Daily Archives: February 23, 2021

Getting to The Elder in Valheim

Valheim has its sandbox, base building, and maintenance task elements.  I think Skronk and I spent a good four hours in the game on Friday night just pottering around and doing “things” that were not exactly epic, but which kept us busy and engaged until the clock had gone past midnight.

But there is still a story and a through line that the game expects you to eventually follow, holding back on crafting upgrades by way of incentive to get you to leave your base tweaking and look for something besides more copper nodes.

Previously we defeated Eikthyr, the lightning horned stag, which got us the antler pickaxe and opened the way to the bronze age for us and our obsession with copper nodes.

The trophy hung

Now, as we have begun to sate our thirst for bronze… there are only so many items to make and upgrade… iron is the next item on the list.  But to gain access to iron you need to defeat The Elder, the next boss on the list.

Which means you have to find his altar.

Fortunately, that is pretty easy.  At the end of some of the burial chambers you will find a rune that, when activated, marks the location of The Elder on you map.  Our map… in this case Skronk’s map… showed about the limits of our exploration on the island where we started, with our main base being at the southern tip, and the Black Forest base about a day’s sail on a raft to the south.

Skronk map

The marker for The Elder was across the water from the northernmost tip of the west coast of our island and at least as far over the water as our Black Forest base was to the south.  That was something of a journey.

However, we had not been wasting all that tin and copper on cauldrons and knives.  80 bronze nails, 30 fine wood, and some resin and deer hides will get you the Karve, the upgraded water craft.  This is a real boat, not a few logs strapped together like the raft.

Sailing the Karve into Dieppe base in the Black Forest

The Karve actually sails much faster than the raft and has four inventory slots to carry cargo.  I did some coastal raiding for tin ore with it, and we’ve all used it for some exploration.

We had decided that our instance group dungeon for the week was going to be The Elder.  But the afternoon before Crowbar (Moronae from the WoW Classic group) were on and decided to go get things setup for the event in advance.  Planning!

Well, sort of planning, in a half-assed kind of way.  We decided to sail north around the western side of our island, up the coast and as far as we could to get as close as we could to the site of The Elder.  Our idea was to get up there, build a secure compound, then put up a portal so we wouldn’t have to muck about with all that sailing just to get to the fight.  Not that I don’t enjoy sailing… the Karve is a delight… but it does take time.

So off we went, a few supplies… mostly a couple of surtling cores for the portal… in hand.

On the sea in the rain

Of course the weather was bad and it was raining most of the time and the wind seemed set against us, as it always seems to be when you’re actually traveling to a destination.  But we pressed on and found that The Elder’s site was pretty close to the shore when we finally spotted land.

We actually found a nice little cove to come ashore.  There was even a stone tower there to mark the place.  I am always optimistic about such landing sites, even if I have no basis in fact or history for being so.

The landing cove, our little Drake’s Bay

It was there that we discovered that we ought to have packed more supplies… like a lot of wood.  You think you’re going to the Black Forest so that wood won’t be an issue.  But once we knocked down a few nearby fir trees to start a building, we found we were in an area heavily made up of pine trees, which yields a bit of regular wood, but mostly core wood.  Core wood is good, but for basic building you need plain wood.

Meanwhile, the greys were showing up constantly, so our progress was slowed by fighting.  As it turned out there was a greydwarf nest on either side of the camp, just out of line of sight.

Time to take the axe to this

Eventually we took those out, but it was a long running fight before we had a building standing.

A house to stage from

There was also a troll cave just up the hill from us, so we had to kill a troll along the way as well.  No end of problems… and recurring ones too.  My current operating theory is that troll caves are troll spawners, since they clearly respawn.

You can see our camp from the troll cave

It was then that we found ourselves shy of fine wood.  We actually could have found some… there were some birch trees in a Meadows biome not too far from us, but we had other issues.  All the combat had made my copper knife and bronze axe useless, and you need a forge to repair those.  So we had to sail back to a base to get supplies.

Fortunately, about a third of the way up the west coast of our main island is a base with a portal to our main base, so we did not have as far to go and the sailing was a straight shot, without need to navigate the shallows that we had to slip through to go north.

So we sailed, made it to the portal, got back to our main base and repaired.  We also grabbed supplies and built a portal at that end with the tag “Elder” so once we built the portal near The Elder we would be hooked up for travel.

The trip back on the boat was uneventful, though we spotted an abandoned raft on the way.  Somebody left that behind while exploring.

Back at The Elder outpost the greys were there to greet us, so we had to fight to clear the area.  With plenty or core wood around I built some pointed stakes around the house, which the greys have a knack for impaling themselves on.

The portal went up, once I found some space for it in the house.  Houses fill up with junk quickly, just as in real life, as we had a workbench and beds and chests already there.

Once the portal was in place, we were able to jump back and forth with supplies.  I brought back wood and built a palisade wall around our outpost, moving the sharpened stakes outside of that.  Our outpost was set.  Then I felt the need to sail the Karve back to one of our bases with a harbor.

But, with this outpost connected to the main base via a portal, we were all set for the Elder.  His altar was just a short walk.

The site of the coming fight

We just had to take him out.  But with all four of us, how hard could that be?

EVE Online Gets the Bastions of War Update for Marauders

CCP launched the Bastions of War update today which seeks to make marauder class battleships more powerful.

Here come the marauders

The changes for marauder class battleships are:

All Marauders class ships:

  • Lock range increased by 30%
  • Sensor strength increased by 8

Bastion Module I:

  • Bastion now increases the rate of fire for all large weapons by 50% (100% DPS increase)
  • Bastion duration reduced from 60s to 30s

Vargur:

  • 5% bonus to large projectile rate of fire changed to 7.5% large projectile damage

Paladin:

  • Amarr Battleship bonus to Capacitor Capacity changed to 10% reduction in Large Energy Turret capacitor need

Kronos:

  • Capacitor Capacity increased to 8000 GJ
  • Capacitor Recharge rate reduced to 17m and 30s

We will see how this changes the marauder state of play in New Eden.

In order to celebrate this update CCP would like to sell you a new pack for $35 that has marauder (and recon) SKINs and skill books as well as some Omega time.

In addition, there were the following changes to try and nerf the ubiquitous null sec heavy assault cruiser doctrines that have dominated the war.

Assault Damage Controls:

  • Duration reduced by 25%
  • Passive hull resist bonus reduced from 30% to 25% for Tech I and from 40% to 30% for Tech II

Heavy Assault Cruisers:

  • Removed the reduction in Microwarpdrive signature radius penalty

CCP also took a pass on interdictors in an attempt to make the Sabre a little less dominant in the category, buffing the other three hulls in the segment.

Eris:

  • The reduction in plate mass penalty increased from 15% to 20%
  • Bonus to the rate of fire increased from 5% to 7.5%

Flycatcher:

  • Bonus to Shield HP increased from 10% to 15%

Heretic

  • Bonus to Armor HP increased from 10% to 15%

In addition to that, CCP took another pass at web bubbles, an interdictor item, to try and make them more viable.  Now they web harder and further and faster.

Stasis Webification Probes:

  • Web strength increased from 30% to 40%
  • Area of effect range increased from 10km to 15km
  • Warm-up Duration reduced from 3s to 2s

The Revelation dreadnought, currently the dominant hull in the dread meta, got some changes.

Revelation:

  • Power Grid reduced from 780,000 MW to 700,000 MW
  • XL Beam Power need reduced by 10,000 MW
  • XL Beam CPU need reduced by 10 tf

And, finally, the Monitor fleet command hull got some buffs to help out your FC.

Monitor:

  • Added a Drug Bay and a Charge Bay
  • Removed Target Painter Resistance from Structures.

That second sounds more like a change to structures, but since the Monitor can only mount a target painter, the price of its durability, up until now your fleet commander has been out of luck if they wanted to get on structure kills.  Now the FC and all the Vigil and Hyena pilots can whore on citadels kills.

These changes and a couple of other minor items, can be found in the patch notes for today’s update.