Valheim
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Latest version
0.1.11
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COTOHEIM MODPACK

Project goal

Vanilla valheim, in my opinion, has three core problems:

1. No gameplay reason to explore the world beyond finding the next boss location
2. Not enough progression steps between said bosses
3. Portals are cheap and come too early in progression, making the world too small, too fast

This pack aims to fix those issues and turn Valheim into a more replayable experience.
Difficulty is increased across the board and is tuned towards group play rather than solo.

Main features

Difficulty increases with distance from spawn

Thanks to CreatureLevelAndLootControl.
This means new players always have a safe place to start, and meeting harder enemies requires exploration. (best played on seeds with bosses far from spawn)

Players have more ways to improve their effectiveness

Thanks to PotionsPlus, BoneAppetit, and EpicLoot.
Combine potions, new food and enchanted weapons to match the increased difficulty.

Bosses, certain mobs and chests in crypts drop enchantment materials and magical items

Thanks to EpicLoot.
Make sure to visit those towers on the shore.

Haldor provides treasure maps and bounty contracts

Thanks to EpicLoot and BetterTrader.
Those who prefer fighting to building finally have something to do besides speedrunning towards the next boss.

Ashlands and Deep North are populated with locations and mobs.

Thanks to DoOrDieMonsters, MonsterLabZ and EpicValheimsAdditions.
We all know the next biome expansion is a year away, so let's walk this world for a little longer.

Less portals, more old school exploration.

Thanks to TargetPortal, SpeedyPaths, CraftyCartsRemake, MountUp, AllTameableTamingOverhaul, BeastsOfBurden, OdinHorse, OdinCampsite, OdinShip, and Sailing skill.

  • You can now mount boars, horses and wolves making mounts usable right from the early game.
  • Sailing is now less of a chore since sailing skill increases top speed and exploration radius on the ship.
  • Portals are moved into iron age, require more surling cores, iron ingots and a forge in the vicinity to build. Thus portals are for established locations.
  • To offset portal's cost you now need only one portal at every location. Step into it and choose the destination.
  • Certain biomes have speed penalty, while paths roads and floors give a boost.
  • You can finally build roads conveniently - build a stoneworks cart, load it with stones, strap a tamed boar into it, make the boar follow. Your roadworks crew is ready!
  • OdinCampsite allows placing tents and sleeping bags - awesome for quick camps to skip a night. The neat thing is that tents flatten the ground only temporarily (less impact on map size as less voxels stay edited)

Revive fallen allies and return home with a hearthstone

Thanks to HearthStone_Revived and ReviveAllies

  • Travel with a buddy and avoid those shameful naked runs from spawn.
  • Did a hefty bit of exploration, but you don't want to backtrack the entire way back to base? Use a consumable hearthstone and teleport home ("no metal" rule still applies).

Dedicated slots for equipped items, quickslots for consumables and quivers for arrows

Thanks to ComfyQuickSlots and BetterArchery

More pieces to play with for builders

Thanks to OdinArchitect, Clutter, OdinShip and PlantEverything

Certain mechanics are made available sooner

  • You can craft your own crude fishing rod and get basic bait via compost pile (build it with Odin's Hammer) before finding Haldor. Haldor's fishing rod is still better though.
  • You can start taming sooner. Boars can be tamed with berries. Also Necks can be tamed. And some other creatures (find out yourself)
  • Boar mounts are available at the bronze age, horses at the iron age, and wolves at silver.
  • You can now plant harvestable bushes and mushrooms, although Entrails are required, so you have to be geared up for swamps

Most of the mods are tweaked and configured by hand

  • I tried to make it feel as close to vanilla Valheim as possible
  • Some items are turned off as they don't fit the setting (looking at BoneAppetit with their PBJ's and Miso...)
  • Some lazy recipes have been adjusted to fit a certain age (like a ship with ballista should definitely include the resources required for the ballista)
  • Broken items and pieces are turned off

Indev changelog

Latest versions

0.1.11

  • Updated dependencies.

0.1.10

  • Decreased feathers in wooden arrow recipe - too much hassle tweaking BetterArchery conversion recipes to remove feathers from those.
  • Swapped TrashItems for Quick_Stack_Store_Sort_Trash_Restock.
  • Increased stamina for boars and wolves.
  • Toned down mob health governed by CLLC.
  • Rebalanced BoneAppetit and some of the HoneyPlus food - BoneAppetit health and stamina values were absolutely overpowered for the associated biomes.
  • Disabled recipe for food_smelter from Odin's Architect, might move it to mistlands tech level.
  • Updated dependencies.
Older versions

0.1.9

  • Removed Smoothbrain-Network as it didn't fix the lagspikes, but added desync and duping issues.
  • Changed PotionPlus cauldron recipe (you get the wand at bronze, but no ammo until you get to iron - WTF?).
  • Toned down Hearthstone cost.
  • Added recipe for Cleansing Potion that removes negative effects.
  • Increased surtling core price at the trader.
  • Tweaked EpicLoot to give more items.

0.1.8

  • Added Smoothbrain-Network in attempt to fix lag on clients in multiplayer.
  • added "BlackDeerHide to DeerHide" recipe.
  • Added feathers to wooden arrows recipe.
  • tweaked Horse health.
  • tweaked EpicLoot values for early game.

0.1.7

  • Updated config files to match the dependencies versions.

0.1.6

  • Updated dependencies - BetterArchery isn't breaking ballistas anymore.

0.1.5

Fixed new recipes for crude fishing rod and incendiarry ammo. Updated dependencies.

0.1.4

  • Fixed some issues, added craftable fishing rod.
  • Tweaked Boomstick mod items and recipes and added incendiary ammo for it.
  • Updated dependencies.
  • added proper README.

0.1.3

  • Configured most of the mods and disabled all the broken stuff.
  • Added mobs for Ashlands and Deep North.

0.1.2

  • Removed Jevelheim due to conflict with Epic Loot.
  • Removed Skyheim - redundant mechanics.
  • Added Speedy paths.
  • Added custom configs for most of the mods.
  • Updated dependencies to their latst versions.

0.1.1

  • Fixed mod description.
  • Added discord server link.

0.1.0

  • Testing my ability to upload stuff.
  • A clean dependency list with all the mods required.
  • Nothing configured yet.

Known issues

  • Mobs with stars can't be mounts - CLLC scales mobs up, saddle position isn't updated, so the player gets stuck in the mount's back, blocking all movement. Disable scaling in CLLC if you want to fix it.
  • Players on mounts don't receive SpeedyPath speed buffs\debuffs.
  • Copper and FineWood doesn't drop before you kill Eykthir. Just keep this in mind if you decide to skip progression via exploits.
  • Whenever inventory is full, non-equippable items fall into equipment slots, and there is no way to take them out unless you equip something that fits that slot (or die and pick up your suff from the gavestone). Waiting for reply from ComfyQuickSlots author on this one.
  • OdinArchitect localization seems broken

Feedback

This mod is work in progress, contact me here if you already have some thoughts https://discord.gg/JDSW3aDvfT

DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro