this post was submitted on 09 Sep 2026
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Valheim 1.0 has arrived!

all 17 comments
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[–] barkingspiders@infosec.pub 14 points 2 days ago

I'm so stoked!!!!!!!!!!!!

me and my brother have started a new map for every expansion update and we're so excited to start a new one for this

[–] sylver_dragon@lemmy.world 11 points 2 days ago

As excited as I am for this, it'll be a while before I can get back to Valheim. My wife and I finished our last run, defeating The Emerald Flame in Ashlands, a couple months back and we're not ready to deal with the Mistlands and Ashlands again quite yet. We also just enjoy the early game enough that we'd usually rather re-roll to experience the new content than continue an old world.

I'm also going to be curious to see what, if any changes and tweaks happen to the game with it officially released. In our last playthrough, the Mistlands still suffered from issues dealing with enemies which were slightly off-plane. A situation you cannot avoid in Mistalnds. Also, the particle effects and screen shake for magic were way over-done. Casters basically blind everyone else, but the magic is so incredibly invaluable that someone needs to do it, especially in Ashlands. I don't know how you're supposed to deal with the forts without it. Between spawn rates turned up to "yes" and melee weapons which have all the stopping power of a limp dick, the only reliable solution we found was yeeting a couple trolls into the fort with a batch of vines setup to hold the breach.

I'm also curious about support for mods. It makes sense that they didn't want to put time into support during early access, but that's now over. We basically don't play without the Mass Farming mod and the Better Wisps mod. The former is just a tedium reduction mod and the later strikes a nice balance (for us) between keeping the mists and actually being able to find anything in the mists. The hunt for black cores is tedious enough without being able to see any further than my own feet.

[–] Kolanaki@pawb.social 11 points 2 days ago (3 children)

Have they finally added any options to lower the natural rate that Greydwarves spawn? Those things are so damned annoying every time I'm trying to build they are just constantly up in my shit and the various mods I hsve found claiming to fix it have done basically nothing at all.

[–] Screen_Shatter@lemmy.world 7 points 2 days ago* (last edited 2 days ago)

All you gotta do is put workbenches down. They dont spawn inside the build area they create. I make a big ass fence around my base and cover the whole thing in workbenches. Benches get in the way so I hide them by digging a small hole and putting floor on top. Make sure they are inside the perimeter, greydwarves usually seek the workbenches out first. Eventually you can layer on the fence defense by adding spikes around the outside of the fence and/or digging a trench around the outside so they get stuck and you dont have to keep repairing. I just make little hanging outcroppings near the gates so its easier for me to jump across or complete a bridge temporarily to get animals across if I need to.

This also helps with some raids. The raid enemies will spawn outside the base area. Beware that advanced raids involve flying enemies, otherwise they usually shoot so if you idle too much your fence will probably get destroyed anyway. Still, it is nice to have, but tedious to set up. I usually make this huge and close to water so I can have a nearby dock for hauling metals and a portal hub tower in the main base for everything else. Workbenches have a limited height so if you make towers hide another on the upper floors too.

[–] LNRDrone@sopuli.xyz 5 points 2 days ago

I haven't tried the update yet, but based on the patch notes I skimmed through, there isn't any new world modifiers like that and no spawn balancing for the early areas.

I am planning to test out a new game tonight, I'll update if anything seems different.

Personally I would also love to see a boss HP slider for the world settings, some of the later bosses feel like massive sponges when playing solo.

[–] Deconceptualist@leminal.space 2 points 2 days ago

This video explains the mechanics of enemy spawns. https://youtu.be/i6JS5ouuJ-I

[–] Madzielle@lemmy.dbzer0.com 3 points 2 days ago

I forgot about this game. I played for about 25 hours a few years ago on gamepass. Didnt realize it was early access, Just bought it today! Pretty excited to start a new playthrough

[–] arschflugkoerper@feddit.org 2 points 2 days ago

Very much looking forward to playing this this week. My last run was before the fog area was released and I had a ton of fun.

[–] Thorry@feddit.org -4 points 2 days ago (4 children)

This game is disappointing to be honest. I played it years ago, did about 40 hours without mods and then another 40 with mods. It had so much potential but was lacking some major QoL and basic stuff. I did gave it a good chance and with a ton of mods it was kinda fun, but it felt like I needed to work at it to make it fun.

Years later and basic stuff isn't fixed. The development has been slow for years and nothing got fixed people complained about. I heard that development was completely stopped and the game abandoned, so I was surprised to see it released as 1.0. But from the looks of it, it's just a 1.0 badge slapped on and not actually a fully cooked end result.

People still have a lot of fun with it, but playing this without mods is pretty oof.

[–] ieightpi@lemmy.world 26 points 2 days ago

Saying the game was abandoned is completely false. Iron Gate has been consistently releasing dev blogs and major content updates (Hearth & Home, Mistlands, Ashlands, and now the Deep North for 1.0) since launch in 2021. They're a small indie team that intentionally took their time to avoid crunch and maintain quality. It's fine if the vanilla loop or pacing isn't your thing, but the devs definitely didn't abandon it or just 'slap a 1.0 badge' on it.

[–] Deconceptualist@leminal.space 3 points 2 days ago

IGN gave it a full 10/10 so clearly some people think it's great.