Boats Valheim Wiki Fandom
Boats
In real time there are four sea ships: the "Raft", the "Carve", the "Longship" and the "Drakkar". Each ship is more important than the previous version, possesses an expanded fortress and contains more space for player saves and seats.
Contents
- 1 How to steer a ship
- 1. 1 Sailing into the wind
- 1. 2 Steering wheel and sail implementation
- 1. 3 Navigation management
- 1. 4 Stopping
How to sail a boat [ ]
Get in your boat and start bathing by operating the steering wheel.
Sailing with the wind [ ]
Sailing in Valheim depends a lot on wind speed and direction. As a rule, moving against the wind (i. e. against wind direction) is rather hurried, while moving around the wind (i. e. in the direction the wind itself is blowing) is rather quick.
The minimap in the top right shows the wind target (the blowing wind symbol; if you are on land, a snowy white arrow) relative to your boat. If the symbol is snowy white, the whirlwind is blowing in your favor. If the vortex is blowing out of the nose of the boat and is painted a grayish color, the sail cannot be set in this orientation and a wheel (see below) must be set. The sail is mechanically driven into the wind. The brightness of the yellow part of the circle indicates how hard the vortex is pushing the boat, but most of the vertical force is affected by damping. Thus, all directions are roughly the same, from the direction the wind is blowing from to the direction it is passing by (at the right wind angle, the wind speed will be 3% faster overall). Then, now that the ship is moving, the player has the opportunity to forget about the wheel and turn the ship. Pressing the [W] and [s] buttons (standard buttons) will cause [W] to go down the list and [s]-up:up:up:up to cycle through the appropriate options, changing the boat's speed potential:~Back (rowing)
Using the rudder and sail [ ]
Stop (this is the first setting for assisted steering)
- Forward (rowing)
- Half the sail (speed depends on the wind)
- Full windbreaker (speed depends on the wind)
- When rowing, the helm icon will move back and forth. Such unhurried speed rudder support is useful for rapid boat turns, clear berths, and moving to the other side of the wind direction.
- To change wind direction with sail support, you need to go back and forth through the "tack" winding, lift the wind chaser, and change wind direction for each tack. It will be easier and faster to adjust at a leisurely speed.
Click [A] or [D] to turn the steering wheel of the boat. When the boat is moving, it will only turn in the direction of the steering wheel. Note that if the boat is going backwards, the steering wheel target will turn the boat in the opposite direction to when the boat is moving forward.
Press [S] or [W] until the sail rises and the rudder icon on the right does not stop. As a result, the boat stops slowly when the current impulse runs out. If there is only one player on the server, you can stop the boat immediately regardless of the current momentum by turning the rudder and jumping off the boat.
Steering the craft [ ]
The boat causes a slow damage when it collides with creatures, buildings, and terrain. Damage depends on the collision speed straight (from 1, 5m/s to 7m/s). RAM hit does the same damage to the ship, but is ignored by players and fish. RAM is checked every 0. 5 seconds.
Stopping [ ]
The boat will take 10 damage if you hit water at a high vertical speed. The maximum speed is higher in large ships (3m/s to 5m/s). This can occur in the intense weather with high waves, but only activates for 2 seconds. If there is no player on the ship, water damage is ignored.
Damage [ ]
The boat is destroyed (saved) and receives 20 damage per second. This is especially in Calva, which can happen at a strong wave.
The ship is damaged from creatures and players attacks according to their resistance. All ships are vulnerable to firing, are resistant to frost and penetration, are neutral to slashing, slow, lightning, and are immune to slashing, assault, poison, and mental damage.
The destroyed ships leave a floating box containing materials, but high-density materials, such as leather and nails used to build the ship, are dropped on the seabed and do not shrink at a deep depth.
Each ship has an index that affects its characteristics. These indicators include the health points of the ship before destruction, different (maximum) speeds, numbers of different storage spaces, and places for other players.
