Only small animals can be carried - up to wolf size: boar, wolf, chicken, young animals. Lox, asksvin and bears can no longer be picked up.
World and exploration
Runic monoliths
Runic monolith guardians
New
Each monolith is now defended by runic locals of its biome: boars, necks and lesser runic kin in the Meadows, runic forest kin in the Black Forest, draugr, blobs and wraiths in the Swamp, wolves, ulvs and fenrings in the Mountains, fulings in the Plains, seekers and ticks in the Mistlands, charred in the Ashlands, frozen greydwarfs and writhans in the Deep North.
The last wave opens with the biome's champion: an abomination, a stone golem, a seeker soldier, a morgen, a frost troll or a barka.
Every wave brings its special guard third (shaman, fuling shaman, wraith, charred mage...) and its brute fourth: Meadows and Black Forest shamans now show up, and Plains mages no longer come only at the end.
Every runic guardian got its own runic textures: glowing runes on the body, cyan eyes and a slowly breathing glow.
Runic guards are their species for creature rules: the same health tuning, stars and modifiers, and kills count for subclass unlocks. The game rolls their loot with every bonus from the tree, masteries and stars, and it lands in the pile at the stone. Each one picks its own weapon and shield instead of the whole wave carrying the same.
Interface and usability
Crafting window
Crafting by category
New
The crafting tab lists item categories on the left (weapons, armor and shields, tools, ammo, food and potions, materials) and shows all items of the chosen category as a grid on the right; hovering shows the item tooltip, requirements and the Craft button stay where they were. Turn it off in the mod settings: UI → Windows and items → Crafting by category.
The item grid scrolls and is split into sections: weapons by kind (swords, axes, bows...), armor by slot, ammo by type, food apart from potions. Click a section header to collapse or expand it; your character remembers the choice.
Left of the Craft button you pick how many to craft: the arrows change the number by one, so does the mouse wheel over it, and you can click the number to type your own; it never goes above what your resources cover. Items are crafted one by one in a queue, and while it runs the Craft button becomes Stop.
Map
Trader map icons
Changed
New portraits for Haldor, Hildir and the Bog Witch on the map, now looking like the traders themselves.
Tooltips and descriptions
Biome experience penalty
Changed
The "XP penalty" line under the minimap explains itself on hover: your level and the biome's, how much passive tree experience is cut, and that craft experience is not.
Keys in descriptions
Changed
Nodes, masteries and glossary entries you use by pressing something now name the key - your current binding: Hugin's flight, Beast Bearer, any saddle, draft animals, the anchor, ship packing, salvage, chest feed, double batch, sleeping by the fire, pull-ups, jumps, sliding, the dagger throw and more.
Build manager
Builds Manager
Changed
The Discord button in the locked Builds Manager leads straight to the PoV Link channel.
Fixes
Skill tree
Dungeon points
Fixed
On dedicated servers, clearing dungeons gives points again: clears no longer all fall into one kind capped at 10.
The clearing player records the dungeon kind, so kind icons in the points window are crossed out on servers too.
Thornburst and Barbed Riposte
Fixed
Thornburst hits an area again: on a parry every enemy around you except the parried one takes your normal thorns damage. Barbed Riposte still returns 250% to the parried attacker.
Bombs
Fixed
Double Blast now deals damage with Tar Pots.
The tar patch no longer digs the ground every second and a half.
Tar now actually slows those caught in the patch.
Tar Pot, Rime Flask, Cleaving Charge and Ember Bomb bounce with the bounce node, and other players see them fly.
Mine: a thrown bomb settles where it lands and goes off with its normal blast when an enemy comes close, including creatures run by other players. It used to explode on landing.
Poison and bleed
Fixed
Poison damage nodes now clearly raise damage per tick: poison length comes from the base amount, and the whole bonus goes into damage.
Duration nodes lengthen poison, burning and bleed without lowering damage per tick, so total damage grows.
Craft tree
Craft node selection
Fixed
A craft tree node at the edge of the fog is selected with one click on any part of it, including the part under fog: it used to be selected and immediately deselected.
Nodes at the edge of an opened area that fog only barely touches count as revealed and can be taken: a path node while fog covers less than half its radius, a node outside the areas while its centre is clear.
Mass planting
Fixed
A bed turns in building steps (22.5°) together with the hammer and lines up with walls instead of running diagonally.
