Enigma Mode
Enigma Mode is a new way to play Valheim that reworks the progression system and adds new mechanics while remaining Vanilla friendly
CHANGELOG
Enigma Mode Changelog
Welcome to 1.3.1
Performance Overhaul
- 
Vegetation Rework Alpha
- This patch features a rework for the vegetation generation in all biomes
 - Locations have also be reworked to be further away from each other
 - This optimization removes up to 5/6 of instances
 - This will increase multiplayer performance
 - Vegetation changes will be applied automatically to newly explored areas on your world
 - Location Changes will need a new world file to apply fully
 - The location changes ensure that locations are effectively spread out
 - This makes Valheim feel a bit empty but should significantly improve performance
 
 - 
Dungeonfire Tweaks
- The fire that spawns to give player a rested buff now spawns outside of the players view
 - This removes the smoke that would fill the entrance and helps increase visibility
 - A new warning system has been added
 - Players get a series of flavor text when they enter dungeons
 - The text helps the player learn that dungeons are different monsters can spawn behind them
 
 - 
Dragon Tears
- The starting dragon tears are now inside the Eikthyr Bosschest reward instead of starting Cart
 - This allows every player to get a chance for Artisan Table instead of only the first player
 - The intention is to allow more building in early game
 
 - 
Trophy Raids Tweaks
- The trophy raid system now better communicates itself to the player
 - Players will see a orange ? when they place a trophy on an itemstack
 - Players will see a green message "Raid Chance Ended" after they remove the trophy from the itemstand
 
 - 
Coinpile Banking Adjusted
- Withdrawn coinpiles are now in 999 coins itemdrop format
 - This prevents an issue where the player cant unbuild the coinpile if summoned at Haldor
 - Coin Piles now have a delay before being deposited to reduce abuse potential
 - Reworked vfx for coin pile deposit
 
 - 
Forest Goblin Added
- Forest Goblin can be found in Goblin Camps in the Black Forest
 - Forest Goblin Camps only occur in Black Forest close to the end of the world
 - Forest Goblin are always 1 or 2 star
 - Forest Goblin are slightly faster than normal Goblin
 - Forest Goblin drop all wood types at various rates and sometimes silver ore instead of blackmetal
 
 - 
Find Spear System
- Now you can find the nearest spear with /say spear
 - This spawns a cyan arrow that points at the nearest spear on the ground
 - The system does not look past 100 meters
 
 - 
Custom Locations updated
- Replaced all blueprints that contain NPCs with new versions of themselves that have placeholders instead
 - This resolves a problem with excessive data during saves
 - The Charred Altar green marker was removed from the Dvergr Holocron location. It felt like overkill to me
 - Run this command to apply recent changes to your world
 - locations_reset DvergrBank1,FinalKonarSlayerTower,FinalOceanKonarSlayerTower,TheFloorTradeHQ,enigmaHolocronFinal force start
 
 - 
Charred Fortress Revisions
- Charred Fortress no longer lose nobuild if altar is taken
 - This was unnecessary because the forts are forcereset locations that destroy buildings anyway...
 - General difficulty of Charred Fortress increased
 - Rates of raids increased
 - Dvergr Raiders now leave after 10 minutes
 - Dvergr Raider event occurs half as often
 - Added a Monster Respawner to Charred Fortress similar to system in Burial Chambers and Sunken Crypts
 
 - 
Dungeon Spicer Revisions
- Fixed a mistake in the dungeon monster system that was making the respawns get triggered on create instead of destroy
 - Burial Chambers and Sunken Crypts should now have more frequent monster respawns
 
 - 
Cart Saver Removed
- The system that saves players cart data consumes too much data and was removed
 - It is usable in singleplayer but causes problems overtime in multiplayer servers
 - This is because the string length of each cart is incredibly long
 - It eventually ruins multiplayer with constant crashes
 - Look in your ewp_data.yaml file and remove the long lines that have "recentcart" in them
 
 - 
Regrowth System
- Trees that grow underneath the waterline should now be removed (maxY: 30)
 - Existing trees under the waterline need to be removed manually
 - Unstumped message now shows up when stump gets removed instead of 20 seconds beforehand
 
 - 
Misc
- Dvergr in Ashlands are now always starred
 - Dvergr Scrappers are now always starred
 - Bears that spawn in mountain are now starred bears
 - Some Redundent global keys removed to reduce data sent between clients and server
 - Cron triggers now use global key deletion as trigger instead of global key creation
 - This prevents global key accumulation
 - Added some biome dependent vegetation assets to Dvergr Bank spawns
 - Removed Missing s in empower attempt shout
 - Reduced wordiness of successful empower shouts
 - Fixed typo in Enigma Path creation causing some path pieces to be normal pieces (Great find Rose !)
 - Fixed wrong syntax in builders script data that was breaking extra health for ranks 2-4 (Thanks Krewe !)
 - Fixed typo that made beehives normal beehives
 - Turning in a Slayer Key now announces the reward in chat
 - Poison arrow aoe damage height reduced
 - Messages with icons now have one icon at the end instead of 2 to test readibility
 - Server chats have more spacing to test readability
 - Konar Teleport reworked slightly
 
