Template:Current Version: Difference between revisions

From Valheim Wiki
OdinBot (talk | contribs)
Updated Patches for 0.220.1
OdinBot (talk | contribs)
Updated Patches for 0.221.10
 
(6 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{#switch:{{{1}}}
{{#switch:{{{1}}}
| ver        = 0.220.1 <!-- UNUSED: This number should be whatever the client version is at time of featured patch release. -->
| ver        = 0.221.10 <!-- UNUSED: This number should be whatever the client version is at time of featured patch release. -->
| livever    = 0.220.1 <!-- This number should match whatever is the current client version -->
| livever    = 0.221.10 <!-- This number should match whatever is the current client version -->
| patchlink  = February_18,_2025_Patch
| patchlink  = February_02,_2026_Patch
| num        = Tue, 18 Feb 2025 12:11:56 +0000
| num        = Mon, 02 Feb 2026 09:01:19 +0000
| pic        = Ashlands Update <!-- Use Current Version Generic Update Placeholder for updates that have no pictures on update page. -->
| pic        = Ashlands Update <!-- Use Current Version Generic Update Placeholder for updates that have no pictures on update page. -->
<!--
<!--
| patchnotes = [quote]⚠️ Note: [b]This update is for the Public Test branch of Valheim only, and may therefore be unstable![/b]
| patchnotes = Greetings vikings!


Prior to launching this update to the Default version of the game, we want to have a chance to discover bugs and fine-tune the balancing to ensure the best game experience.
Today marks the five year anniversary since Valheim was first released into Early Access – and what an incredible five years it’s been!


[list][*][b]ACCESS[/b]: Right-click Valheim in your Steam library, then select ‘Properties’. In the new window, select ‘Betas’ and type in the code “[spoiler]yesimadebackups[/spoiler]”. The Public Test branch should now be available for you to select. The PTB FAQ can be found [url=https://steamcommunity.com/app/892970/discussions/0/3589961352692129408/]here[/url].
We want to thank everyone who has been a part of our journey and our community since then, whether you started playing on day one or have just been carried by the valkyrie for the first time. We greatly appreciate every single one of you, and we’re so glad to have you walk this path with us.


[*][b]FEEDBACK[/b]: Please leave any feedback in the “#valheim-public-test” channel in our [url=https://steamcommunity.com:/linkfilter/?url=https://discord.gg/valheim/]Discord[/url] or through the [url=https://steamcommunity.com:/linkfilter/?url=https://valheim.com/support/]form on our website[/url].
For this anniversary you will find a patch live right now for everyone, with some new celebratory items and emotes, along with some quality of life fixes!


[/list]Please remember to [b]be considerate[/b] towards players who are not participating in the Public Test, as some may prefer to avoid spoilers. As indicated by the access code, please ensure to create backups of your save files before playing.[/quote]
If you want to keep the celebration going throughout the week, you can tune in to [url=https://www.twitch.tv/ard]Twitch[/url] on Friday, where there will be a livestreamed concert by the Munich Radio Orchestra! They will be playing music from a bunch of video games, including Valheim.


As you all know, we’re working on Deep North, which will be the final biome update that brings the game into 1.0. While we can’t give an update on that today, we can share that 2026 is going to be a great year for Valheim.


It's once again time for a patch! Today we have a bunch of bug fixes and optimizations for you, such as fixing memory leaks and improving snap points for certain build pieces, and plenty more. Hopefully this patch will mean a smoother Valheim experience for all!
Once again, thank you so much for being with us for five whole years!  


[h3]Abbreviated Patch Notes:[/h3]
Skål!!
* Various optimizations for memory usage
/The Iron Gate team
* Various bug fixes and improvements
* Various fixes to build pieces
* Various Xbox improvements




[h3]Detailed Patch Notes:[/h3]
[h2]Abbreviated Patch Notes:[/h2]
 
* A celebratory hat!
* Early Axes
* Frosted Sweetbread
* Added a radial menu for emotes
* New emotes
* New hairstyles
* 2 new buildable garlands
* Engine Upgrade
* Multiple bug fixes and improvements
 
[h2]Detailed Patch Notes:[/h2]
 
[spoiler][b]New Content:[/b]
* New Emote: Vibe
* New Emote: LoveYou
* New Buildpiece: Flower Garland
* New Buildpiece: Fey Lights
* New Consumable: Frosted Sweetbread
* New Weapon: Early Axes
* New Hat: Celebratory Cap
* 2 New Materials: Mysterious Axe Head, Curious Axe Head
* 3 New Hairstyles (Champion, Chronicler, Sunbringer)
* Added radial menu for emotes


[b]Fixes & Improvements:[/b]
[b]Fixes & Improvements:[/b]
* Optimized Asset Bundles, reducing start-up times by up to 75%, build size by up to 35% and memory usage by 110 MB. Should also reduce the download size of future patches.
* Tweaks to multiple hairstyles (Castellan, Painter Curls, Pulled Back Curls, Tidy Curls)
* Optimized UI rendering, improving FPS by 5-10% when CPU bound
* Tweaks to berserker armour
* Fixed memory leak that occurred when generating subsequent new worlds
* Carapace Buckler now provides 5 adrenaline instead of 10 on perfect block, just like other shields
* Changed certain sound files to be loaded in background, reducing some specific lag spikes
* Updated Game Engine to Unity 6000.0.61f1
* Added a fix for movement to behave the same when holding down secondary attack while moving with the gamepad as on keyboard.
* Added localization string for tombstone container
* Removed “Detailed particle systems” from Graphics settings and made the “off” setting the default.
 
