Patch Notes/3.9.0
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2023-04-30
Note from the team
We have continued to try and finalise early-game. We want to ensure that it's inclusive, balanced and as easy as possible to understand. Therefore, we have included our own Quest system, which will aid new players to fully understand the basics of the game. A lot of features have been rebalanced. So many even, that it's an impossible act to describe them all without reaching a minimum of 100 pages, although some players would be all for that. No, that is not happening. The best way to experience all changes is by playing the game. Another big part of balancing the early-game has been regarding Skill Points. While it is rewarding to progress through the Skills system as it currently is, we feel there is a much better approach to it. Currently, early-game gets locked out of certain Skills to ensure mid- to end-game Skills are balanced. With this in mind, we have rebalanced every ability and talent, and removed Skill Essence and Skill Orbs entirely. They may be reintroduced with Greed levels in the future, but that is a feature that hasn't been fully designed yet. For now, though, they are completely gone. Any player updating to Update 9 will have all their Skills reset. Any Skill Points above the current level will be removed in doing so. This also includes a complete overhaul of the costs of Skills, specifically with Talents, to match the level of the player. Our goal is to make skills feel 20% more impactful than they did before. We hope that everyone can see that this is the best approach for the game.
Quest System
We have introduced a quest system, in the form of a book. This will help new players get started and understand the core mechanics of the game by guiding them step by step. For every task completed, the player will receive a reward, which will assist them in their progression.
Skill Point Overhaul
We came to the conclusion that having an infinite number of Skill Points available makes balancing an impossible task. The game should be fun throughout the entirety of the playthrough. Therefore, as of this update, all Skills are automatically reset, and the player is awarded with the number of Skill Points that equates to their current level. Levelling is now the only way to obtain Skill Points, aside from one additional Skill Point gained from completing the questline. Additionally, the materials for the crafted Skill Orbs will be refunded, aside from Skill Essence. The costs and powers of all abilities and talents have been reworked entirely, to increase their effectiveness by 25% overall. This change will also ensure a bigger variety in playstyles.
Lucky Hit On-hit mechanics are an engaging part of the game. They are replayable with their base RNG chance, while being reliable with our Entropy system. The Fatal Strike mechanics, as they existed, were a learning curve for new players to understand, yet less interesting than they could have been. Lucky Hit is a new feature introduced in this update. The chance for a Lucky Hit can be increased through gear affixes. Players can decide for themselves what effects their Lucky Hit trigger. With this new aspect of the game, the decision was made to remove Fatal Strike, and reintroduce it as part of this new mechanic. We are very excited to see how this plays out, as Lucky Hit allows for a big variety in every fight!
Abilities
New abilities have been introduced, as well as reworks of existing abilities. We hope that this will make playing the game a lot more diverse, and allow for a variety of different builds to be made.
Shell (New) Shell is a toggle ability with 2 specialisations. This ability endorses playing with builds where getting hit is advantageous. By applying direct effects to the player or mobs, it endorses playing with a Thorns setup.
- Shell (Default)
This grants a chance to stun mobs upon getting hit, providing an additional way to apply the effect.
- Porcupine
This increases Thorns Damage, while giving a resistance to Durability damage.
- Quill
This increases Thorns Damage and chains Thorns to additional targets.
Totem (New) Totem is a cast ability with 3 specialisations. This ability aims to provide variety and supports many different playstyles. Upon placing the totem down, it remains for 45 seconds while covering an area with its effect. Any player or mob inside the area will gain the effects of the totem.
- Rejuvenation (Default)
This heals any player inside its radius for the duration of the cast. This is an alternate way of healing through abilities.
- Hatred
This applies a small part of the player's damage to mobs inside its radius for the duration of the cast. This can apply any on-hit effects, aside from Lucky Hit.
- Spirit
This applies Mana Regeneration to all players inside its radius for the duration of the cast.
- Wraith
This increases the damage of all players inside its radius for the duration of the cast.
Empower (New) Empower is a toggle ability with 1 specialisation. This ability provides an additional way to outspeed enemies, while encouraging co-op play.
- Empower (Default)
This grants additional movement speed for the player, as well as any player near a range of the player.
- Ice Armor
This slows down mobs in a radius around the player.
Javelin (New) Javelin is a cast ability with 3 specialisations. This ability allows for a very unique playstyle, throwing Javelins as an additional damage source. It throws a Javelin to hit foes from afar. It deals an amount of damage based on the weapon's damage
- Javelin (Default)
This knocks any mob hit by a Javelin back.
- Piercing
This pierces through a number of mobs on impact.
- Scatter
This scatters a number of Javelins on impact, which bounce several times.
- Sight
This scans the area on impact, revealing nearby chests and mobs.
Smite (New) Smite is a toggle ability with 2 specialisations. This ability summons bolts of lightning after performing certain actions.
- Smite (Default)
This periodically strikes a bolt of lightning on a mob within range.
- Archon
This turns the player into a spark, causing any touched mob to get struck by lightning.
- Thunderstorm
This rains down lightning bolts, striking mobs within range fast and repeatedly.
Ghost Walk: Spirit (New) Spirit is a new specialisation of Ghost Walk. While active, it makes the player invisible for a duration of time. It gets cancelled by attacking a mob, breaking a block or opening a container. It has a much shorter cooldown and lowered duration than Ghost Walk, which has had those numbers increased. This will allow Ghost Walk to fit into different playstyles.
Dash: Warp (New) Warp is a new specialisation of Dash. Upon cast, it shoots an arrow that teleports the player to its location on impact. Upon hitting a mob or another player, it will swap places with them.
Taunt: Charm (New) Charm is a new specialisation of Taunt. Upon cast, it charms a number of mobs within a radius around the player, for a duration of time. Those mobs deal a percentage of the player's damage to their targets. After the charm duration is over, they revert back to being hostile mobs.
Mana Shield: Retribution (New) Retribution is a new specialisation of Mana Shield. It absorbs less damage than Mana Shield, but adds a percentage of the absorbed damage to all mobs in a radius around the target, upon the next hit. This specialisation also endorses playstyles where getting hit is a key part of the build.
Notable Changes Nova Nova has seen a lot of play in the latest updates. So much so that it has become an overwhelmingly strong Ability to use. Nova has therefore been adjusted to not reach the amount of damage it previously could, while still being very reliable in builds with the Ability. Nova: Frost has been adjusted to increase its viability. It will now not only freeze mobs for a duration, but give them Hypothermia, which causes them to remain permanently slowed and take damage every 3 seconds.
Vein Miner: Fortune This specialisation was removed, as we felt it didn't fit into an Ability correctly. We don't want players to feel forced to choose a specialisation to not lose out on resources.
Mega Jump: Drill This specialisation didn't see a lot of play since its release. Actually, it likely never got chosen. With the layout of Vaults as they are, it became more and more clear that this is not a playstyle that fits into any viable build.
Hunter Hunter has been a key Ability in a lot of builds so far, as it's a very powerful ability. We've made the decision to change the unspecialised Hunter to only show Wooden Chests inside of Vaults. It didn't feel right to have it only show all chest types and no objectives, and there wasn't a way to balance that right. Instead, we want to endorse players to focus a single chest type with the help of Hunter.
Taunt With the addition of the new Taunt specialisation, Charm, it became clear that Taunt itself needed to be polished. Therefore, Taunt now increases the damage dealt when angering mobs towards the player. This should see this Ability become more useful in more fast-paced playstyles.
Stonefall This update, Powdered Snow and Lava has been removed from Vaults, hence Stonefall could use an overhaul. It can now be considered as the root of certain playstyles and we are very excited to see how this will play out. Stonefall now has an added Knockback effect in a radius around the landing zone, mitigating fall damage early on. Stonefall: Surefoot now mitigates 50% of all fall damage at the max level, but fires a Nova when the player lands, with the damage based on the damage of the player and the distance they fall down. Stonefall: Coldsnap mitigates 100% of all fall damage at the max level, but fires a Frost Nova on impact.