 
Welcome to 1.2.1
Patch Notes
- 
Conveyor Changes
- Conveyor help messages revamped to be easier to learn
 - The Conveyor Control Station can only be built if there is not already a Conveyor Control Station nearby
 - Each Conveyor Control Station is limited to 30 meters apart
 - Keep Conveyors within this area for ideal performance
 - Conveyors do not function properly across longer distances
 - Conveyors are primarily useful to automatically load smelters and obtain free coal from kilns
 - Get started with /say conveyor?
 
 - 
Progression changes
- New Enigma Worlds get up to 20 of most boss altars to make it easier to find boss chests for progression
 - Think of Enigma as "Unlocked Building" or "New Game +"
 - Now each Enigma World now starts with a cart with 2 dragon tears
 - The intention is to establish that progression is different in Enigma
 - The Dragon Tears allow the player to unlock most building objects much earlier in the game
 - Player can now access most building objects in the iron age instead of blackmetal age
 - The Dragon Tears are only spawned once on each world when the enigma paths start for the first time
 
 - 
Builders Bunkers
- Builders bunkers now summon more reliably
 - Builders bunkers are no longer blocked by the workbench used to make the portal
 - Builders bunkers debug message now shows where the pieces blocking it are with a non damaging lightning strike
 - /say bunker? to learn more
 
 - 
Rock Respawning System Update
- Rock respawning system has been adjusted so that the removal of a frac rock is limited to its own prefab type
 - This reduces the chance that one rock respawning will remove nearby rocks
 - All damaged rocks respawn after 5 minutes if there is no player build object within 20 meters
 - The rock respawners now happen sooner and with more telegraphing to the players
 - Obsidian and Tin now respawn after 3 hours instead of 10
 - Copper and Brains now respawns after 3 hours istead of 16
 - silver now respawns after 3 hours instead of 20
 - This was done to reduce cases of losing the respawn if server crashed during the timer
 - The rock respawners no longer apply to rocks and metals in dungeon layer
 - This system allows us to avoid vegetation reset commands which are highly time consuming on a large server
 
 - 
Empowering visuals Adjustments
- The vfx for a successful empower are now visibly different than a failure
 - The messages players see have been reworked
 - Each attempt shows 🔥 Player destroyed their ItemName... 🔥
 - Success shows 🍀 ... and retrieved an Empowered ItemName! 🍀
 - I previously removed the failure message in an attempt to reduce spam
 - I didnt like how it felt so thats why im renegging
 
 - 
Building Ranks Revisions
- Players can now see their builders rank with /say builder?
 - The builders rank system had scripting logic errors preventing it from working
 - I fixed the mistakes and now it should be more reliable
 - Each piece now gets a visual "2x" or "4x" etc so the player gets confirmation it works
 - The extra health does not actually get applied until the player exits the area or game and returns
 
 - 
Easy Fire Stopping is working again
- Players can remove burning fires again
 - Use unarmed Kick or dodgeroll to delete all nearby fires
 - This makes it easier to stop burning buildings
 
 - 
Player Cargo Crates
- Players can build a Strong Cargo Crate by building 10 1x1 wood floors on top of each other
 - The wood floors now have a height limit so that they dont trigger when players build staircases
 - This allows players to make Cargo Crates wherever they want
 
 - 
Misc
- Specialized Dvergr now shout when they are killed by monsters
 - Dvergr for boat quests now shout when they spawn 64 meters away instead of 120 meters
 - Feeding Dvergr that are exhausted no longer duplicates them
 - Summoning Dvergr Blacksmith now removes the coinpile as intended
 - Summoning Dvergr Blacksmith no longer throws an error in BepInEx
 - Boar Jerky fire now uses a script instead of a method that produces an error
 - Fenris Claw has been fixed to say Fenris Claw instead of Wolf Claw in buy and sell messaging
 - Nonsense Chests are now limited to 100 meters instead of 200 meters
 - There is now a Catapulting notifier similar to Carting or Sailing or Chopping
 - Expanded containers should now spawn more reliably inside bases with many build objects
 - Stability Skulls are now limited to 30 meters instead of 44
 - New Years reward chests now spawn closer to the player and slighty above the ground
 - This reduces the chance that the chests spawn in unreachable locations
 - References to summoning a fishmonger have been removed from help text
 - Help text for fishmongers now explains where to find them in the wild instead
 