A whole bed snaps to the neighbouring bed’s grid as soon as its edge is brought next to existing plants: a 5×5 bed no longer has to shrink to 3×5.
Beast Bearer and Any Saddle
Fixed
One press, one action: on an animal you can also ride, a quick crouch + E mounts it and holding E picks it up. The player and the animal are no longer launched into the sky.
While riding you can neither pick up an animal nor mount another; while carrying one, crouch + E only sets it down.
An animal set down in a dungeon stays next to you instead of appearing above the dungeon.
With Any Saddle the rider sits in the middle of the animal's back instead of on its tail.
Open Shipyard
Fixed
A packed ship dropped on the ground looks like a small wooden chest instead of a hammer.
A ship can't be packed while someone has its hold open, so hold items can no longer be duplicated.
Storm Keel
Fixed
Storm Keel now damps only rolling, as it promises: the ship pitches with the waves as it does without the keel and no longer slams into the water more often than usual. Wave damage is the game's own.
Forge and chests
Fixed
With the smith's from-chests node the forge also takes materials (bronze, nails) from chests, not only gear; workbench materials go with the building node.
Native Bait
Fixed
The free native bait suits any fish at the float: Mistlands fish bite when you fish from the shore or a boat too.
Build discount on portals and ships
Fixed
With the Field Portal and Open Shipyard masteries, the build discount no longer shrinks portal and ship costs again and again down to 2-3 materials: it applies once to the full price.
Craft tasks count progress
Fixed
Dungeon discovery tasks count again, the troll cave included. Smelting, thread and dungeon-find tasks count every bar and every find instead of one at a time. Feeding and taming with single dropped items count. Crafting in a world without resource costs and recipes that take any one ingredient count.
Creatures
Elemental creature modifiers
Fixed
Shocking, Burning, Chilling and Venomous convert only combat damage: the Elder's stomp no longer hits for 1100 lightning because of its tree- and rock-breaking damage. Greedy and Unbreakable count the same way.
Monolith guards in multiplayer
Fixed
A guard killed while another player's game runs it no longer drops its loot on the ground: the loot goes to the stone's pile and the kill counts for the wave, so the siege can still end early.
Interface
Player arrows on the map
Fixed
Other players’ arrows on the map and minimap now turn the way those players are facing.
Player badges
Fixed
A player's badge shows right after joining a server instead of only after rejoining; badges also show next to player names on the map.
Area damage
Fixed
Area damage lines link to the article about explosion damage, not the one about area of effect.
Errors in tooltips and on leaving a world
Fixed
An item tooltip with an unknown line from another mod no longer falls back to the vanilla one; enemy health numbers no longer fail on a creature that is unloading; leaving a world is no longer interrupted by an error with other mods; the weapon oil glow and the runic siege dome no longer throw errors.
Settings
Difficulty in the config file
Fixed
A difficulty picked by editing the config file (Difficulty = Hard) is no longer reset to Normal on start, for hosts and dedicated servers alike.
Craft point caps
Fixed
The "Craft points from levels" and "Craft points from tasks" settings apply again: picking a value from the list used to do nothing.
Mod compatibility
Spawn That, Drop That and Expand World Data compatibility
Fixed
Drops that Drop That and similar mods give only from starred creatures drop again: while loot is rolled, the creature no longer looks starless to them.
Path of Valheiman was tested together with Spawn That, Drop That and Expand World Data: they load without errors and the mod's items stay intact. Creature levels set by a server owner in Spawn That override Path of Valheiman's stars.
WackyEpicMMOSystem compatibility
Fixed
Path of Valheiman was tested together with WackyEpicMMOSystem: they load without errors, and EpicMMO's level bar no longer covers the tree window's bottom buttons.
Creature Manager compatibility
Fixed
The game no longer crashes near creatures with Creature Manager installed: in its full level mode it runs creature levels and PoV stars step aside, as with StarLevelSystem.
Server configuration
Settings
Star limit by difficulty
Changed
How many stars a creature can reach now depends on difficulty: Easy 4, Normal 5, Hard 7, Merciless 8. A limit set by hand is kept.
Jotunn is now required
Changed
The mod now depends on the Jotunn library - mod managers install it for you. Items, bombs, allies and runic creatures register through it, so other players see them fly and appear the same way you do.
The server and its players need the same PoV version (first two numbers): with a different one Jotunn won't let you join and tells you which version to install.