PK
Comparison [ ]
Storage slot
Additional place Maximum damage Speed (belt) Speed (hal f-sail) Speed (Full Sail) Smooth 1, 6 m/s 1. 7-2. 2 m/s 300 0 0 20 2. 2-3. 1 m/s curve 3. 14 m/s 2. 8-4. 8 m/s 500 4 2 30 3. 9-7, 0 m/s longitude 3. 16 m/s 3. 6-6, 7 m/s 1000 18 4 50 5. 0-9. 75 m/s Drucker 5. 0-9. 75 m/s No boat can build buildings. 3000 32 8 50 5. 0-9. 75 m/s Notes [ ]
- Near the coast, enemies such as Necky, Gladvarf, Draugra, Rex, Rocks, or fatal medication may attack boats. The particularly fatal thing is to attack boat passengers and chase the fastest boat far off the coast. Blobs sometimes chase from close range on the sea, jump into the boat and put a liaotack poisonous gas.
- The handle cannot be operated in the encounter state, but can stand on a boat, another pilot of the player.
- By building a building under the boat, the boat can float from the surface of the water, and if the area and the building do not match the water, it will not be damaged.
- The boat keeps swimming, even if no one is steering, with a sail open and at least one player on the deck.
- Therefore, the player must be careful to leave the game while at least two players are on a boat. The boat keeps moving while the player is leaving the game. The repeated entry may make the player shallow.
- Therefore, a single player (or a group in cooperation) can freely jump / escape from the boat without fear of being left behind or crashing on the land because the boat stops immediately. can.
- I would like to talk about some additional corrections implemented in version 5. 2. You may have already noticed these improvements, so I hope you help to get rid of confusion. We apologize for any inconvenience, but thank you for your understanding.
- In the mult i-player game, we have modified the soft blocks that occur when other players watch cinematic videos or declare war when fainting.
Total War: WARHAMMER III - Patch 5.2.0
Fixed a rarely occurring defect when restarting the character in the campaign.
- When Elspet exists in the area, a bug that has prevented the black tower from giving the sid e-b y-side effect.
- Fixed the bug because bankruptcy was not displayed on the army and the units that were exposed to it.
- Fort Yakov has rotated in the correct direction on the campaign map.
- Fixed the animation of the death of the chaos of the chaos on the disk art touch.
- In the text of Syloster's "Emerging Horror" abilities, I correctly pointed out a hero who was mourning Gul Haunter, not a unit that mourns GUL.
- Fixed an error in the texture of the red duke on the campaign map.
- Bray Sherman's servant can now be equipped with both the big blade shaman and the regular Bray Sherman.
- Fixed a bug where magarol is very displayed in the character information panel.
- Fixed a bug where the battle was not displayed when attacking a defensive squad without a character only in the army.
- Fixed a bug that caused the wrong color when using the abilities of the spell.
- Fixed the ROR DOOMSEEKERS unit to correctly CAI as a close battle unit.
- Fixed some examples that players had no opportunity to interact with meals before the battle.
- According to social reviews, the ax is no longer painted in faction paint in dwarf warriors, port workers, and Great Hunters.
- Khorn Minotaurs fixes the mismatch of some parts of the body. There are no drawbacks on the neck.
- Fixed a bug that had a fragment scale with some units, which caused the fragmentary range, not the true range.
- Fixed monitoring about the color of the beast faction.
- Military wagons use the appropriate texture in the regular and ROR version.
- The color of the silver bullet and the sigmara sons are correct.
- SARTHRAEL THE EVERWATCHE R-Modified the error that caused the model to disappear during the battle.
- Fixed a bug that Bashka Rich Knight and Foot Armor had caused dark paint in contrast to other silver armor.
- Fixed a bug that had caused the Ultuan mountains during the battle to be loaded on the wrong battle map.
- When the player strengthened one person in battle, the bug that AI dominated did not attack allies.