 - 
Item Remover adjustments
- Items the player drops that have been picked up once are immune to removal
 - Items that are within 20 meters of at least 3 player built pieces are immune to removal
 - Items dropped by monsters that players do not pick up will get removed after 10 minutes
 - Items dropped by smelters windmills and sap collectors are immune to removal timer
 - Items dropped by smelters windmills and sap collectors can no longer be removed by dvergr theiving
 
 - 
Elemental Arrows
- Poison arrow vfx have been redone to look more green and poisonous
 - The part of the fire arrow blamer that tried to say who owned the fire arrow was removed
 - Fire arrows vfx have been redone to have sounds and feel more explosive
 - Fire arrows do not leave craters in the ground as often
 - If a fire arrow exploded within 8 seconds and 10 meters of the players death it will say
 - 💥 PlayerName got blown up 💥
 - If an ice arrow exploded within 8 seconds and 10 meters of the players death it will say
 - ❄ PlayerName got frozen ❄
 
 
Enigma Mode 1.2.0
Playtesting Feedback Revisions
Welcome to 1.2 This is a gigantic patch that compiles all of the feedback since Enigma launched. Thanks for everybody who has reached out to me with ideas and feedback! We have caught a lot of errors and mistakes I made and its all thanks to your awesome feedback for this project.
1.2.0 Patch Notes
- 
Trophy Raid System
- The Trophy Raid syustem has been patched to new syntax and now works again
 - Mount a trophy to become elligible for that raid
 - Mount many trophies to get constant raids
 - Each raid can only occur in certain biomes based on Vanilla Valheim
 
 - 
Tradeshelves
- Tradeshelves have been patched to new syntax and now work correctly
 - Tradeshelves allow players to make automated shops
 - Make a tradeshelf by building a private chest and typing /say shelf
 - Tradeshelves are configured by loading the appropriate supply and price chests
 - Price chest is the exact cost of each 1 unit of whatever is in supply chest
 - Punch twice when finished to activate the tradeshelf
 
 - 
New Dragon Egg System
- Dragon eggs now have a value based on their distance traveled
 - The system only works with Dragon Eggs created after 1.2
 - Old Dragon eggs will sell for 0 coins
 - Players can throw a Dragon Egg anywhere to check how far it has traveled
 - Distances are absolute there is no benefit to traveling back and forth
 - Sale price for a Dragon Egg is 80 coins for every 1000 meters traveled
 
 - 
Conveyors
- Conveyors have been patched to new syntax and now work correctly
 - The blue mushrooms have been replaced with yellow mushrooms
 - Learn more about conveyors by typing /say conveyor?
 
 - 
Added new Trades
- All dvergr can now purchase 50 Wood for 50 coins
 - All dvergr can now purchase 50 Stone for 50 coins
 - All dvergr can now purchase 50 Red Jute for 300 coins
 - All dvergr can now purchase 50 Blue Jute for 300 coins
 - All dvergr can now purchase 50 Crystal for 500 coins
 - All dvergr can now purchase 50 Ectoplasm for 300 coins
 - All dvergr can now purchase 50 Bear Hide for 500 coins
 - All dvergr can now purchase 50 Vile Ribcage for 999 coins
 - All dvergr can now purchase 10 Ghost Trophies for 400 coins
 - All dvergr can now purchase 3 Bear Trophies for 600 coins
 - All dvergr can now purchase 3 Vile Trophies for 600 coins
 - Players can ask a dvergr if they buy an item by throwing the item at any dvergr
 - Blackmetal Bars now swap for Iron Bars at a better rate than ore to reward smelting the blackmetal
 - Give 30 blackmetal scrap to any dvergr for 10 iron scrap
 - Give 30 blackmetal bars to any dvergr for 20 iron bars
 - Players can trade chicken eggs for chicken meat
 
 - 
Misc
- Fixed a typo causing terrain to reset in a large circle everytime an empowered monster died
 - Now a thrown bloodstone fuels 1000 instead of 100
 - Redid Fire arrow fx to reduce the craters from their explosions
 - Dungeon barrel no longer spawns damaging lightning
 - Dungeon fires are now invincible
 - Fixed typo in Tune Check causing data load failure
 - Reworked death vfx to use 4 vfx instead of 12
 - Player deaths no longer create divets and crators in terrain
 - Strengthening gear should now work properly the server was injecting the data instead of respawning the item
 - This meant the item wasnt always getting updated to level 4
 - Random fires no longer can occur near player bases boars or hens
 - Killing Draugr Skeletons or Wraiths in a Draugr Village now gives extra coin drops if player is within 10 meters
 
