Valheim
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2.0.0
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Changelog

2.0.0

  • Story expansion: the second part of Sævar's tale, with a new place to reach, new tasks and foes, rewards and more. It begins once his tale has ended.
  • Existing worlds: the islets pass runs once more, to add the expansion's new islet. Nothing already there is touched.

1.10.2

  • Fixed: fish caught on an islet's fishing ground never reached the mod. The game picks up a fish another way than the mod was watching, so Sigrún's fragment was never found in her fish, and the sodden pouches never came up. Both work again.
  • The message about what you found in a fish now replaces the game's "caught" line, instead of being covered by it.

1.10.1

  • The README's pictures are the same size now, so they line up. No changes in the game.

1.10.0

  • Large islets are made of the game's own terrain now, raised out of the sea, with sandy beaches your boat can land on. The hoe, the pickaxe and the cultivator work on them, and crops grow there. Each is painted as its land: ash in the Ashlands, dark moss in the Mistlands, snow in the Deep North.
  • Each kind of large islet has three designs now, and a world gets each one once (with the default LargeIsletsPerKind of 3), so no two are alike. Some are guarded, some are peaceful, with no guardian, left to the animals and to what their people left behind.
  • Small islets can now carry one of the game's own structures of their land instead of one of our ruins.
  • The tale's last islet is a dark crag in the Deep North waters now: a hidden cove, then Grímr's, Ormr's and Hafdís's hollows one above the other, none seen from the one before. Ice closes the way up until the keeper below falls. A keeper only comes once it's their turn, out of a gathering mist, and Hafdís comes down out of the sky onto her summit.
  • Islet chests are closer to the game's own: fewer items and smaller stacks than before, still richer the further out you sail.
  • Already built islets stay as they were. Large islets, small islets and the tale's last islet that nobody had reached yet come up the new way.
  • The README has pictures now, and a thank-you to Shuiei's Valheim World Editor, where the idea for islets of the game's own terrain came from.

1.9.0

  • The mod's goods look like what they are:
    • Seafarer set: the Captain's Hat is a broad navy hat with a gold band, the Seafarer's Vest navy and sailcloth, the Deckhand's Trousers tarred canvas with a shine to them, the Seafarer's Cape oiled sea-green wool.
    • The Heart of the Sea is a heart now (the Crystal Heart's look, in sea gold), with a little light of its own where it lies. It does what it did. Its text no longer says the sea sends no serpents after you: that's only ever while you carry a fragment, and by the time you have the Heart there are none left to carry.
    • From Sævar's tale: the Storm Glass has a calm blue light breathing slowly inside it, the Brim Oil a beacon fuel's warm glow, the Ash-sea Tar the embers of the burning sea; the Gull Feather is a gull's white, and the Brim Harpoon salt-greyed from long at sea.
    • The Caulking Kit is a tar-stained mallet, the Ancient Lure catches the light like old amber, the Seafarer's Hardtack is dry and pale, and drinking Rán's Blessing brings a splash of the sea about you.
  • The mod's status effects have their names in one size, a little smaller, so two long ones side by side don't run together.

1.8.0

  • Ketill is a boss of his own now: bigger, dark and wet as one who lay long in the sea, the fragment glowing on his chest. Now and then he strikes the ground with a heavy blow that throws back whoever stands near, and some of his cuts poison you; at two thirds of his health his dead crew rises around him, and at one third the fragment's curse wakes: he grows faster, the sky darkens and lightning falls where you stand (a mist marks the spot first). He has words for you, too. A world where he already walks gets the new Ketill as well.
  • The three keepers of the hidden islet are bosses of their own too, each in its own colours with a glow on its chest, words as its fight turns, and blows tuned to the armour you'd have by then:
    • Grímr: ice bursts up at his feet and stiffens you for a few seconds ("Grímr's Frost"); at three quarters and at a quarter of his health he raises a frost shield that takes the hurt until it breaks; at half he rages: faster, harder, every blow chilling.
    • Ormr: he goes into a mist and comes out of another one behind you; at two thirds his crew's shades fight for him; at one third the curse feeds him, and part of what he deals you heals him.
    • Hafdís: once struck, her feathers rain down where you're heading, a gold light marking the spot, and leave you wet; at two thirds the sea drags you to her and she spins; at one third she calls the storm and it all comes oftener and harder. Her claws now reach whoever stands under her.
  • Each boss has its own end: its glow goes out slowly where it fell. Ketill's dead crew lie down with him, the ice about Grímr breaks apart, Ormr's shades go with him, and a soft beam of light comes down where Hafdís falls.
  • The bosses aren't knocked off their feet as easily as the creatures they're made from.
  • The names of the mod's status effects sit a little higher over their icons.

1.7.0

  • Works in existing worlds: once per world, the server adds the islets a world is missing, Sævar's harbour and the islets of his tale too. Most go where nobody has sailed yet; only if there's no such sea left in a kind's ring, a few are built in sailed ocean, well away from players' buildings, ships and players. PlaceInExistingWorlds turns it off, iov_placeislets runs it again.
  • Large islets, two or three of each kind (LargeIsletsPerKind), three to four times a normal islet:
    • Meadows: a burial chamber and a ruined village round it.
    • Swamp: a sunken crypt, houses on stilts, a graveyard.
    • Plains: a Fuling stronghold.
    • Mistlands: an infested mine dug into a tall islet, dvergr ruins, a Seeker nest.
    • Dvergr: an infested mine with the dvergr's camp round it.
    • Ashlands: a charred fortress.
    • Deep North: Mørkhalla's way down and a frost keep.
  • Each large islet has a starred guardian, a chest, and animals that come back (not near a player's base). Stars and loot grow the further out in its ring it is. You may build there; the hoe and the cultivator don't work on islet ground.
  • Our islets keep apart from each other when the game places them.
  • Leaving a dungeon on an islet puts you on its ground, not under it.
  • The README says that Jötunn is needed at the top instead of at the end of the Dvergr section.

1.6.1

  • The README now says that the tale's foes and the trader's goods use the game's own models, reworked. No changes in the game.

1.6.0

  • Sævar's tale begins: the story of the Brim Folk, his people, told a step at a time. Talk to him and he gives you a torn map; use it and it marks roughly where it leads. The tale belongs to the world: whoever takes a step, everyone hears the rest.
  • First step: the old Brim harbour in the Meadows waters, its beacon cold for a lifetime. Light it, go back to Sævar, and he tells you who they were (a page in your compendium).
  • Second step: Ketill's islet in the Swamp waters, where his crew turned on each other. Their dead are still there, and so is Ketill, an Elite Draugr with a fragment about his neck. Stones tell who raised them for whom. Bring the fragment to Sævar for the next page.
  • Third step: Sigrún's islet in the Plains waters. She threw her fragment into the sea, and a fish swallowed it: fish around her islet until it turns up (by the third fish at the latest). Fulings camp there now.
  • Fourth step: Ormr's islet in the Mistlands waters. He wrote his last days on three stones, and locked a fragment in his chest, with a Seeker Soldier by it.
  • Fifth step: a dvergr outpost that keeps a fragment Ormr lost. Taking it turns them against you.
  • Sixth step: a shore in the Ashlands waters, where the sea's guardian was once a sailor. Her stones tell how; the fifth fragment lies in the ashes, and her crew wakes when you take it.
  • Last step: a hidden islet in the Deep North waters. Three keepers come one after the other, the last of them offering you her place first. Bring Sævar her fragment and the tale ends: you get the Heart of the Sea, a trinket, and his chest keeps trading where he stood.
  • While you carry a fragment the sea turns against you: a storm over you wherever you go, and serpents that come looking. A Storm Glass calms it for a while. A fragment can't go through a portal.
  • New goods as the tale goes on: Brim Oil (lights any old beacon), the Storm Glass, the Gull Feather (a tailwind while you sail), the Brim Harpoon, the Serpent Charm and the Ash-sea Tar (the burning sea doesn't harm your ship).
  • The Ancient Lure now draws an islet's fish from about 35 m away. Before, they only came for it from a few metres, and with a ground's few fish spread all around the islet, they hardly ever bit.
  • The sodden pouch on the islet fishing grounds can really turn up now. It was only checked when a fish was reeled all the way in, not when you walked up to a hooked fish and picked it up, which is how most fish are taken.
  • iov_goto story1 to iov_goto story7 (devcommands) take you to the tale's islets. They appear in a new world, or after genloc in ocean nobody has visited yet. iov_light shows the light from the tale's end.
  • Trouble with the tale? Besides GitHub, you can reach the author on Discord: aethuswulf.

1.5.2

  • The English and Turkish texts are built into the mod itself, so they show however the mod was installed. If a mod manager installed it without its Translations folder (or flattened it), every text showed as its key, like [iov_trader_name]. The folder's files still win if they're there, and so do your own in BepInEx/config.

1.5.1

  • README: says that the mod was made with AI (Claude by Anthropic), as Thunderstore asks. The DLL carries the same note in its metadata. No gameplay changes.

1.5.0

  • The sea trader: Sævar, the last of the seafaring people whose ruins are on the islets, keeps a harbour on one peaceful islet in the Swamp or Plains waters (a thatched house on the stone floor of his people's harbour hall, a jetty with a moored karve, a campfire, a fisher's corner, a beacon tower that always burns, his seal Bára). Like Haldor, the first of several possible spots somebody comes near is built and the others vanish; a white anchor marks it on the map from then on. He sells for coins and buys nothing.
  • His goods, more after Bonemass, Moder and Yagluth: sea vegvisir shards; the Ancient Lure for the islet fishing grounds; the Seafarer set (Captain's Hat, Seafarer's Vest, Deckhand's Trousers, Seafarer's Cape), a travel set with an effect on each piece and "Child of the Sea" for all four (never wet, faster swimming); the Caulking Kit, which repairs your ship at sea; Storm Mead, Rán's Blessing, Salted Fish and Seafarer's Hardtack.
  • New setting SeaTraderIslets; iov_goto trader and iov_info know the harbour. The harbour appears in a new world, or after genloc in ocean nobody has visited yet.
  • Every text the mod shows now comes from translation files, with a full Turkish translation. Your own texts or languages in BepInEx/config/IslandsOfValheim/Translations/<Language>/ win over the mod's and survive updates.

1.4.0

  • Fishing grounds: about half the islets have more fish in the shallow water around them, the tier's vanilla species (perch near the centre, up to northern salmon and magmafish far out), with more stars further out. A ground holds a few fish at a time and puts one back every few minutes, only while someone is near.
  • Now and then the hook brings up a sodden pouch instead of a fish: some coins and a small piece of the islet's treasure, very rarely a sea vegvisir shard.
  • Fishing grounds only appear around islets nobody had visited before the update (all of them in a new world).
  • Fixed a jetty post that could fall apart by itself where it ended just at the sea floor.

1.3.0

  • Old beacons: about one islet in three has a broken beacon tower with a cold brazier on top. Pay its fuel (wood and resin in the Meadows, up to molten cores in the Ashlands) and it burns for good, for everyone. Its light marks the islets within about 700 m on the map and clears the fog around it; anyone who comes to a lit beacon later gets the same.
  • Lighting a beacon draws one small wave of the islet's creatures, from the sea or the sky (on dvergr outposts, Seekers, and the dvergr fight with you). It happens only once per beacon.
  • Beacons only appear on islets nobody had visited before the update (all of them in a new world).

1.2.0

  • Dvergr outposts: a new kind of islet in the Mistlands ring (about one in four there), where dvergr live in a camp or a dig site. They're neutral like their camps on land; breaking their things, taking their stein, lantern or black core, or opening their chest turns them hostile. Richer loot: black cores, dvergr extractors, lanterns. Sometimes Seekers are attacking them as you arrive.
  • Deep North islets: the northern half of the outer ring now has Deep North islets (snowy ground, ice on the shore, a frozen stone keep or a frozen hunters' camp, Deep North skeletons, Ulvs, Cultists and Fenrings, frost loot). Ashlands islets keep to the southern half (their default count is now 15, as is the Deep North's).
  • New settings DvergrIslets and DeepNorthIslets; iov_info and iov_goto know the new kinds.
  • Each kind's islet count is now shared exactly between its four shapes (before, a few were lost to rounding).
  • Existing worlds keep the islets they have; the new kinds appear in a new world, or after genloc in ocean nobody has visited yet.

1.1.1

  • README: notes that multiplayer and dedicated servers haven't been tested yet. No code changes.

1.1.0

  • Sea vegvisir shards: island chests sometimes have one. Use it (right-click) and it marks the closest islet nobody has visited yet on your map, one of these waters' kind or a tougher one. Works in multiplayer.
  • Gulls circle over islets by day, and a fire burns on their cliff at night, so you can spot one from your boat.
  • Fixed some ruin pieces and jetty posts breaking by themselves: they sat a few centimetres off the ground or entirely under it, and upper wall rows hung a little above the lower ones.
  • With Expand World Size the islet rings follow the world radius (that mod already moves every location; the shard uses the same radius).

1.0.0

  • First release: small islands in the open ocean, in five kinds by distance from the world centre (Meadows, Swamp, Plains, Mistlands, Ashlands), each with its own ground, plants, ruins, guards and loot.
  • Four shapes per kind, two ruin designs turned different ways, creature nests on some islets, rare hoards, runestones, optional jetties, wrecks and towers.
  • Console commands iov_info and iov_goto [kind].
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