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Patch Notes/3.6.0

From Vault Hunters Official Wiki


Planned release on CurseForge is Sunday 22/1


Additions

  • Added Solo Vault Spirits, and added a Rescue Bonus for Coop Spirits
    • A spirit now spawns on the player’s spawn point if they are the last person alive in a vault to unalive
    • A player can hover the recover button in the Spirit Extractor GUI to get an estimate what their spirit would cost to recover - this value scales with gear and level
    • The spirit can be placed in the spirit extractor and items can be recovered for a cost, the cost increases with level and gear equipped
    • A “Recovery Penalty” multiplier has been added (for all spirit extractors) - the more revives the player performs, the higher the multiplier becomes. This multiplier slowly decays when the player completes a vault objective
    • If a Spirit is rescued in a coop vault a “Rescue” reduction will be applied, it rolls randomly and lowers the cost of the spirit by 30-90%
    • Spirits can be recycled for a vault crystal instead of revived
  • Added 4 new common rooms with 40+ new POI’s
    • These room has a very high ore focus and a very low chest focus
    • This is phase 2 of our ore overhaul/rework
  • Added Pylons! [our original replacement for chocolate bars etc is finally here pag]
    • Appears randomly in common rooms
    • Gives the player a timed buff (scales with level)
  • Added Eternal Pedestals
    • Eternals no longer “live” in the Cryo Chamber, they are made in the cryo chamber but the player now have to get them out and put them on an Eternal Pedestal in order to interact with them
    • Eternals now render their gear in the overworld
    • Players only need 1 cryo chamber, as the eternals are removed from it when completed, this allows players to automate eternal creation
  • Added a new bottom section to the Stables Vendor room, with more potential shop altars
  • Added the vault god armour sets, unlockable by reaching 100 reputation point in the god
  • Added Mega Torch armour transmog
  • Added Crayon Armour transmogs (unique)
  • Added backwards compatibility unlock for transmogs
  • Added a new armour set: Pirate (omega)
  • Tool Vise can now overstack its content
  • Added a new command, available for players to set their difficulty locally, /thevault localdifficulty
  • Added 13 new sword models, discoverable in all rarities from rare+
  • Added Burger Pickles in living chests past level 54
  • Added a recipe for Amplifying, Nullifying and Fundamental Focus
  • Added a Local difficulty option, a player, without OP unless disabled by server OP, can change their local difficulty by using the command /thevault localdifficulty <player> <difficulty> - If a player does not assign a difficulty it will use the global difficulty of the server instead


Kill a boss objective changed to: “Hunt The Guardians”

The main goal of this overhaul is to turn the “kill a boss” into a combat objective over an exploration objective with the primary purpose of bolting through vaults to find obelisks. Additionally, the obelisk objective in its current state lacks coop incentives as it is fully global. To address these issues, the following changes were made:

Note the current values are hypothetical and untested, things like Guardian damage, health, ai behavior etc will be monitored on the VHSMP over the next few days and then adjusted.

  • Obelisk spawn rate has been increased.
  • After activating an obelisk, Vault Guardians will spawn. They must all be slain in order to complete the task. The total number is shown on the HUD.
  • There are two classes of guardians, Bruisers and Arbalists.
  • The vault completes when all guardians have fallen.
  • Bosses are for now completely removed, but will return in another shape/form/objective in the future


Balance Updates

  • Changed the Wendarr altar to take mana instead of time
  • Lowered all Vault God altar requirements (scales with level still)
  • Increased the number of modifiers on idols
    • Scrappy now has 1, Common 2, Rare 3, Epic 4, Omega 5
  • Scavenger item requirements now scale based on their rarity
  • Removed Thorns Damage from rolling on armour pieces
  • Added Damage % as a possible roll on armour pieces, it cannot roll along side Resistance
  • Slightly anti-nerfed Mana Regen and Healing Efficiency tiers on armor
  • Removed Thorns Chance as a modifier on Shields
  • Buffed Thorns Damage heavily on shields
  • Buffed Stun Attack Chance on Swords and Axes
  • Changed +Attack Damage on Swords & Axes to not be able to roll along side Chaining, Stun Attack Chance and Cleaving
  • Buffed +Attack Damage and Implicit Attack Damage Tiers heavily on Axes and Swords
  • Chests and coin piles in the paint room is now more randomised
  • Magma blocks were removed from paths in the Soul Nether Theme
  • Added Black Mob essence to Blue & Yellow Gummy Bears in the Sweet Theme
  • Durability implicit tiers now have a max level (They appear from-to instead of from)
  • It is no longer possible to gain favours in a vault 5 levels below the player
  • Beginner’s Grace now lasts until level 20 (this was already in Update 5 as a bug, we made it a feature, pag)
  • Lowered the chance for Frail, Wild, Chunky Mobs and Furious on unmodified crystals past level 50 (they were unintendedly high)
  • Increased the amount of Vault Plating, Carbon and Alloys in Ornate Chests past level 50
  • The recipe for Echo Pog was changed
  • The recipe for the Survival Spawner was changed
  • Upped the lighting in the Mesa & Lush Cave theme
  • Buffed Implicit Armour Tiers on gear from level 40 upwards
    • Our goal is to make tank focused builds be a bonus, not a necessity, the player should not have to max defenses in order to survive.
  • Idol Craft recipe changed: Replaced 2x Netherite for 8x Vault Diamonds, removed the need for vault plating, lowered God Blessing requirement with 1 (from 4 to 3)


QoL Changes

  • Vein Miner and Farmer can now be activated by holding their respective ability select key as well as using the ability cast key
  • Updated monolith objective HUD to match our new objective HUDs
  • Changed colours of Thorns Damage and Thorns Chance
  • Demagnetisers can now be turned off by giving them a redstone signal
  • Updated god altars models
  • Lowered Completion Sound volume by 70%


Bug Fixes

  • Fixed treasure key crafting consuming the full input stack
  • Added all missing spawn eggs to the mystery egg reroll recipe
  • Fixed god altar idols generating at level 0
  • Fixed not being able to open the vault run history while a vault is active
  • Fixed Rampage: Vampire having extremely high leech at the last level
  • Fixed tier 2 mobs not counting towards bounties and scavenger drops
  • Fixed wild mobs sometimes appearing in tunnels
  • Fixed chests sometimes appearing in tunnels
  • Fixed a bug that spawned scavenger altars in 95% of all common rooms
  • Pastel blocks no longer fall
  • Fixed a bug that made the game crash when using infinity water bucket on a cauldron
  • Fixed a bug where chromatic iron dust couldn’t be used in blast furnaces
  • Fixed a bug where a Lucky trigger on the altar wasnt affecting all items (for example cobweb bleb)
  • Executioner’s Seal no longer wrongly turns the vault layout in to infinite
  • Fixed a bug where t2 and t3 mobs couldn’t wield weapons (bows/swords)
  • Fixed some aggro issues with nether mobs
  • Fixed armour transmogs not unlocking for team members when using research teams
  • Fixed Afterlife always applying exactly 1 curse
  • Fixed unscaled mobs spawning around the player after level 65
  • Fixed that Echo Pog, Trinket Scrap and Trinkets still maintained their wrong price and rarity in the black market (was fixed in update 5 but someone (iskall) forgot to push the right data file)
  • Eternals can now eat any burger
  • The Salty Deluxe burgers’ xp gain was fixed


VHSMP Updates

  • There is now always a winning gladiator even if the player runs out of time
  • The winning gladiator is the gladiator with highest survivability + highest damage (+ some secret calculations) - not the gladiator with the killing blow
  • Tank Gladiators now have a slowness aura instead of slowness on hit