 - 
Dungeon Spicers
- Ice rocks should no longer spawn directly in the front entrance of the Frost Cave
 - Copper Rocks should no longer spawn directly in the front entrance of the Burial Chamber
 - Copper and Ice rocks now spawn fracced so monsters cant shoot you from inside them
 - The player entered dungeon message no longer spams every step
 - The barrel for dungeons should now spawn more reliably
 - Rate of silver vein inside frost caves increased
 - Rate of Tar inside of Sunken Crypts increased
 
 - 
Enigma Location Changes
- The world is no longer limited to 1 trader of each type there can be up to 6
 - This will increase the chance players find traders to accomodate nomap noportal gameplay
 - There are now up to 15 of each boss altars on any Enigma World
 - This will allow players to find boss altars more easily on nomap noportal
 - There are now less Dvergr Banks placed 80 down from 100
 
 - 
Tombstone Recall Points
- Recall points spawn when the player approaches a dangerous area
 - They allow the player to retrieve their tombstone safely if they die surrounded by monsters or deep in a dungeon
 - This also protects player tombstones from dungeon resets by making sure they arent there in the first place
 - Recall points no longer spawn a stone grave piece that blocks the cart
 - Recall points now have less abrasive wording
 
 - 
Dvergr Mechanics
- All Dvergr now reduce itemdrops by 50% within 20 meters
 - The player negates this if they are within 7 meters to encourage melee
 - Players can no longer summon a coin pile if they only have 1 in their bank account
 - Fishmonger now communicates about finewood table for serpent scales and bonemaw teeth isntead of just fish
 - Bank Tellers shouldnt be effected by tough
 - Cointraders shouldnt be effected by tough
 - Tune Masters shouldnt be effected by tough
 - Knarr Masters shouldnt be effected by tough
 - Bank Tellers shouldnt be effected by getting hungry
 - Cointraders shouldnt be effected by getting hungry
 - Tune Masters shouldnt be effected by getting hungry
 - Knarr Masters shouldnt be effected by getting hungry
 
 - 
Plains Loot Adjustments
- Goblins no longer drop tin ore
 - Goblins no longer drop scrap iron
 - Goblins drop more ash wood
 - Goblins drop more fine wood
 
 - 
Enigma Autopather
- The Staircase from each capper is now twice as long so it always reaches the ground
 - Pieces of the staircase underneath the ground are deleted automatically
 - The Enigma location adder will now only run once per each world file
 - Previously it would retrigger on a world if you deleted ewp data
 - Added /say removestone
 - This allows players to remove boss stones if they want too
 - Added selfteacher for say removestone
 - The repair command can now only be used in the center of the path
 - This prevents players from making a path that is off center
 - Previously built autopaths will not trigger repair command contact me if you need help on old worlds repairing old path
 - Reduced amount of assets that spawn at top of Mountain Ravine
 - Slighly increased roof rock rate
 - The focus of Mountain Ravines will be... icerock mountainrock ashlands bush scaled large and explosive rocks
 - The misc things that were cluttering the look have been removed from generation
 - Removed debugmessage injecting compass points
 - Skulls only spawn on flat path now
 
 - 
Slayer Feedback Revisions
- All tasks are now significantly larger usually 40 to 200 each
 - Drakes Gjall Serpents Bonemaw Serpents and Fallen Valkyrie can no longer be assigned a variant to prevent invalid melee tasks
 - Konar Teleport now triggers faster
 - Konar Teleport moves player next to chest instead of on top of it
 - There is now a special once per player Slayer Key that drops from normal monsters after meadows to introduce the mechanic
 - Each player can only trigger the early loot slayer key once
 - Slayer counter now shows more immediately after valid kill
 - Players now receive 1-3 Slayer keys for completing a task
 - Completion message now correctly shows 0 remaining instead of 1 remaining on completion of task
 
 - 
Carts
- The Enigma Starter now gives the player a Cart from the very beginning
 - Fixed a mistake where CargoCrates would get deleted if the Cart is destroyed above or below the center of an Enigma Path
 - The Cargo Crate has the destructible component which is used to remove rocks and this was the cause of the issue
 - There is now some protection to stop players from deleting carts with a dungeon reset
 - Players get a message to move the cart further away
 - ⚠️ Be warned that carts can still be deleted by a weekly location reset if left inside a dungeon on a server ⚠️
 - Carts now require a minimum velocity of 6 to be damaged instead of 4
 - All carts now have 3 times as much health as they did before
 - 3000 for Basic 6000 for Super and 30000 for Ultra
 - All carts now have higher efficiency which means they are less effected by heavy objects
 - The Boss carts have been renamed to Antlerhorn Cart, Elderbark Cart, and Grand Ironbone Cart
 - All Boss carts are invincible and have very high efficiency
 - The Grand Ironbone cart is almost completely efficient
 - Added a system that saves recent cart data for some time for each player in case carts get destroyed
 - Floortraded carts now drop 10 bronze nails instead of 3
 