Others Many other Abilities have been rebalanced in this update. We encourage you to explore all existing Abilities yourself, as you may be surprised at the effect some of the overhauls have on their playstyles!
Talents
Talents have been changed heavily, to account for many different builds as well. We've also introduced Talent Groups, which allows us to group certain Talents together, in which a limited number of Skill Points can be spent. That way, it's a choice for the player on what Talent to go for within each group.
Stoneskin (New) Stoneskin has been reintroduced as a Talent. It now increases Knockback Resistance while above 80% max Health.
Sorcery (New) This increases Mana Regeneration while at max Health.
Witchery (New) This increases Soul Chance while at full Mana.
Prudent (New) This grants a chance to not consume a potion charge when drinking any Vault Potion.
Alchemist (New) This extends the duration of a Vault Potion's effect, when drinking a Vault Potion with at least one modifier.
Nucleus (New) This grants a chance of causing an explosive reaction around the target, upon killing a stunned mob. The reaction's power depends on your level in Nova, and requires levels in that Ability. This Talent is mutually exclusive with Daze
Daze (New) This increases the damage dealt to stunned mobs. This Talent is mutually exclusive with Nucleus.
Blizzard (New) This grants a chance of casting a Frost Nova around the target, upon killing a slowed mob. This does not require any levels in Nova. This Talent is mutually exclusive with Frostbite.
Frostbite (New) This grants a chance of causing the target to get Frostbitten for a duration of time, upon hitting a slowed mob. If a mob gets hit while Frostbitten, they instantly die, regardless of Health. This Talent is mutually exclusive with Blizzard.
Blight (New) This applies weakness to targets, lowering their damage for a duration of time, upon hitting poisoned mobs. This Talent is mutually exclusive with Toxic Reaction.
Toxic Reaction (New) This grants a chance of casting a poisonous reaction around the target, upon killing a poisoned mob. The reaction's power depends on your level of Nova Poison, and requires levels in that specialisation. This Talent is mutually exclusive with Blight.
Masteries Group (New) Masteries is a Talent Group, containing 4 different Masteries that increase the damage dealt when fighting certain mob types. This makes Masteries a lot more interesting than they were previously.
- Arthropod Mastery
This increases damage against Spiders.
- Undead Mastery
This increases damage against the undead.
- Illager Mastery
This increases damage against Illagers.
- Nether Mastery
This increases damage against Piglins.
Lucky Hit Group (New) Lucky Hit is a Talent Group, containing 4 different effects that can be applied when a Lucky Hit occurs. This allows for a more personal experience with Lucky Hits than there used to be with Fatal Strike.
Fatal Strike This increases the damage dealt upon triggering a Lucky Hit.
Mana Steal This regains a percentage of the max Mana upon triggering a Lucky Hit.
Life Leech This regains a percentage of the max Health upon triggering a Lucky Hit.
Cleave This adds a Cleave effect upon triggering a Lucky Hit, causing an area around the target to get hit by a percentage of the damage dealt.
Javelin Enhancements Group (New) Javelin Enhancements is a Talent Group, containing 4 different enhancements of Javelins. It adds lots of personality to the experience of playing with the Javelin Ability.
Throw Power This increases the projectile speed of Javelins.
Damage This increases the damage of Javelins.
Conduct This grants Javelins conducting power, making it able to transfer any on-hit effect, aside from Luck Hit.
Ethereal This grants a chance for Javelins to not consume mana upon being thrown.
Others Many other Talents have been reworked, removed or reintegrated in another way to be more balanced in this update. Once again, we encourage you to explore all existing Talents, as a lot of these now determine their own playstyle!
Expertises
A lot of the talents that we previously had did not fit into the Talents system as we've had it. We believe some of those investments shouldn't be a direct competitor with Abilities and Talents. That said, we have introduced a new tab to the player menu: Expertises. Expertise Points are gained passively every 5 levels and are expensive to reset, making them a big investment. A neuralizer can be used to refund all Expertise Points, which requires 4 Omega POGs to be crafted.