- Improved the introduction of AI on hills.
- The adoption of AI's conclusions during the ambush battle has been adjusted to increase the flight value from the battlefield.
- If AI chose a goal during the battle, the value of vulnerable artillery strategy increased.
- Fixed a bug with the root of the animation animation of ORC worker.
- Grace Kuai Yin (Celestial Dragon's crossbowman) has now shown his crossbow while moving.
- Green trolls have now set up guns correctly in walking animation and attack animation.
- Fixed a bug that the Hoholand long rifle blade does not disappear into the sheath.
- When landing on hunter hunters and tanks, the appropriate guidance was added to the lord of the rubble Centa.
- Patch 5. 2. 0 will be released on August 20, the next day, and will provide a large amount of new content to Total War: Warhammer III. This is the first update, which is a certain number of "updates" for many years of content, as described in detail on the Mitch 5. 2. 0 Creators Blog, which was released last week.
- Did you miss the blog? Click here to read now!
Greetings!
This patch includes many bugs and improvements in quality of life, such as reviewing rollback build definitions in Steam and making it easier to select appropriate versions when needed.
The following is an overview: Dwarfs: New features of The Deeps
Reconstruction of the cult of chaos function.
- New small "global" function: Special place
- Cathay ivory road function update.
- Let's move to the details!
- The new feature of the campaign "Deep" is now available in all dwarf factions. By building a "Daimon" room in your residential area, you can access the completely new space "deep" under the Karak. The deepest space in the dwarf world spreads to deep underground, and has a great potential to expand the settlement beyond the original boundary. A completely new architectural tree can be used in the deep layer, and you can control what you could not control in existing areas, such as holding the hold and the dolphin of the vow. However, all dwarf players must step while remembering what this extension is. The deep part is expensive, requires the permission of the highest king, and the patience to remove rubble is also needed.
In this extension, we would like to consider the feedback received in the previous dwarf update. With this expansion, dwarf players can concentrate on "higher games" by investing more in existing villages and adopting more defensive strategies. In this ad d-on, many new elements, including new game play options and original components, are waiting for you.
Campaign
Dwarfs
The Deeps - New Campaign Feature
For these configurations, please read the patch 5. 2 developer blog.
Since the release, we have received many feedback on the "Cult of Chaos" function, and as a result, we have decided to make many changes and additions to increase their depth and dynamics:
Cults are more likely to be created by the cult agents of all factions using this function.
Khorne, Nurgle, Tzeentch, Slaanesh
Chaos Cults - Feature Rework
With this change, the cult will no longer spread by corruption. Instead, Sect has the potential to create corruption.
- Cult mage has the ability to create a reinforced cult and can be obtained by enhancing the existing normal cult.
The building trees for all four Gods of Disorder have been expanded to include more than double the building types from before. All cults now have 36 building types, split into categories of "Strategies", "Ritual" and the cult wizard's original skill.
We've completely reworked all cult buildings and effects to emphasize original and compelling game effects, and to create synergies between specific houses, resulting in more engaging gameplay.
- And of course, the effects of cults are assigned by the god that the race is centered around, focusing the effects on the racial traits and gameplay.
Cults of Disorder now use the "detect" feature, meaning you must manage the visibility of your cult to avoid being detected by the cult bearer. You can also make the Disorder cult visible and ultimately remove it if you don't play as the Disorder faction.
The Warhammer world is rich in situations, and we want to make them more vivid during the campaign, providing a more original and compelling gameplay experience. With this new campaign feature, you will have the chance to encounter 20 new special locations in your settlement during the campaign. These locations offer unique and attractive effects, as well as original actions, features and items, sometimes compromising. Fans of the situation will surely enjoy discovering less mentioned spaces from the Warhammer universe. These spaces are often related to a specific region or province and may have additional restrictions. You can even kick them out of your settlement if you try.