 - 
Stability Skulls
- Helper text for stability skulls updated to show correct messages
 - Learn more about Stability skulls with /say skull?
 - Stability skulls are now allowed once every 44 meters instead of once every 64 meters
 - It is now possible for players to use metal to connect stability skulls and build out horizontally infinitely
 - Stability skulls are still vertically restricted so players cannot build infinitely up
 
 - 
Boss Fights
- Monsters spawned during a boss fight are now removed automatically when the boss timer ends
 - The removal does not happen if the player succeeds in killing the boss
 - Increased the amount of boss altars on Enigma Worlds
 - This will make it easier for players to find bosschests
 - Boss chests spawn automatically when the first player steps near the altar
 
 - 
New Year
- The New Year doesnt replace smelters anymore
 - Instead it rewrites their start time to make them work properly after new year
 - Mastercrafted items are no longer accidentally deleted on new year
 - The 4 Treasure Chests that players get on new year now give full loot
 
 - 
Charred Fortress
- Players will no longer receive incorrect message about ghost or fly being on near a Catapult
 - Forts turn their Shield on more reliably now
 - Fallen Valkyrie are now very curious about Catapults
 
 - 
BogWitch
- Fixed world keys so the Bog Witch has most items on Enigma from the beginning
 - The Bog Witch has alternative sales for spices after Plains
 - A new communication was added to inform players near the bogwitch of the trading system
 - The last 3 spices must be traded for...
 - 3 Plains spice is available from the Bog Witch in exchange for 1
 - 3 Mistlands Spice is available from the Bog Witch in exchange for 1
 - 3 Ashlands Spice is available from the Bog Witch in exchange for 1
 
 
Teases on upcoming updates...
- World Levels Coming soon
- Upcoming update well attempt to give more long term staying power to Valheim
 - These updates aim to give the Player's world a sense of progression through various stages. You can think of them as epochs but for now lets just refer to them as levels.
 - Level 1-4 system will 4 specific stages of progression to give people the ability to build new paths more consistently
 - Level 1 is Completing all 4 branches of Enigma
 - Level 2 is the Bifrost Event where a new circular path can be built close to the worlds edge and near the End Game Biomes
 - Level 2 will be an attempt to bring "safe access" to End Game biomes Deep North and Ashlands without interfering with them directly
 - Level 3 Players gain the ability to start their own branches of Enigma off of Existing Enigma Paths
 - level 4 provides building access to build near the world tree The Ascension so to speak
 - Players will gain access to all these higher leveled areas through new locations called "Ruined Gates"
 - Each Ruined Gate discovered will move the player to the closest access node to it
 - Technically this system can allow entire buildings and bases to be moved onto new world seeds in the future by transporting the contents of level 2 3 and 4 onto a new seed which can be used to create an endless cycle of rebirth and ascencion on servers if needed
 
 - Upcoming New Mechanics
- Tombstones into treasure system to convert 2 week old tombstones into treasure chests to encourage looting
 - Fishing Fun system based on ideas from fishers to make event system tied to fishing
 - Add no death slayer variant player cant die while on the task or the task fails
 - Add with other slayer variant player must be with another viking
 - Trophy Arena Chest so players can make automatic monster spawners in any Arena they build these will allow automated spawning until the chest is empty so players can fill a chest with trophies and then fight the monsters in groups as they are destroyed
 
 
1.1.7 Feedback Rebalancing and Fixes
- 
Dvergr Bank Account Fixes
- Fixed a case typo that made Dvergr Bank accounts one shared account
 - Dvergr Bank accounts are tied to each players steam account
 - This means your characters have a shared bank account
 - Dvergr Banking messages reformated
 - Dvergr banking now tracks all withdrawal and deposit events instead of just deposits
 
 - 
Builders Bunkers Fixes
- Learn more with /say bunker?
 - Mountain Bunkers no longer spawn absurdly oversized rocks
 - Rock sizes have been reduced slightly for other bunkers
 - Remove invincibilty from a rock withing 5m with /say weaken
 
 - 
New Year Changes
- Enigma features a rolling year system that adds a year every 365 days
 - Smelters should no longer lose their contents each new year reset
 - Mastercrafted objects should no longer be replaced with regular versions
 - The 4 treasure chests rewarded to players online at the time of new year now drop full loot instead of one third
 
 - 
Beehives
- Mastercrafted Beehives are now immune to the Beehive mechanics
 - Beehives in Enigma can grow and become stronger
 - Stronger beehives have higher capacity and speed
 - Beehives can split and run away to a tree
 - Beehives can become sick and infect other beeehives
 
