2022 @ 7:02:21 am PST
well didnt have to kill, had the parts in one of my storages, thanks! You might wanna kill Yagluth again before heading to Mistlands.
3:13 pm, December 17, 2022
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VaporShark replied to mistlands November 5, 2022 @ 8:51:29 pm PDT
When it’s ready
that's a shiny shield you have there sir defends alot haha
6:13 am, November 6, 2022
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bacon replied to mistlands November 5, 2022 @ 9:27:00 pm PDT
the valheim twitter has been posting a lot of teasers. might be getting close to a public test patch.
keep in mind that full release likely will be months after public test patch goes live.
keep in mind that full release likely will be months after public test patch goes live.
6:13 am, November 6, 2022
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Trakehner replied to mistlands November 5, 2022 @ 5:35:29 pm PDT
When it’s ready
3:13 am, November 6, 2022
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Weioo replied to mistlands November 5, 2022 @ 5:36:12 pm PDT
If you calculate the releases of major updates, I'd guess in about 2025. :(
3:13 am, November 6, 2022
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Suzaku replied to mistlands November 5, 2022 @ 6:43:31 pm PDT
Every time someone asks, it gets pushed back an hour.
3:13 am, November 6, 2022
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Flapjacks replied to mistlands August 15, 2022 @ 1:28:08 pm PDT
New server before Mistlands update.
I want to make a new server before the update comes out. Will I have a problem with the server when the update comes out? I know with the frost caves the areas they spawned had to be unexplored but this update replaces a place holder biome with a new one so as long as I stay away from the biome im good?
11:13 am, August 16, 2022
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Sono replied to mistlands August 15, 2022 @ 2:48:03 pm PDT
Yeah just don't come within the radius that would allow objects/trees/etc to spawn, to the Mistlands, actually it might be more lenient than that, I remember still getting a tar pit in a Plains I mostly explored but had one part not mapped and went there after update and sure enough a tar pit. But yeah to be safe just try not to go out too far of the world map.
11:13 am, August 16, 2022
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Kyrottimus replied to mistlands August 11, 2022 @ 10:34:19 am PDT
Mistlands Update & World File Question
I'll try to keep this short. My friends and I played quite a bit when this game first dropped, I hosted a dedicated linux server on my rig. We played for awhile and then petered out after killing Yargolath. I personally started over on a new map and new character a couple of times after that first run we had, after both the Hearth and Home and Midsummer updates. I know the mistlands update is coming "soon" and will be substantial as far as new content is concerned. But I really do not want to start over yet again, and I realize we can use existing characters, but you can't really (easily or quickly) bring your home, resources or infrastructure with you (other than what you can carry in your character inventory--and for us that would be way too many trips to be worth it).
So my plan was to start a new world file, go in before the mistlands update and using builder mode to build up a fort with the infrastructure and resources my friends and I left off with (plains/Yargolath). I'd like to get started because I feel like building something grand and cool using the up-to-plains tech we had already unlocked, sort of as a welcome back to those that join in.
Now I'd like to hop in now and get started on building this "return to Valheim" server map and fort with infrastructure and resources so nobody has to start over collecting a crap-ton of resources again, at least not up to plains anyway. But my concern is I know there has been talk in the past that with certain updates, notably biome updates, older world files may not load the new content (it was a bit nebulous if it was tied to explored map regions only or was whole world-file specific).
So I guess my question is, does anyone know how likely it will be that in order to see and explore the new mistlands content we'll have to start a fresh world map after the update? Or will it populate the new content so long as the mistlands regions aren't "explored" in a previous map? I plan on building the starting fort near the starting area boss stones and to not really explore much beyond that area. If I have to wait, then I'll wait, but I'd like to get started now and not have to re-do it all again later after the update.
Thanks.
11:13 pm, August 11, 2022
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Nefrarya replied to mistlands August 11, 2022 @ 10:42:17 am PDT
The info from this thread is what's currently known, hope this helps.
11:13 pm, August 11, 2022
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Kyrottimus replied to mistlands August 11, 2022 @ 11:15:43 am PDT
The info from this thread is what's currently known, hope this helps.
It helps greatly, thanks! I'll give it a whirl and hope for the best.