- We know everyone enjoys discovering iconic locations. But this time we focused on the Ancient Light locations and situations. Give us nobility if you like this feature. We will be able to add new ones in future updates.
Global Campaign Feature
Unusual Locations - New Campaign Feature
We heard your feedback about the Ivory Road feature and that there are some things that the Chaos Dwarf Convoy feature does better. To solve this problem, we have made the necessary improvements:
Now, Cathay has the ability to send multiple caravans. Zhao Ming the Metal Dragon, as Shang Yan's Overlord, has the ability to send out two caravans from the start of the campaign, and in a recently added, cheap development for all factions in Cathay, he has the ability to add another caravan connector.
Grand Cathay
Ivory Road Update
In the caravan squad, the department is assigned by the space where the journey has been completed. For example, the Caravan Corps who arrived at the alignedrad will receive Aquasha ambush units and original items.
- Three new destinations have been added to the Immortal Empires campaign: NULN (Empire), Barak Varr (Dwarf), Gizoro (Bretonnia). Each original item is highlighted and a unit is added to the caravan.
- In addition, many detailed UI improvements and bug corrections were also performed. For example, when an event that caravan is carrying and an event that may increase the loading capacity of caravan is discovered, it is now possible to confirm the most likely events.
- The button information displayed when the cursor is adjusted to the resource icon in the settlement of the village has been improved, and it is similar to the button information in the convenient place added before.
- This allows you to see a house that can be built cheaply in a specific village.
Campaign UI Updates
Settlement Resource Tooltip
Patch 5. 2 reflects almost all opinions, improving the difficulty of cooperative play created by AI in the middle and second half of the campaign. In addition, detailed settings have been added to the difficulty.
Updating recruitment systems and unit functions: We strive to improve the AI recruit system in the campaign more reliable and efficient. In addition, the development and balance adjustment process of the unit characteristics (AI used to evaluate the strength of the unit) has also been improved.
Campaign AI
Preface
The AI architectural system of the campaign has been updated to improve the construction properties from the middle to the end of the house function and synergy campaign. In order to speed up the process of unlocking more hig h-level units, AI has increased the value of larg e-scale settlements (for example, from advanced battle buildings). The building value of houses with special resources (such as gold mines) has been enhanced than stereotype revenue houses. Finally, we balanced the value of the two more problematic factions, Tomb Kings and Charizardman.
The 50th turn of Charizardman AI Army composition:
clearance
Note that the possibility of AI faction may vary depending on the campaign. The following images are two specific examples used to convey the blueprints, not the true configuration of all Charizardman AI troops.
The highest level of difficulty increases: Improved difficulty in AI, based on feedback from everyone, has increased by about 20 % in line with its faction's potential.Subsequent review confirmed that there were many inconsistencies in the values of unit properties (numbers that the AI uses to determine the strength of a unit), which in fact caused problems in the AI's behavior when recruiting from the campaign.
So, our goal was to make the campaign recruitment AI more reliable and varied.
Recruitment
Unit Qualities system update
- We revised the unit property value system.
- When BETLET is possible, the AI can get stronger units.
- We try to increase the variety of units recruited by the AI's abilities.
By analyzing the AI's construction, we noted that it sometimes takes a considerable amount of time for the AI to modernize the main chain of settlement houses.
For example, by the 40th round, Altdorf was still at an average grade 2.
Buildings
Major Settlements Construction Priorities
- This speaks to the fact that the AI system as a whole is lagging behind in modernizing leading settlements. In fact, in order to increase the degree of personal technology, it is important to decrease their legal ability.
In this IRGE, we are increasing the value of construction at each level of the chain of leading settlements of each faction.
This also applies to the original key-resistant settlements, where the leading fraction comes, like Altdorf.
- It is important to note that this increase is only used if you do not already have a major settlement value.
This means that AIA is now much more effective than before, and it is better to bring your first major settlement to the 5th value, and in fact it is better to do AI promotion in the campaign during that period.