 - 
Empowering Weapons
- Empowering shout text has been reworked to be a bit less spammy
 - Empowering shouts now only occur if a player succeeds
 - All attempts are still tracked
 
 - 
Misc
- Halved rate of ice rocks inside of mountain caves
 
 - 
Loot Table Changes
- All Stone Golems are now a source of silver
 - Stone Golems now have a small chance to drop a Dragon Tear
 - Drakes now have a very small chance to drop a Dragon Tear
 - Trolls now have very small chances for some progression items
 - Trolls drop extra Coins
 - Greydwarf Brutes now drop Core Wood
 - Greydwarves can now drop small amounts of Root and Ancient Bark
 
 
1.1.5
- Fixed help text failing to trigger
 - TarBlobs in Sunken Crypts should now always be friendly
 - Monsters should spawn on top of players less often in Sunken Crypts
 
1.1.4
- Patched the body recovery sign to work more reliably
 - Added some sfx to using /say mybody
 - Removed some missing indents in server shouts
 - The indents are an attempt to more easily distinguish player behavior from player chat in discord
 - Old prices1? message added as valid help trigger so it works with buyprices1? and prices1?
 - This way returning players dont have to relearn it changed
 
1.1.3
- Patched some duplicate data
 
1.1.2 Rebalancing and Implementing Feedback from Playtesting
- 
Tombstone Finder
- Dhakhar was kind enough to make a fantastic tombstone locator
 - This will help players find their tombstones
 - It works by spawning an arrow that points directly at the tombstone
 - Activate it with /say mybody
 - It will target the nearest tombstone that you own
 
 - 
Slayer Patches
- Konar Tower Teleport should now function correctly but I might need to visit it again
 - The player automatically gets slowfall when they visit Konar
 - Damage RPC Text should now show properly for the Slayer Chest and Konars interactive comments
 - Damage RPC text is the text that spawns in the game world not on your screen
 - It spawns and then floats up and vanishes
 
 - 
Dvergr Teleportation Tunnels
- Dvergr Teleportation Tunnel logic adjusted to grant player Slowfall
 - Dvergr Teleportation Tunnels are only available on Path of Magic at the moment
 - In the future I will figure out how to implement Dvergr Teleportation Tunnels procedurally in Enigma Mode
 
 - 
Server Text changes
- All server shouts that arent player messages are now indented to make reading in discord easier
 - This allows people to see the difference between player chats and events triggered by players
 - Empowering attempt text shouter shortened
 - Empowering success text shouter shourtened
 - Those of you playing on your own server can add Discord Connector to the server if you want these features to show in discord
 - Updated Tip help to have correct references to buyprices1 and buyprices2
 - Updated /help help to have correct references to buyprices1 and buyprices2
 
 - 
Regrowth System tweaks
- Trees that spawn near a Player Tombstone or a Tombstone Recall Point will be removed automatically
 - This should prevent Regrowth from growing over a tombstone and hiding it from the player
 - There is now a damageRPC message that tells the player the removal was from a wisp torch
 - This will help players learn about the wisp torch as a vegetation preventer
 
 - 
Serpents in Ocean
- A limit was added so only one bonemaw can spawn in each 20 meters
 - It is still possible to encounter multiple bonemaw when players sail and bonemaw chase them
 - A limit was added so only one serpent can spawn in each 5 meters
 - This will slightly reduce multiple serpent encounters but not fully
 - These limits only apply whern Bonemaw and Serpents are already present
 - They prevent situations where 2-5 serpents or bonemaw appear at the same time from a new batch of fish spawning
 - Rate of the powerful Bonemaw Alpha halved
 
 - 
Mastercrafted Items tweaks
- Mastercrafted trigger items are now all keys instead of cores to prevent players from losing them by accidentally stacking with a vanilla object
 - Mastercrafted credits are now granted to all nearby players when a player tosses a mastercrafted key out of their inventory within 10 meters
 - Mastercrafted credits no longer require the original chest to activate
 - All Mastercrafted Build Pieces are purchased from Cointraders in the wild
 - All alchemizers work at a rate of 2 to 1
 - Alchemizers are available from Cointraders
 - Alchemizers allow players to convert all items into building materials using a modified Obliterator
 - Possible alchemizers include wood stone black marble and grausten
 - Unfortunately the fuel rate is an integer which means it has to be 0 1 or 2 etc
 - All Mastercrafted smelters now have the minimum fuel rate of 1 per product which is the best available
 - All mastercrafted smelters have their speed or capacity or fuel type increased
 - The Surtling Core blasting furnace is now the fastest at 1 per second
 - This was necessary to give a reason to use Surlting Core furnaces which are limited by the 1 to 1 fuel rate
 - The speed advantage should make them useful because its almost instant at the expense of an expensive fuel
 
