Patch Notes/3.7.5
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Release Curseforge: Sunday 12th of February \
This is the last update (hotfixes?) before Update 8, which is planned in 3 weeks
Overhauled Content
Afterlife, Casual & Beginner’s Grace These game modes have always had awkward points (dupe exploits, team mate death, etc etc) - it has stopped us from doing a lot of things that we want to do content wise inside vaults, and it is now time to fix this, which results in a buff for all of these game modes as well!
- When unaliving in one of these modes the player now keeps their inventory and loot, and respawns in the overworld, with all loot gathered up till the point of death. The punishment for dying is losing durability on any and all gear in the player’s inventory - the amount of durability lost scales with performance in the vault, the more chests looted, the more ores mined, the more treasure doors opened etc. all affects durability loss, without any progress in the vault the gear takes no durability damage at all.
- Soulbound items do not take this durability damage, as they would be unaffected by a player death regardless
- When a player dies in a coop Afterlife/Casual/Beg Grace vault it no longer causes a cooperative player to die
- Catalyst fragments can now be found in Afterlife vaults
- Random Modifiers can roll in an afterlife vault
- Crabwalk, Confused and Jupiter Gravity curses have been removed
- Added Poor (-25% item quantity) & Unlucky (-50% item rarity) curses
Phoenix Phoenix is a very powerful Uber Catalyst, but with the previous system it didn't have a niché, we hope this new system adds more depth to the game play
- Phoenix now resurrects the player like a totem would, it will cause damage to all mobs around the player and regenerate the player’s health. It will then fizzle a phoenix stack.
- Phoenix can be stacked on to a crystal for multiple revival
Cake Vault We felt that the cake vaults was more of a poor port from VH 2nd edition, where increased chest decorators (+gilded etc) in your run made sense, since we didn’t have many rooms with special chests. But in the third edition it just didn’t add anything special, instead it flooded the vaults and looting was never satisfying. Seeing the interest in scaling difficulty vs reward (Abyss implementation), we wanted to try another approach, in the hopes of making Cake Vaults interesting, deep and most importantly special and fun. The further you go, the better the loot becomes (also retroactively to unopened chests), but the more difficult the vault becomes
- Every cake consumed will anger the vault, giving mobs +2% damage
- Every cake consumed will give the player 2 of the following modifiers
- +1% Item Quantity, +1% Item Rarity, +10% Catalyst Fragment Chance
- The cake goal has been changed to 20-60 cakes (from 20-40) - to make the focus more on the journey than the end.
The Abyss The idea of scaling difficulty + reward is great, and the thought of abyssal gear felt amazing. We want to take some more time to envision how to implement it, and for now we have shelved it.
Balance Changes
- Changed tool costs in the spirit extractor to now be based on the tier of the tool, where the first two tiers are free.
- When running a vault at least 6 levels below your current level, you gain an additional chance that your gear does not take any durability damage.
- This starts at 25% if 6 levels below your current level, up to 100% at 21 levels below your current level
- Breaking specific blocks now changes the amount of durability damage the vault tool receives (These numbers are hypothetical and may get revisited - We will monitor tool life length closely)
- 10x durability damage when breaking a spawner
- 3x durability damage when breaking a wooden chest
- 75% less durability damage when breaking gilded, living or ornate chests
- Slightly lowered the chance for jewels appearing in Gilded Chests [Epic] pool
- Updated Pulverisation (on tools) map to include more blocks We will hopefully JEI integrate this function eventually
- Changed the weight of Foxhounds appearing in the Nether Themes
- Lowered the cost for Compacting Drawers
- Fixed some recipe loops with modular routers
- Changed the Mushroom Omega room
- Loot is more centralised and visible
- More Living Chests in total
QoL Changes
- Added “Entropy”
- This system is designed to even out odds when using systems that rely on random chance for combat-related mechanics
- In practice, the presence of this system is not noticeable
- In theory, when players are increasingly “unlucky” with random chance mechanics (such as not blocking attacks for a few times in a row), this will increase the odds of a favorable random outcome (such as blocking the attack successfully), such that very “unlucky” streaks should ideally not surpass the statistical expectation
Bug Fixes
- Fixed ‘Vanilla Immortality’ not applying in some cases (stripping logs, …)
- Fixed Pulverizing block breaking accounting for item quantity
- Fixed Jewels having their cost in the spirit extractor calculated based on their rarity