We have uncovered ineffective AI plans for financial houses, especially with regard to special resources.
We have made the value of building special resources higher than normal profitable houses.
Special Resource Buildings Construction Priorities
- A comprehensive analysis of lizard recruitment revealed that it is difficult to obtain high-level samples later in the campaign.
- For this reason, we have reviewed the database of houses with their synergies, revealing for example solid oversights (preventing animal buildings from being built in large settlements) and ineffective building synergies.
Bespoke Faction buildings Scores & Synergies update
- We have removed the requirement to build a blacksmith (in a township commune) to unlock the temple protection unit in the Zaurus combat building chain. This is mainly for two reasons:
To ensure the best synergy of buildings in large settlements where a blacksmith building is not needed in the Zaurus combat building chain.
- To make it easier to set up temple guardians.
Review by house synergy
The value of the construction of a larg e-scale settlement has decreased
- The chain of the construction of a large settlement still pays attention to unlocking the skin of the first value
Pay attention to the furnace, it actually unlocks KROXIGORS, a major main chain of a large village.
Terradon standard (from 2 to 4 levels)
Reduced construction priority to small settlements
Tiktact Terradona (Level 2-Grade 3)
Larg e-scale settlement of construction priority decreases
Increased construction priority in small villages
Pay attention to the furnace, it actually unlocks KROXIGORS, a major main chain of a large village.
Reduced construction priority when there is a skinchain.
This synergy operation condition has been changed, and the value of the architecture is deleted when there is a Samses chain that has begun to operate when the skin chain is 3 levels (the level where a blacksmith is required) has been deleted, and this synergy is unlocked. The value of architecture has decreased when there is a cool creature chain that has been updated to a state where the response is not alive.
Chain of large creatures
The priority of construction in larg e-scale settlements was significantly raised.
- Before that, this condition was substantially hindered by the construction of this chain in a large settlement.
The campaign continued to modernize the importance of the most valuable houses, as the construction priority of houses with all value was still raised.
The priority of construction in small villages has been reduced.
In order to respond to other modern soldiers, the value of architecture has been highest.
Chain of worship
The value of the building is the highest, and you will meet other advanced army houses.
- The priority of architecture in a small village drops.
Chain of the honor of the old people
Chain of worship
- The priority of the construction of the large beast chain decreases
Chain of worship
It is important to reduce the next priority to be built, because only one is constructed per fraction.
- Construction priority in large villages decreases
Food/ Farm (FODER STAN SKINKOV)
Increasing construction priority
- The priority of architecture is in the order of architecture, but the first architecture of each is important.
The building is unlocked through research on skin technology, and for AI it is basically built for violations.
Food/ Farm (FODER STAN SKINKOV)
As a result of analyzing the end of the game in detail, it was pointed out that Tohm Kings's AI did not recruit 4+ units (hig h-level structures).
- Especially in the second half of the campaign.
- The construction value of larg e-scale hig h-level settlements has been updated so that it has been applied to all levels of useful houses.
AI needs to forget that these slots are being opened in a unique house with a value of 4+, and need to hurry to the future construction of larg e-scale resigned houses that have reached the value of 4+. Not.
If a larg e-scale settlement reaches a value 5, a new rule that prohibits more construction has been added.
This is to enable the larg e-scale settlement AI, which has reached the fifth value, can concentrate on the construction of advanced houses.
Note that Tomb Rulers does not have a unit maintenance, so their economy does not depend on the most profitable houses.
In larg e-scale settlements, which reached the limit, the value of building hig h-rise housing was removed.
This basically means that when a strong settlement reaches a value 5, AI does not build hig h-rise buildings.
The priority of architecture in small villages has dropped.
The priority of architecture in larg e-scale settlements has been raised.
Chain of worship
The value of the building has risen significantly, making it suitable for advanced military facilities.
