Valheim
You are viewing a potentially older version of this package. View Latest Version
Install with App

Details

Date Uploaded
yesterday
Downloads
87
Size
99KB
ADDatHost Valheim hosting
30% off

Beyond

Experimental test release by Brom8. PathOfValheiman by treextr is required. Trial plus six numbered floors, two floors per reward tier: Black Forest 1–2, Swamp 3–4, Mountains 5–6. Scenery and borrowed boss models can differ from the reward tier. Compatible updates keep earned character/world progress.

Install and play

Use r2modman/Thunderstore Mod Manager. Every player and host need the same Beyond patch and matching modpack versions. Profile exports omit locally imported mods: import this ZIP separately after the profile, with Valheim closed, replacing the old Beyond entry. Never enable duplicate copies. Use copied/new test characters/worlds; a profile alone does not isolate saves. Start modded and use a player-hosted test world first. Dedicated-server and broad compatibility testing remain open.

Find the swamp Evil Statue near spawn, marked Beyond on the map. Select Trial [0], then E on its gate within 10 seconds. Complete Trial to unlock Floor 1; each numbered clear unlocks the next. One universal Beyond entrance key (Trial shop, default 100 coins, stack 999) opens a numbered gate and is consumed only from the opener. Friends enter free during admission. Stone selection has an expiring Being used lock. Reset progress asks confirmation and clears only current character/world floor completion.

Floors and shop

Floor Encounter Shared coins Added packet offers
Trial [0] Dark circular island, survive 100 seconds 200 Key x1/100; Tin/Copper x1/10; Bronze x1/30
Hollow Crown [1] Desert canyon skeletons, Undead King 400 Surtling cores x2/100
Rootbound Hollow [2] Forest greydwarf family, Abomination 600 Core/fine wood x10/100 separately
Drowned Court [3] Flooded swamp, mixed guards and Drowned Jarl 800 Iron x2/100
Sunken Vigil [4] Three swamp waves, then Mourning Shade 1,000 Ancient bark x10/100; guck x5/100
Shattered Cirque [5] Frost bowl, wolves/fenrings and Rime Warden 1,200 Silver x2/100
Emberfang Sanctum [6] Frost-cave chambers, Ulvs/Cultists and Emberfang 1,600 Obsidian x10/100; crystal x5/100

Coins are divided among survivors, not multiplied by party size. Host settings in brom8.beyond.cfg configure pools and packet prices, captured at run start. Native shop tabs show Trial through the current clear only; replaying a lower floor does not expose higher tabs. Ordinary purchases follow native saving, without a forced full save per click; unsaved shopping can roll back after a crash.

Version 0.13.0 uses native stars and creature roles rather than uniformly rare numbered packs. Floor 3 has 24 mixed Draugr/archer/Blob guards and four rare elite reinforcements once the living Jarl is alerted and has a target. Character spacing/static obstacles/cap delays prevent stacked spawning. Floor 4 requires three wave clears before its boss; guards on other numbered floors are optional. Trial keeps its greydwarf-heavy exponential curve and approved modifier ramp. The King and Abomination use Black Forest native material tables, without Ashlands/Swamp source materials. PoV boss-specific rewards remain chance-based through existing kill-credit/filter rules, preserving real boss first-drop bonuses. No guaranteed/corrupted loot or real world-boss progression.

Trader bank and scaling (0.14.0)

Bank controls appear below the native store's carried coin balance: deposit/withdraw 100 or 1,000 standard coins, with stored balance underneath the buttons. Balances belong to the character/current world. Deposits prefer heavy backpack overflow; PoV purse capacity/coin weight stay unchanged. Withdraw to spend. Balances survive death, progress reset, logout and updates. Transfers save the character and can briefly pause; ordinary buying keeps native saving. Host journal reservations and owner receipts deduplicate transfers. Uncertain interruptions retain recovery evidence instead of blindly reissuing/refunding. Keep journals/saves and start with small amounts on copied saves. No distributed crash-atomic guarantee, automatic deposits or direct bank purchasing.

0.14.1 corrects the wave counter: a full wave keeps its number until the next wave's first guard spawns. For Floor 4 only, after a full wave has spawned, its final 1-3 guards can be removed without loot if each stays beyond 30m from all living players with unchanged health for 30 seconds. Require a living player in the arena. Nearby/damaged guards and the boss never time out; existing rosters/rewards/progress remain.

Floor selection fills down the left column, then down the right. Floor 4 adds modest low stone relief with its wave/boss flow unchanged. Each biome pair includes a boss capable of that biome boss's chance-based PoV rewards. Scaling.StartFloor defaults to 10, HealthGrowthPerFloor to 0.10, DamageGrowthPerFloor to 0. Health is 1.10x at 10, 1.21x at 11; separate neutral per-floor overrides apply. Existing Floors 0–6 stay unchanged; no new Floor 10 is added. Final factors clamp to 0.01..100 and apply only to Beyond creatures alongside PoV difficulty.

Party, recovery and cleanup

After admission closes, another party may open another instance. Each of four live/returning/shopping parties gets its own living-enemy allowance, default/max 50 including boss/adds (Dungeons.MaxLivingEnemiesPerInstance). No combined population cap; four full runs may total 200. One host spawn per update/rotating priority bounds bursts. The entrance shows preparation feedback before startup recovery completes; opening/payment waits until safe. A cap pauses spawning; it does not fail a run. Opener death/disconnection does not stop surviving friends. Death eliminates you; native graves move outside intact. Compatible updates/restarts keep progress; retain Beyond profile journals.

On completion enemies disappear without extra drops. Collect earned loot, then use the optional trader portal for healing/cleansing; the shop exit returns outside. Loose items left on an empty combat floor OR its shop are cleared on reset, including deliberately dropped gear. Containers/inventories/outdoors and occupied shops stay protected.

Verification

0.14.1 builds with zero warnings/errors and 42 policy checks. Native wave recovery, bank placement/transfers/restart and scaling still need acceptance. Independent instance populations and faster startup still need native acceptance. Owner confirms 0.12.0 boss drops, improved/distinct scenery and progress after logout. New floor appearance/navigation/balance, aggro reinforcements, off-tier material filtering and two-computer ownership/cleanup still need manual testing. Baseline inspected: Valheim 1.0.20, PoV 5.3.3, Jötunn 2.30.2, BepInExPack 5.4.2351/full copied pack. No claim of broad multiplayer or performance verification.

Retain host AND guest BepInEx/LogOutput.log, exact versions and reproduction steps for failures. Interrupted inventory transactions can be ambiguous; preserve saves/journals rather than deleting evidence or guessing refunds. Code developed with AI assistance. No game/dependency assemblies, personal saves/configs or credentials are bundled. Source repository remains private.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.