I want to say all of your mods are amazing and the amount of variables to play with have kept me playing this game for years beyond vanilla. Your mods are so inspiring, as you've demonstrated better than anyone else the possibilities of modding Valheim.
I'd also like to give some of my own feedback of this mod and offer suggestions/requests for a more balanced and integrated version.
Firstly, when I played around with this mod I changed the config so you can no longer side-strafe or forward accelerate in flight, but increased the force multiplier to compensate for this. I also changed the rotation multiplier to 0.6 and the vertical acceleration multiplier to 0.5. I felt this added some real weight and immersion to the flight trajectories. I also unbound the hovering key as I thought this looked and felt odd for what is essentially a giant glider to be floating in mid-air like a humming bird, though it is still possible to hover by holding S. I would have tweaked with these more, but I really didn't want to keep the mod enabled for regular play, due to it being very OP.
I will offer some suggestions I thought up while briefly playing around with the mod.
In regards to the flight mechanics;
>No hovering/stalling or forward/sideways self-propelled movement, only the constant forward momentum of gliding and steering. >Alternatively, I propose the ability to pitch or slow down with a loss of altitude, ideally implementing full pitch/yaw/roll controls (unsure how difficulty this would be.) >Stamina drain (not recoverable or slowly regenerating during flight) to directly gain altitude >and/or the option to do this through pitching. >Factoring in the existing wind mechanics in the game could also really add to the flight mechanics in a massive way, but I don't think it should be entirely at the mercy of the winds and the speed should be capped for immersion/loading times. Perhaps the player could lose speed/altitude when flying against the wind, side winds would push and roll the valkyrie, where as a tailwind would keep a constant altitude and provide a slight speed buff.
>Additionally, fixing the collision and having the valkyrie drop the player if they collide with an object, with an additional configurable option to disable slowfall on all or unintentional dismountings. >Keep forward momentum when dismounting the valkyrie, because that's just hilarious tbh, but also makes landing sites more limited. >Possibly also have mechanics scale with the riding skill but I don't care much for this tbh, it's just an idea to more fully integrate it into the existing game... >Just visual, but the forsaken power animation while summoning it and a slight period of acceleration from a standstill would look a lot less jarring.
Most importantly for me, to make the mod truly balanced, I offer these suggestions;
>You can only use the valkyrie when your inventory is empty/very light. >and/or can't summon with restricted items, when wet or while carrying portal/ward materials. >Has a cooldown like a boss power >and/or to only be summonable after the player has died, which would make its main use for corpse-runs. I feel this also has the benefit of being lore accurate, as valkyries are mainly there to select and transport those who died in battle and not a taxi service for vikings who are too lazy to sail.
>Possibly can't fly into Ashlands or summon in the ashlands (not being able to carry portal mats or anything might be another solution for this.) >Maybe limit ability to fly over or in the mistlands, due to how much this devalues the natural progression of the biome. There's really no moment more satisfying in the game than finally obtaining that feather cloak. Ditto with Ashlands lava bodies. >No damage reduction while flying, mainly as it can be used to cheese things like poison/fire/frost damage (I tested this.) >Maybe entirely disable the ability to attack while flying and lock the player in the intro animation while flying. >Ideally (if this is even possible) no map discovery and merchant discovery while flying, to prevent easy/unintentional spawning/locating of them. I play with no map and your cartography table plugin and the challenge of this has become a major part of my enjoyment of the game, so I don't want it compromised. This could obviously be overcome by dismounting, but a cooldown could also provide a big disincentive to not do this, as well as not being able to transport coins or portals.
If I could code I'd work on this myself, but alas... 💀 I'd be willing to help with testing and possibly 3d assets, textures, art, if this is of any use to you.
Thanks for the feedback and great ideas about how controls could be changed.
I have an idea how it could be made into balanced mod. It should be very limited usage, very costly so player should be wondering is it worth it to use the valkyrie. So it must be some consumable resource, not ability with cooldown or other restorable thing. You should be able to lose the ability to use the valkyrie. So main idea is the valkyrie could be summon for a brief amount of time like 3min in exchange of her feather. We already have CelestialFeather item which fallen valkyrie drops. So our feather will be sort of black and red feather of a healthy valkyrie. Lore wise this feathers was scattered around the Valheim. So the idea is to prevent players from farming this feathers.
In result I think of new item, black feather, that could spawn in ANY chest but with abysmal chance. Yes there could be a chance of obtaining it from first chests in Meadows but also not obtaining it until the late late game. And maybe make it droppable with low chance from fallen valkyries in Ashlands. That way on a server it will still be valuable resource but not limited.
I don't think preventing players from traversing into Ashlands onto valkyrie is a good idea. Imagine one confident player making such a trip only to be instantly swarmed in solo (which is not a coincidence but valkyrie will have more aggro radius in Ashlands). Some other things are also fun to discuss, I hope you will stick around to talk about this later. Currently I have other mods needs to be maintained. But I think I will make it a nice mod until Valheim 1.0.
I guess my only thing with not being able to fly into the Ashlands is because it breaks the intended progression. Tbh there's no real reason you shouldn't be able to. It is technically possible to get there using sacrificial boats already. It just makes me question why you'd bother sailing there.
I like the idea of rare, finite feathers being found around the world and also having the valkyrie on a timer. Having a couple scattered in low level chests and dungeons is a fun idea as well.
Perhaps after killing Fader you can craft an item to summon the valkyrie freely (by combining all of the boss trophies and some celestial feathers?)
Maybe even a valkyrie mini-boss, similar to the Hildir quest bosses, who you can defeat in exchange for a single feather. A test of worthiness. There'd only be a few areas where you can actually fight the boss.
Obviously this would be a lot more work to implement, just throwing ideas out there for the long haul.
Another (low effort) thing you could add is a ridiculously priced feather to a merchant's inventory, but lock it behind progression.
Says on thunderstore instructions the key shortcut is configurable but it's not appearing in bepinex manager to set a different desktop keyboard key command. 8-25-2024 usa
Cool and useful mod, but it kinda feels like cheating. I would suggest adding an item, like a talisman, that lets you summon the Valkyrie when in inventory to make the mod more immersive. It could craft from celestial feathers, or make the craft configurable
It is really cheating but I have yet no idea how to make it more balanced. I thought of consumable item, persistent craftable item, new kind of forsaken power but no implementation is settled yet. It's technically easy to implement though but I have no vision of how and on which stage of game progression player should obtain that item/power. As usual coding is easy and designing is hard.
I'm more inclined towards the consumable item that could be crafted from Ashlands valkyries feathers and could be found inside of EVERY chest with low chance. As if the sane valkyries dropped their feathers all across the world. But what drop chance rate should be used it needs calculations and testing.
Thank you so much for the mod : ) Question, if i may, is there any way to stay put in flight any more ? Used to be s, but now s is backwards ... again Thank You for the mod and ya time
lout of curiosity, was wondering if its possible to adjust the change from flying speeds to have bit smoother transition (eg. from forward to stop pressing the moving key it feels like the valkyrie hits an air "wall")? understandable if not, more of a ponder if thats even possible to do with the game files. thank you, love this mod! air taxi best form of travel :D
Wow this is such an awesome mod, thank you so much for making it! It really came in handy when I set sail and forgot to get portal supplies. I'm starting to think this might be a fun alternative to using portals.
You can dismount using the same shortcut as to mount. You should be able to summon multiple Valkyries when multiple players have summoned their Valkyries.
40 comments
I'd also like to give some of my own feedback of this mod and offer suggestions/requests for a more balanced and integrated version.
Firstly, when I played around with this mod I changed the config so you can no longer side-strafe or forward accelerate in flight, but increased the force multiplier to compensate for this. I also changed the rotation multiplier to 0.6 and the vertical acceleration multiplier to 0.5. I felt this added some real weight and immersion to the flight trajectories. I also unbound the hovering key as I thought this looked and felt odd for what is essentially a giant glider to be floating in mid-air like a humming bird, though it is still possible to hover by holding S. I would have tweaked with these more, but I really didn't want to keep the mod enabled for regular play, due to it being very OP.
I will offer some suggestions I thought up while briefly playing around with the mod.
In regards to the flight mechanics;
>No hovering/stalling or forward/sideways self-propelled movement, only the constant forward momentum of gliding and steering.
>Alternatively, I propose the ability to pitch or slow down with a loss of altitude, ideally implementing full pitch/yaw/roll controls (unsure how difficulty this would be.)
>Stamina drain (not recoverable or slowly regenerating during flight) to directly gain altitude
>and/or the option to do this through pitching.
>Factoring in the existing wind mechanics in the game could also really add to the flight mechanics in a massive way, but I don't think it should be entirely at the mercy of the winds and the speed should be capped for immersion/loading times. Perhaps the player could lose speed/altitude when flying against the wind, side winds would push and roll the valkyrie, where as a tailwind would keep a constant altitude and provide a slight speed buff.
>Additionally, fixing the collision and having the valkyrie drop the player if they collide with an object, with an additional configurable option to disable slowfall on all or unintentional dismountings.
>Keep forward momentum when dismounting the valkyrie, because that's just hilarious tbh, but also makes landing sites more limited.
>Possibly also have mechanics scale with the riding skill but I don't care much for this tbh, it's just an idea to more fully integrate it into the existing game...
>Just visual, but the forsaken power animation while summoning it and a slight period of acceleration from a standstill would look a lot less jarring.
Most importantly for me, to make the mod truly balanced, I offer these suggestions;
>You can only use the valkyrie when your inventory is empty/very light.
>and/or can't summon with restricted items, when wet or while carrying portal/ward materials.
>Has a cooldown like a boss power
>and/or to only be summonable after the player has died, which would make its main use for corpse-runs. I feel this also has the benefit of being lore accurate, as valkyries are mainly there to select and transport those who died in battle and not a taxi service for vikings who are too lazy to sail.
>Possibly can't fly into Ashlands or summon in the ashlands (not being able to carry portal mats or anything might be another solution for this.)
>Maybe limit ability to fly over or in the mistlands, due to how much this devalues the natural progression of the biome. There's really no moment more satisfying in the game than finally obtaining that feather cloak. Ditto with Ashlands lava bodies.
>No damage reduction while flying, mainly as it can be used to cheese things like poison/fire/frost damage (I tested this.)
>Maybe entirely disable the ability to attack while flying and lock the player in the intro animation while flying.
>Ideally (if this is even possible) no map discovery and merchant discovery while flying, to prevent easy/unintentional spawning/locating of them. I play with no map and your cartography table plugin and the challenge of this has become a major part of my enjoyment of the game, so I don't want it compromised. This could obviously be overcome by dismounting, but a cooldown could also provide a big disincentive to not do this, as well as not being able to transport coins or portals.
If I could code I'd work on this myself, but alas... 💀 I'd be willing to help with testing and possibly 3d assets, textures, art, if this is of any use to you.
I have an idea how it could be made into balanced mod. It should be very limited usage, very costly so player should be wondering is it worth it to use the valkyrie. So it must be some consumable resource, not ability with cooldown or other restorable thing. You should be able to lose the ability to use the valkyrie. So main idea is the valkyrie could be summon for a brief amount of time like 3min in exchange of her feather. We already have CelestialFeather item which fallen valkyrie drops. So our feather will be sort of black and red feather of a healthy valkyrie. Lore wise this feathers was scattered around the Valheim. So the idea is to prevent players from farming this feathers.
In result I think of new item, black feather, that could spawn in ANY chest but with abysmal chance. Yes there could be a chance of obtaining it from first chests in Meadows but also not obtaining it until the late late game. And maybe make it droppable with low chance from fallen valkyries in Ashlands.
That way on a server it will still be valuable resource but not limited.
I don't think preventing players from traversing into Ashlands onto valkyrie is a good idea. Imagine one confident player making such a trip only to be instantly swarmed in solo (which is not a coincidence but valkyrie will have more aggro radius in Ashlands). Some other things are also fun to discuss, I hope you will stick around to talk about this later. Currently I have other mods needs to be maintained. But I think I will make it a nice mod until Valheim 1.0.
I like the idea of rare, finite feathers being found around the world and also having the valkyrie on a timer. Having a couple scattered in low level chests and dungeons is a fun idea as well.
Perhaps after killing Fader you can craft an item to summon the valkyrie freely (by combining all of the boss trophies and some celestial feathers?)
Maybe even a valkyrie mini-boss, similar to the Hildir quest bosses, who you can defeat in exchange for a single feather. A test of worthiness. There'd only be a few areas where you can actually fight the boss.
Obviously this would be a lot more work to implement, just throwing ideas out there for the long haul.
Another (low effort) thing you could add is a ridiculously priced feather to a merchant's inventory, but lock it behind progression.
I'm more inclined towards the consumable item that could be crafted from Ashlands valkyries feathers and could be found inside of EVERY chest with low chance. As if the sane valkyries dropped their feathers all across the world. But what drop chance rate should be used it needs calculations and testing.
Right now it ends just below the lowest branch.