- Keep in mind that the previous average value was extremely low, so the possibility of building another building was greater.
Increase the value of the building so that it can handle advanced military houses
The priority of each faction has been deleted, for example, how the building was unnecessarily reduced.
Note that this room will increase the number of units by +1
The value of the building has been increased to match modern military houses.
Delete any faction priority drop. Example: I was giving an unreasonably penalty to the construction of a house.
Note that this room will increase the number of units by +1
Increase in building value that matches modern military houses
Delete any faction priority drop. Example: I was giving an unreasonably penalty to the construction of a house.
Note that this room will increase the number of units by +1
Increase in building value that matches modern military houses
Delete any faction priority drop. Example: I was giving an unreasonably penalty to the construction of a house.
- The purpose is to provide value in places that can be easily accessed to build more important and original houses.
In the review, it is pointed out that the lack of difficulty at high difficulty is
To allow the increased difficulty regime to achieve the planned difficulty calibration and provide a small tightening of the AI at all difficulties.
Higher Difficulties updates
To improve the AI's joint behavior during recruitment, especially when recruiting high-level units later in the campaign, the following configuration was made.
- The difficulty used by the AI is buffered by 20% depending on its break potential.
- Affects: Increased XP, build price, recruitment price, table, lift, and supply replenishment speed
- Added a large decrease in recruitment period
Very Hard: Mass Recruitment Perio d-1
- Legendary: Mass Set Duratio n-2
So mass sets become the same ambulance as local sets!
After endless reasoning, we have a few new units for all owners, a small division of greenskins.
But wait? Are there goblins yet?
Battle
Orcs 'n goblins reinforcements!
The new goblin squad has knives and shields, and the ones available are renamed "Goblin (spear)".
Goblins
When the game was released in 2016 (time flies), there were no knife-wielding goblins, and as a result, spearmen took on a generic role. With the release of knife-wielding goblins, the chances of these two units being more special have increased. Spear-wielding goblins can now get these as a price for the usual good qualities of spears, huge defensive cost and more defensive profile - a perfect option for all your needs of cheap meat shields.
Take the big club when the enemy is made a lot. These fights come equipped with the usual spear package, including legal ability to limit lines, protection against charges and protection against huge objects - all while maintaining the seriousness of the Orc Boyz themselves.
We took a number of responses that some old and fresh military maps are basically just an unusual cluster of trees that don't have a good look and serve little tactical purpose in battle. With this in mind, we have started working towards the conclusion of this difficult problem. Either incorporate these tree clusters to make them more natural and provide the best tactical skills in battle, or remove them completely where they are not needed. Since there are many maps that could benefit from such an update, we decided to release them all together in a patch and not force you to wait until everything is ready.
In version 5. 2, we updated the appropriate maps for battle:
Orc Boyz (Spears)
Old Peak - Mountains of Old Light
Battle Map Tree Cluster Update
Enduring Peak - Mountains of Long World
Old Path - Mountains of Old Light
- Late Ridge - Mountains of Long Light
- Crumbling Rock - Mountains of Old Light
- Alden Craig - Old World Mountains
- Simpo Floodplains - Cathay Lands
- Turtlefield - Cathay Lands
- Dragon Hollow - Cathay Farms
- Dragon River - Cathay Farms
- Floating Farms - Cathay Farms
- The Road to K'unlan - Cathay Farms
- Floating farms - Endless Cathay
- Forest Hill - Imperial Forest
- Howling Hills - Kingdom Forest
- Reik Swamp - Imperial Forest
- Middle Crossing - Kingdom Forest
- Bone Forest - Norwegian Forest
- Ogre Camp - Norwegian Forest
- Reikwald Forest - Realm Forest
- Witch Forest - Realm Forest
- Old Forest Road - Realm Forest
- The Road to Nuln - Realm Forest
- Ogre Camp - Realm Forest
- To make these changes more clear, here are some before and afters of the maps above: