Patch Notes/3.11.2
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Curseforge Release: August 6th 2023
Additions
Vault Decor
- For a long time we have wanted to take the “junk items” out of loot tables, and replace them with decorative & functional items and blocks, that day has finally come, we call it Vault Decor!
- All of these items, which can be used for decoration or minimal functions, have soul value and can safely be smelted in the soul diffuser, as they are not part of any recipes for your progression. They are common in all loot tables, and different depending on the chest you loot;
Wooden Chests
- Wooden Chunk [can be used as fuel]
- Sandy Rocks
- Vault Sweets [can be eaten, eats faster than vanilla food]
Living Chests
- Living Rocks
- Mossy Bone [can be turned in to bone meal 1:1]
- Overgrown Wood Chunk [can be used as fuel]
- Vault Moss
- Rotten Meat
Gilded Chests
- Topaz Shards
- Gilded Ingots
- Gilded Sconce [can be used as torches]
- Ancient Copper Ingot
Ornate Chests
- Ornate Ingots
- Velvet [can be used to make the velvet bed]
- Ornate Chains [can be climbed]
- Soot [can be placed like snow slabs]
New Quests!
- Regretting Decisions
- A quest about Regret Orbs to teach new players that making choices is never bad
- Identification Stand
- A quest to introduce players to the identification stand block
New Ability, Mana Shield: Implode This ability uses neither AD nor AP to deal damage, instead it uses all remaining mana when cast to blast mobs around you in a sphere, the damage dealt is depending on how much mana was spent. The damage drops off the further away the mobs are.
Other Additions
- Vault gear has a new label to indicate its slot
- Skill Altar can now save a configuration and be shared both in chat and out of the game
- 3 new chests; Hardened, Flesh & Enigma
- These chests can be found inside Raw Vaults and replaces the previous chests found inside a raw vault
- They contain basic materials, mob loot and rare non-vault items
- They also contain chest scrolls, which means they can be crafted
Changes
Mod Boxes Mod Boxes have felt a bit sad and out of place. They had too many dull rewards, that was always a “feel weirdge”. So, we have cleaned up mod boxes and made them more exciting to open. Also, not all mods grant mod box rewards, and it is now stated in the description of the research if they add rewards to mod boxes. If a player has no mods that grants mod box rewards then the box will always contain 1-4 knowledge star shards.
We have also increased the cost of the recipe of mod boxes, to match their new power.
Random Vault Modifiers We have felt that the random modifiers have had a very minimal impact on the gameplay of Vault Hunters. Modifiers were rebuilt for Third Edition with the purpose to be stackable, and for catalysts this works great, but it has made random vaults suffer. As a solution to this we have completely remade how random modifiers roll, and what they do. Negative modifiers can no longer randomly roll on a vault, and only one positive modifier can ever exist on a random vault, they are:
- Prosperous | +50% Artifact Chance | (buffed from +20%) Level 50+
- Enlighted | +100% Vault Experience | Level 20+
- Prismatic | +25% Catalyst Fragments | (buffed from +10%) Level 20+
- Treasure | +50% Item Rarity | Level 20+
- Hoard | +50% Item Quantity | Level 20+
- Soul Surge | +100% Soul Chance | Level 20+
- Looter’s Dream | Chests can’t be trapped | Level 20+
- Champion’s Abode | +10% Champion Spawn Chance | Level 20+
The chance of one of these modifiers appearing on a vault is about 1/10. We hope that this makes running random vaults a bit more exciting and different!
Loot Tables With the addition of Vault Decor, we also made sure to “correct” a few errors in the previous loot tables, as well as move a few items around with the goal of making loot more balanced among the chests
Soulbound This affix, which indeed is very strong for both Hardcore and Normal mode, has never been exciting to roll because of the competition of other prefixes/suffixes. We want soulbound to feel good, so we have moved it to an implicit roll in 11.2. It has a 20% chance to roll on identified gear, and can also appear with a fundamental focus reroll. It can not be crafted or controlled in any other way. This also allows us to do more things with Soulbound in the future.
Ornate Chests
- Amplifying & Nullifying foci can now be found from level 0
- Removed Chromatic Iron Nuggets and Ingots
- Removed Chromatic Steel Nuggets and Ingots
- Removed Vault Dust
- Removed Vault Plating
- Removed Chains, Sun Metal Bricks, Netherite Ingots, Iron Ingots & Nuggets
- Increased chance of Vault Nuggets
Gilded Chests
- Removed Gold Nugget & Ingots, Copper Ingot, Emerald, Mystery Box, Mod Box, Unobtainium
Living Chests
- Removed Bread, Vault Steak, Golden Carrots, Algal Brick, Algal Blend, Poisonous Mushroom, Hunter’s Eye, Inscription Piece
- Fixed Burger Parts scaling issue so they are now all equal
Wooden Chests
- Added Mod Boxes from level 30
- Increased chance of Vault Plating (as it is now the only source)
Raw Vaults In an attempt to make Raw Vaults more of a resource gathering vault, feeding the basic needs of a Sky Vaulter, we made them have their own set of chests, disconnected fully from normal vaults, and removed their objective. There are plans to include access to these vaults in the overworld version of Vault Hunters in a very soon future.
Crafted Modifiers Not only were crafted modifiers incorrect for many gear pieces, we also had a ruleset where the crafted modifier unlock would trail a full group behind being able to roll the modifier randomly and naturally. The initial idea was that the power of crafted modifiers would otherwise be too high - however - this created a lot of confusion and wasn’t very intuitive, there was no way for a player, without looking it up, to understand why certain things unlocked at certain levels. In 11.2 we have;
- Rebuilt all crafted modifiers to adhere to their correct group on all items
- Made all crafted modifiers unlock (or be available to unlock through archives) with the correct level of the affix, i.e whenever you can randomly roll +4-5 Armour, you can also craft that affix
- Enabled the highest tier of the affix to be a craftable modifier
- Changed the cost of applying crafted modifiers heavily
- Crafted modifiers are now discovered progressively. For example, you must discover all previous tiers of a given modifier before you can discover its final tier.
We hope that this will make crafted modifiers more fun to work with, as it does give more control to gear crafting to the player.
Looting Research We are trying to make inventory management early game less of a hassle, and as such we had to do some pretty drastic changes to research. We created 3 new researches in the Looting Group, where the player can get access to all Stack Upgrades, all Refill Upgrades and/or all Feeding Upgrades. Any other upgrades had their research lock removed. The Pouch research was removed as we no longer gate it behind research, while double pouches, belts, backpacks and big backpacks still follow the upgrade chain. This is going to provide an early game with a massive buff, while making the player make more choices.
Other Changes
- Frostbite now scales its chance with the chained damage when using a chaining weapon. The first (on-hit) target gets the full frostbite chance of the talent, remaining targets are divided with the amount of chains the player has.
- Frostbite now scales its total chance with potential targets using Javelin Scatter & Javelin Piercing, dividing up the total chance among targets divided in 2.
- Mastery talents buffed to 25-125% increased damage across the board (up from 10-50%)
- The required items that can appear for crafting crystals before level 10 was minimized to make very early game crystal recipes very easy and predictable to complete
- Vault Gear & Tools will now have the “Level tag” changed to Required Level X whenever the player is lower level than the item or tool
- Cube Room blocks now drop Vault Gold if they don’t drop a puzzle block
- Ambient Light in all themes increased
- Dungeons now spawn with a mob barrier that dungeon mobs can not cross. This barrier is there to provide a safety net for when the player “flees” the dungeon, since dungeon mobs don’t have an indicator of them being dungeon mobs (and they can be very dangerous).
- Trap Disarm Gear Modifier had its levels reworked so that it’s available earlier in the playthrough, as it gets outscaled by tools later game
- Specific Damage Increase on weapons got heavily buffed (from 5-29% to 10-100%)
- We made the Spirit Extractor and the Soul Diffuser cheaper and not gated behind soul flames.
Bug Fixes
- Knockback Resistance and Durability’s chance of appearing as a prefix on armour pieces was incorrect and got fixed
- Some affixes was scaling incorrectly
- Fixed Archon scaling incorrectly past level 8 (costing too much mana)
- Fixed a bug where Dash: Bullet would trigger Lucky Hit
- Fixed a bug where the Bounty Table rolled empty bounties
- Fixed a bug where the quest tree would get stuck on Bounty Hunting