11:13 pm, August 11, 2022
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Yakumo_2020 replied to mistlands August 10, 2022 @ 11:44:15 am PDT
based on what I've read and seen in the game there is a big "gotcha" if you explore a lot of your world. Namely that the game engine generates the new terrian out to ~500 metersfrom what is shown on your minimap and that area is treated as 'explored' by the game . So once you see a location on the horizon it, and everything behind it for a goodly distance is now set in stone and will not be updated to contain new content as it is released.
if you use BepinEX mod loader you have the otion of using the "Upgrade World" mod which will reset areas of your map to an 'unexplored' state and will be regenerated with current content the next time you go near it. Part of the configuration of the mod lets you define areas that will not be reset, so your main homestead and any forward bases you have built can be protected.
on Thunderstore
https://valheim.thunderstore.io/package/JereKuusela/Upgrade_World/
on Nexus
https://www.nexusmods.com/valheim/mods/1485
I haven't tried using it yet so I can't give an opinion on how good it is. Be sure to back up your worlds before using it.
Good luck and good hunting
if you use BepinEX mod loader you have the otion of using the "Upgrade World" mod which will reset areas of your map to an 'unexplored' state and will be regenerated with current content the next time you go near it. Part of the configuration of the mod lets you define areas that will not be reset, so your main homestead and any forward bases you have built can be protected.
on Thunderstore
https://valheim.thunderstore.io/package/JereKuusela/Upgrade_World/
on Nexus
https://www.nexusmods.com/valheim/mods/1485
I haven't tried using it yet so I can't give an opinion on how good it is. Be sure to back up your worlds before using it.
Good luck and good hunting
8:13 pm, August 10, 2022
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Polonius Ulf replied to mistlands August 10, 2022 @ 11:54:56 am PDT
Good information, Yakumo. Thanks!
8:13 pm, August 10, 2022
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Polonius Ulf replied to mistlands August 10, 2022 @ 4:36:16 am PDT
If IG could change the way new content was generated, they could build biomes in small pieces, testing and getting player feedback as they went.
Suppose a biome could be designated as "under construction," and when a player entered such a biome, the terrain and whatever objects are currently on the terrain would be regenerated, as if for the first time.
You could not build there (or if you did, whatever you built would be wiped out), but players could walk around and see what's going on, helping with the debugging and and design. Ghost mode would be turned on so that new mobs ignore players who wouldn't be ready for them when the biome was finished.
This would enable a process called "Rapid Evolutionary Development," and when it gets going it lives up to its name.
Big updates almost always result in drama. It's just hard to test a big update thoroughly enough, Little updates are way easier for everyone, and devs get continuous feedback (instead of spending hundreds of hours in meetings whose fundamental purpose is to guess what players want), and the result is not only faster, but more accurate development and happier customers. (That's us, folks!)
I have read that every update breaks mods. If that is true, then what we call "modding" is really closer to hacking. "Modders" are hacking into the C# CLR (I guess) and hooking or changing code in ways that break when the attributes of the objects being hacked change.
The perfect fix for this would be an official Valheim API that is guaranteed stable, but IG would need at least one programmer dedicated to creating and maintaining the API.
(Maybe this is something the modding community could do for themselves? If there was an unofficial API for mods to use, then just the UAPI would break, and fixing it would fix all the mods)
My personal view is that RED has so many advantages, it's worth the disadvantage of broken mods.
Currently, devs go behind the curtain and create a new biome which is then unveiled dramatically. This has a certain theatrical appeal. The curtain goes up. The stage is fully set. The audience oohs and ahhs.
And then the bugs come out, but never mind. Maybe its something the devs enjoy too much to give up. It's fun for us too, and REDing new biomes would spoil the surprise. So there's that.
Rapid Evolutionary Development
Suppose a biome could be designated as "under construction," and when a player entered such a biome, the terrain and whatever objects are currently on the terrain would be regenerated, as if for the first time.
You could not build there (or if you did, whatever you built would be wiped out), but players could walk around and see what's going on, helping with the debugging and and design. Ghost mode would be turned on so that new mobs ignore players who wouldn't be ready for them when the biome was finished.
This would enable a process called "Rapid Evolutionary Development," and when it gets going it lives up to its name.
Big updates almost always result in drama. It's just hard to test a big update thoroughly enough, Little updates are way easier for everyone, and devs get continuous feedback (instead of spending hundreds of hours in meetings whose fundamental purpose is to guess what players want), and the result is not only faster, but more accurate development and happier customers. (That's us, folks!)
Broken Mods
I have read that every update breaks mods. If that is true, then what we call "modding" is really closer to hacking. "Modders" are hacking into the C# CLR (I guess) and hooking or changing code in ways that break when the attributes of the objects being hacked change.
The perfect fix for this would be an official Valheim API that is guaranteed stable, but IG would need at least one programmer dedicated to creating and maintaining the API.
(Maybe this is something the modding community could do for themselves? If there was an unofficial API for mods to use, then just the UAPI would break, and fixing it would fix all the mods)
My personal view is that RED has so many advantages, it's worth the disadvantage of broken mods.
The Last Ta-Da
Currently, devs go behind the curtain and create a new biome which is then unveiled dramatically. This has a certain theatrical appeal. The curtain goes up. The stage is fully set. The audience oohs and ahhs.
And then the bugs come out, but never mind. Maybe its something the devs enjoy too much to give up. It's fun for us too, and REDing new biomes would spoil the surprise. So there's that.
2:13 pm, August 10, 2022
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Nefrarya replied to mistlands August 9, 2022 @ 11:57:13 pm PDT
I know from Discord that they are testing Mistlands with a variety of old worlds. But it's probaby not a good idea to promise 100% certainty with the wide spectrum of player worlds out there. You just can't account for all combinations of all possible factors out there.
8:13 am, August 10, 2022
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Fzanco replied to mistlands August 9, 2022 @ 1:26:44 pm PDT
Yeah right, that's what I was presuming but kept getting shot down, and then it was linked that in the pinned faq it was quoted mistlands will work the same as the updates we've seen so far. New content such as tar pits, mountain caves and Mistlands in the future will not appear in areas that have been already generated. Areas are generated 300-500 meters from a player's location. "Exploremap" and "resetmap" has no effect. In other words: Yes, all new content should appear in newly generated areas.
However, take this info from the FAQ with a grain of salt, the developers don't know this for sure, you may need to create a new world to access all the new content. It worked fine with the last updates (almost nobody had problems), but the Mistlands update is way bigger which could lead to more trouble in that regard. We'll see!
So is it true, are the devs not actually 100% about how the implementation will work with a full biome update and we will just have to wait and see what the fall out it is if any?
2:13 am, August 10, 2022
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Marcus Astronomius replied to mistlands August 9, 2022 @ 10:27:18 am PDT
Yes, there's still just empty placeholder ground. Better stay away if you want to preserve them. :)
I've heard rumors that if you don't explore unexplored areas in the world, they will be given new content retroactively through updates. Is that what you mean by preserving them? Can you confirm this?
8:13 pm, August 9, 2022
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Nefrarya replied to mistlands August 9, 2022 @ 10:29:17 am PDT
I'm not a member of IG, but that's how it worked with previous content additions.
You can check the pinned FAQ thread for exact distance requirements, I think.
You can check the pinned FAQ thread for exact distance requirements, I think.
8:13 pm, August 9, 2022
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Munin replied to mistlands August 9, 2022 @ 10:35:17 am PDT
New content such as tar pits, mountain caves and Mistlands in the future will not appear in areas that have been already generated. Areas are generated 300-500 meters from a player's location. "Exploremap" and "resetmap" has no effect. In other words: Yes, all new content should appear in newly generated areas.
However, take this info from the FAQ with a grain of salt, the developers don't know this for sure, you may need to create a new world to access all the new content. It worked fine with the last updates (almost nobody had problems), but the Mistlands update is way bigger which could lead to more trouble in that regard. We'll see!
However, take this info from the FAQ with a grain of salt, the developers don't know this for sure, you may need to create a new world to access all the new content. It worked fine with the last updates (almost nobody had problems), but the Mistlands update is way bigger which could lead to more trouble in that regard. We'll see!
8:13 pm, August 9, 2022
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DeGreZet replied to mistlands August 9, 2022 @ 10:47:22 am PDT
Yes, there's still just empty placeholder ground. Better stay away if you want to preserve them. :)
I've heard rumors that if you don't explore unexplored areas in the world, they will be given new content retroactively through updates. Is that what you mean by preserving them? Can you confirm this?
yeah it works like this, I started my world while EA launched and now have frost caves in new islands.
8:13 pm, August 9, 2022
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Nefrarya replied to mistlands August 9, 2022 @ 8:35:02 am PDT
Yes, there's still just empty placeholder ground. Better stay away if you want to preserve them. :)
5:13 pm, August 9, 2022
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