 - 
Misc Changes from Livestreaming ideas and feedback
- Players who blow themselves up with a fire arrow should now receive recognition for doing so in chat
 - Players who blow somebody else up with a fire arrow should now receive recognition for doing so in chat
 - The Dvergr coin stack mechanism that adjusts the home spot of the Dvergr now has a range of 120meters instead of 40
 - Extra Vile drops no longer occur if the Vile dies and a player is not there
 - Added Azus Max Player Count to increase cap to 20. You can adjust the config if need to increase or lower it.
 - The Enigma path no longer removes Troll Caves, Morgen Caves, Infested Mines, or the Queen Boss Entrance
 
 
1.1.1
- Fixed a duplicate data entry
 - Changed new bank to the same name as old bank so it can be reset more easily DvergrBank1
 - Players who already started Enigma Before 1.1.0 will need to reset the Bank and then add the new Konar Locations if they want to do Slayer
 - First make a backup copy of your world and then run these commands
 - locations_reset DvergrBank1 force
 - locations_add FinalKonarSlayerTower,FinalOceanKonarSlayerTower
 - Everything should be fine after that. Always save and exit Valheim completely after you run commands. It clears RAM.
 
1.1.0 Slayer and Rebalancing
Bear with me this is the biggest patch I have ever developed I will need to update it a few more times :)
- Slayer System introduced
- Slayer is a new system for mid and end game players
 - Slayer adds new locations to the world Konars Slayer Tower and Konars Ocean Slayer Tower
 - New Special Dvergr added Konar The Slayer Master
 - Players can purchase a slayer task from Konar by building a pile of coins next to her
 - Each task requires the player to slay specific monsters in unique conditions
 - Examples of tasks
- Slay 40 Skeleton inside Dungeon
 - Slay 10 Bear in the Black Forest
 - Slay 40 Ghost inside a Dungeon with a Silver Sword
 - Slay 40 Seekers while earing a Bronze Armor Set
 - etc etc etc
 
 - Learn more about slayer with /say slayer?
 - Check current task and progress with /say task?
 - Slayer is meant to trick players into exploring the world in new ways
 - If done right it will bring out the best parts of Valheim and help the playthrough last longer
 
 - Dvergr Banking Changes
- The Dvergr Banking commands have been reworked from /say coinpile to /say coins
 - More help commands have been added to make Dvergr Banking easier to understand
 - Players can learn more about Dvergr Banking with /say coins?
 
 - Heavy Armor Set Bonus Changes
- All Heavy Armor gives increased carry weight +250 to incentivize using Heavy Armor
 - Players must wear a full set of Heavy Armor to get the carry bonus
 - Valid sets are Bronze, Iron, Wolf, Padded, Carapance, and Flametal
 - The Heavy Armor bonus now triggers automatically instead of when players sheath weapons
 - Some Heavy Armor sets have unique set bonus procs such as fearing monsters or taming attackers
 
 - Dungeon Tweaks
- Dungeon barrels now spawn directly where the player is 3 seconds after their first step in the dungeon
 - Dungeon barrels help make looting a dungeon less time consuming
 - Removed the "High Risk Area" warning that players were ignoring anyway
 - Mist no longer spawns inside Sunken Crypts
 - Rate of Mist inside Infested Mines greatly reduced
 - Tar Monsters that spawn in dungeons should be friendly to the player again
 
 - Help System Updates
- Fixed incorrect references
 - prices1? and prices2? are now buyprices1? and buyprices2?
 - Help commands now trigger with the question mark and without it
 - Slayer help system added /say slayer?
 - Quest Helper updated to explain correct methods for Tune and Knarr Boat Masters
 - Bank help system added /say coins?
 - Dungeon help system rewritten to show correct information for respawning
 
 - Enigma Paths
- Dvergr Banks and Konar Slayer locations should no longer get removed by the pathmaking process
 - The Enigma Paths no longer accept alternative tributes it is only coin piles now
 - The Mountain Ravine maker places 60% less rocks than before
 - The Mountain Ravine maker no longer tries to pave the terrain to reduce the recurring lag from it triggering
 - Mountain Ravine vegetation is no longer elligible for respawning automatically like other rocks
 
 - Spears Cast Magic
- Throw a spear to activate a magic spell where the spear lands
 - Spear effects work on yourself and other players
 - Spear Pulses vfx to help players find their spear
 - Spears Rank 0 Flint introduction to mechanic
 - Spears Rank 1 Bronze Large Heal
 - Spears Rank 2 Iron Large Stamina Refill
 - Spears Rank 3 Silver Instant Bubble Shield
 - Spears Rank 4 Carapace Mega Healing and Mega Stamina Refill
 
 - Cron Changes
- The location resets are now disabled by default
 - The weather predictor is now disabled by default
 - These features can be enabled by removing the # in the cron file that disables them
 - The location reset schedule allows servers to run a restart of dungeons on a specific day of the week automatically
 - Make sure to set up restarts through your server host to clear RAM after location restarts
 - The weather predication system shows what the weather in the ocean will be in around 5 minutes of IRL time
 - It shows the beginning of thunderstorms clear weather or mist
 - Each emoji corresponds to thunderstorm clear or mist
 
 
1.0.6
- The rock respawning system no longer causes changes to terrain where rocks with child terrain changes are destroyed
 - Stone Golem that spawn in meadows at Log Cabin locations are now removed upon create
 - For now the Stone Golem spawner still exists in Log Cabins that are in Black Forest
 - The crafting tables at FloorTrader Headquarter are now immune to the domestic attrition system
 - Fishing Raft Quest script updated to modern format
 
1.0.5
- Reworked Enigma Tribute Costs
- Prices are now set for each path instead of globally
 - Each path stops nine times and follows this pattern
 - 1 / 2 / 2 / 2 / 2 / 3 / 3 / 3 / 4
 - This fixes an issue where new worlds start with high prices
 - The new system means the paths are always cheaper closer to world center
 
 - Evil Statue adjustments
- Evil Statue Rested buff now happens automatically near a statue
 - Evil Statues no longer require jumping to activate the buff
 - Evil Statues no longer spam when a player uses them
 
 - Builders Bunkers
- Help command /say bunker? added
 - Builders Bunker scripts adjusted so the player is more likely to learn about them
 
 - Mountain Ravines
- Ravines spawn significantly fewer clipped rocks to increase performance
 - Ravines cause some lag while they generate. The lag goes away after generation is complete.
 - The cobblestone pather will automatically path the Ravine after it is finished
 - The cobblestone pather makes a bit of lag when it runs
 - This is to be expected
 
 - Fixed some of the typos in the Tip roller
 - Tombstone Recall Points adjusted to reduce chance of spawning extra points in multiplayer
 - Bear and Vile now damage trees similar to loxen (Thanks Raaka!)
 - Builders Rank "Novice" reworded to "Builder"
 - Builder Ranks are now "Builder" "Apprentice Builder" "Journeyman Builder" "Master Builder" and "Grandmaster Builder"
 - Enigma Path now has more stability skulls to make building on it easier
 - Stability Skulls rotation adjusted to fit better
 - Dvergr Bank Blueprint updated (Thanks Leftaf for changes)
 
1.0.4
- Fixed some typos in ReadMe
 
1.0.3
- Tombstone Recall Points have been reworked
- Players can now manually place a recall point with /say setrecall
 - Recall points prevent tombstones from staying inside a dungeon or camp and getting deleted
 - Recall points make retrieving a tombstone from a dungeon automatic
 - Recall points move the tombstone to the ground level a short distance away from the dungeons entrance
 - Recall points are spawned automatically when players approach a dangerous area
 - Recall points now have text to communicate the mechanic better to nearby players
 - Recall points now make an announcement when they spawn
 
 - There is now a command to undo the fixterrain command
- /say undoterrain
 
 - The Enigma paths now start 30 seconds apart from each other
- This increases performance
 - Resolves issues from the very beginning when all 4 paths build at the same time in the same loaded zone
 
 - There is now a global key that can be set with devcommands to prevent path building
- setkey blockenigmapathing
 
 - There is now a global key that can be set with devcommands to prevent path healing
- setkey blockenigmahealing
 
 - The Enigma paths now mark themselves on the map for those players who insist on bypassing nomap
 - The command /say flat and /say stairs now work reliably
 
1.0.2
- Dvergr Bankers logic fixed so coin piles can be withdrawn with no fee at a bank
 - Added guarenteed loot drops to Bear and Vile
 - Added extra roll for trophy from Bear and Vile
 - Reduced spawn rates of Bear and Vile in extra places particularly Swamp
 - Fixed s Lover monster to Jilted Lover
 - Added jokes about CoinTraders to the public shouter
 - Adjusted path repair /say flat and /say stairs to only require one activation instead of 8
 - Added new command /say fixmountain for use in mountain ravines that get blocked
 
1.0.1
- Players can now choose to disable veryhard mode if desired
 - Fixed incorrect display of tip messages
 - Tip messages now appear every 8 minutes
 - Added new path repair commands:
/say flat/say stairs
These can be used to fix stairs that trap carts by converting them into flat pieces instead