Marshymans Back To Valheim Modpack
Modpack moved to my original Modpack: Marshymans ModpackDescription
This modpack is meant to be hard. There are items, and allies that you can find to make this playthrough easier. But if it feels like you're dying a lot.. its just part of the experience LOL. If you find it too easy, especially at the beginning, please let me know via Discord. I am still testing it, and to be honest I think it might be too easy? I'm only an hour in lol. Finding allies, like the fairies I did, make the early game super easy.
This modpack has tons of extra weapons, locations, dungeons, bosses, and methods of travel. It's meant to be a slow paced playthrough. This way, you're never really waiting for your friends to do the next Vanilla boss. There is literally tons you can do/be working on. Because of the increase in content, some other things have been tuned up. Obviously, you will have access to new stronger items, as well as the loot system from Epicloot, but also your skills will increase in a more meaningful way, your inventory is bigger, the inventory of early game chests is bigger, and the ways you move around are better. You'll have access to horses, a fleet of different types of boats, upgradable boats, buildable boats, and eventually dragons, amongst other mounts. Your movement speed is increased based on the type of surface you are on thanks to SpeedyPaths. This encourages you to actually build highways and bridges.
Because of all these factors, I feel as though it might be fun to use this modpack in a No Map-No Portal play through. This will encourage you to use all the ways of increased movement to get around the map, by late game my assumption is it wont feel very long to travel anywhere. Imagine the use of roads to connect biomes and important points of interest over long swaths of land. It is my hope that this will encourage large scale mega projects. Highways, bridges, forts, lighthouses, etc.
The inclusion of the Buoys mod and Better Cartography Table were added with this kind of playthrough in mind.
For those that would be okay with a playthrough with no map, but wouldn't want to have to traverse without portals (I get it, imagine wanting to go from Deep North to Ashlands), I might look into a way to make Portals super expensive, or make it so that you can only have x amount, or make it so that they naturally spawn at say the 4 cardinal points or something.
Just a way to you could get to the very top, left, right, and bottom of the map. Then the rest you would have to traverse between. I think that would be ideal, but I have yet to even look for a mod that could do this. That's next.
Please direct all question or recommendations to the Discord at the top of the page. I eagerly look forward to your feedback!
Planned:
Difficulty balancing
Extended readme with important info from certain mods, so people don't have to navigate to individual mod pages.
CHANGELOG:
- 0.0.1 Compatibility testing
- 0.0.2 Configuration creation
- 0.1.0 First working version. Basic configuration. Now further testing to see mod conflicts, and the dreaded balancing. Estimating it might start off feeling very hard but then start to feel too easy. I've been wrong before.
- 0.1.1 Edited hotkey to open Transmog menu to LeftAlt+F1, since the original hot key for this was T, which is also how you throw Frostner. Side note, Press G to throw a shield.
- 0.1.2 Changed spawn chances of all elves from ElvenNPC from 50% to 20%
- 0.1.3 Edited NoSmokeStayLit so torches are lit all the time, removed all timers for light sources.
- 0.1.4 Removed RTDOcean and RTDCustomRaids from the modpack. The custom raids that aren't associated with the ocean, but instead with the other RTD mods are still included.
- 0.1.5 Added description
- 0.1.6 Added BossDirections(and BossDirectionsTherzie), LimitWorkstationDiscovery, and Waypoints. Have yet to configure Waypoints, just managed to toss it into the mudpack before taking the kid out to the movies.
- 0.1.7 Configuration to Waypoints. Still more to do, but changed settings to make them uncraftable. I will be looking into changing the amount of waypoints spawned into the world next to see if there are too many or too few to feel balanced. Lastly, changed the way the map works for waypoints for NoMap playthroughs. Now when you interact with a waypoint, your map will be blank, but you will still see the other waypoints available and thats it. This works well with Better Cartopgraphy Table, as when you interact with it even in a no map playthrough the current explored map still appears. If you don't like this setting or are not planning to play a NoMap playthrough, you'll have to change "Hide Map Data" in the Waypoints config from "On" to "Off".
- 0.1.8 Changed Waypoints config to spawn a max of 15 across the map. I feel this is balanced.
- 0.1.9 Removed ElvenNPC, they seem just too OP in the early game, taking care of almost all the threats for you.
- 0.1.10 MOVED TO MARSHYMANS MODPACK