* Game now allocates less memory and lower execution time for certain types of input
[b]Reworked graphics settings:[/b]
* Fixed a bug that caused inaccurate collision detection between AoEs and characters in multiplayer scenarios, e.g. sometimes catching on fire even when not walking into the fire.
* Replaced “Render scale” percentage slider with “3D resolution limit” dropdown with fixed resolutions – improves use case as performance target
* Fixed mouse being stuck held down after naming a map pin with virtual keyboard.
* Added new “Upscaling method” setting with new “Pixelated” option
* Improved chat message and sign compliance with platform privileges, parental controls and local block list
* Added new “Low” SSAO quality option, which achieves a similar look to the existing SSAO quality (now named “High”) with a significantly lower performance impact
* In-game player names are now shown in Player List for cross-network users as well
* The frame rate limiter can now be used together with v-sync (chooses the lowest submultiple of the monitor refresh rate that is greater than or equal to the selected value)
* Reduced memory usage of profile pictures in Player List
* The frame rate limiter setting is now applied during the splash/loading screen
* Fixed a bug where tooltips in settings menu did not show up in-game
* The resolution dropdown setting now sorts resolutions from highest to lowest, instead of the other way around
* Fixed a freeze that could occur when changing the permitted list
 
* Asksvin trophy icon now matches the colour of the actual trophy
[b]Optimizations:[/b]
* Cooked Asksvin Tail and Roasted Crust Pie no longer sparkles when attached to an item stand
* Change engine settings to improve performance in areas with many instances
* Tweaked snap points of Ashwood Stakewalls for better alignment
* Massively reduced CPU usage of armor stands
* Tweaked snap points for Grausten wall 2x2 for better alignment
* Skip texture copy for image effects (shield dome and heat distortion) when those effects aren’t being used, which should reduce GPU overhead in most areas
* Grausten arches are now allowed to be placed in different orientations in the same position
* Grass vegetation is no longer included in environment reflections, improving performance
* Grausten Roof Corner no longer change position when damaged
* Ensure one-shot sound effects are started the same frame they’re created, reducing their latency by up to one frame
* Black Marble floor triangle and tip are no longer burnable
* Reduced memory usage of minimap
* Fixed an issue that made some events able to trigger without their conditions being met
* Only load graphics presets for the current platform, rather than all platforms, reducing memory usage
* Removed a duplicated matchmaking manager that wasted performance in the start menu
 
[b]Bug fixes:[/b]
* Fixed “Generating” progress bar not always being shown during world generation
* Fixed server list sometimes failing to save when quitting from the start menu
* Fixed crash that could occur in multiplayer when a T.W.I.G. throws a rock at a player who is at the edge of a shield dome
* Fixed crash that happened when hovering the cursor over a bee hive without being the network owner of that bee hive
* Fixed audio stutter that occurred when a lot of sounds were playing simultaneously
* Fixed Yggdrasil not being visible in environment reflections
 
[b]Mac App Store:[/b]
* Improved error message shown when trying to play online without being logged in to Game Center
 
[b]Steam: [/b]
* Player list now successfully shows profile pictures of non-friends too
 
[b]Xbox:[/b]
* All settings are now stored per-user and synchronized to the cloud, rather than being shared between all users on the console
* UI is now rendered at native resolution (up to 4K) on Xbox Series S|X and Xbox One X
* Improved graphics:
* Xbox One and Xbox One S: Added SSAO and increased number of point lights
* Xbox One X: Increased number of point lights
* Xbox Series S: Increased number of point lights and enabled point light shadows
* Xbox Series X: Increased number of point lights, enabled point light shadows and adjusted resolutions
* Reduce power draw even more when the game is running in the background
 
[b]Windows, Linux, MacOS:[/b]
* Reworked graphics presets and unified them across the three platforms
* Fixed automatic render scale sometimes being set incorrectly in windowed mode


[b]Steam Deck:[/b]
* Improved graphics presets:
* Performance mode now reaches 60 fps
* Optimized preset settings for battery life
* Native resolution is now used on first start, instead of 1366x768


[b]Xbox/MS:[/b]
[b]For modders:[/b]
* You no longer need to restart to observe profile updates in the game
* Sprite atlases are now included in the extended manifest file for Asset Bundles[/spoiler]
* Added invite button to pause menu
* Reduced network usage somewhat for functionality related to Xbox network
* Gamepad association UI now reappears if the gamepad is disconnected and a keyboard & mouse is not connected, or if gamepad input when no user is assigned to it
* Reduced risk of crashes
* Chat messages can no longer be sent if text communication is disabled via system. Also shows a system UI popup telling users to change the setting if they want to chat
* On the console, when starting the game for the first time, the game language is now auto-selected based on the console language.
* Character names are now filtered as UGC in received chat messages and player list
* Fixed a bug that could make the “Game Preview” popup appear again after being dismissed
* Reduced reserved space on Xbox console, reducing disk usage by up to 1 GiB
* The game now prevents entering text on signs or renaming animals if UGC privilege is denied, and shows resolve privilege UI in that case.
-->
-->
}}
}}

Latest revision as of 01:53, 3 February 2026