Infuser (New) This grants a chance to not apply a negative modifier upon applying a Vault Catalyst to a Vault Crystal. The same number of instability (10%) will still be applied to the Vault Crystal. For Vault Catalysts, this affects the way they are played quite heavily.
Mystic (New) This directly lowers the chance for a Vault Crystal to not become cursed or unmodifiable when modifying it. This is a very powerful ability for modifying Vault Crystals.
Trinketer (New) This grants a chance to not consume a Vault Trinket upon entering a Vault. This makes Vault Trinkets a lot more reliable for longer usage.
Divine (New) This gives a direct base affinity for all Vault Gods, making it very reliable for gaining Favors.
Fortunate (New) Despite removing the Fortune specialisation for the Vein Miner Ability, we still want players to be capable of accessing higher levels of Fortune. Therefore, 2 additional Fortune levels can now be obtained through this Expertise.
Bounty Hunter (New) Bounty Hunter is a very unique Expertise. It can reduce the refresh and abandon period for a Bounty, as well as grant an additional Bounty slot, allowing the player to have 2 Bounties active simultaneously.
Angel (Reworked) Creative flight is loved by a lot of players for their aid in building bases. It now grants the ability to craft the Angel Block. This is a new block that grants the player creative flight within a 64 block radius.
Others Many other previously existing talents have been reintroduced as an Expertise. These have been reworked to fit into this new system. This includes:
- Unbreakable
- Bartering
- Artisan
- Experienced
- Lucky Altar
Researches
With the introduction of Vault Potions, a new Research category has been introduced. This includes 3 different Researches, each unlocking a new tier of Vault Potion. This is also used to unlock the Alchemy Table. Additionally, there is a new Power mod: Botania Flux Field, which allows Botania to produce power (RF) from Botania's Mana.
Vault Potions
Vault Potions are a new mechanic, aimed to provide an alternative way to heal inside of Vaults. They can also provide a temporary modifier to the player upon consumption. Only the first Vault Potion brought in is functional inside of the Vault.
Functionality Each potion has 6 charges, which get reset at the start of a Vault. A charge is used upon consuming the Vault Potion. These charges can be regenerated by either killing mobs or waiting a few minutes. They are crafted by the player in a Crafting Table, and come in 4 different tiers: Vial, Potion, Mixture, Brew. Each tier has an additional Modifier slot, with the Vial having none. Vial is the only tier that isn't locked behind Research. Vault Potions can be modified in the Alchemy Table, locked behind the Potion Research. Here, the player can add a modifier of choice to their Vault Potion. Some modifiers are gated behind discovery in the Alchemy Archives, which can be found inside of dungeons in any Vault.
Vanilla Potions We want players to still be able to use regular Potions if they prefer to. However, with this new introduction of Vault Potions, we believe it's in everyone's best interest to try and balance the differences. Upon consuming a Potion of Healing inside of a Vault, the player receives an additional effect, Velara's Wrath. This decreases the player's Healing Efficiency by 20%, causing every source of healing to be less effective. This can go up to a decrease in Healing Efficiency of 80%.
Vault Gear
We have made several changes to Vault Gear, to improve the general feel of them. Vault Weapons were previously in an unbalanced state. Them impacting the power of Abilities and Talents made it impossible for us to properly balance and rework Skills.
Vault Weapons Both Vault Axes and Vault Swords did not feel right. We want to add more diversity in their builds, and have therefore made a few changes. Implicit Attack Damage is significantly reduced and equal for both weapon types. The prefix modifier for Attack Damage has been increased, however, to allow for more of a choice in playstyle. Chaining now competes with Attack Damage, but can roll alongside on-hit modifiers. All on-hit modifiers are now considered suffixes. Axes haven't been working axe-actly as intended, and have been overhauled to have increased Attack Range instead of additional Attack Damage, overall improving the variety between them. Attack Range can also roll on Vault Swords as a suffix.
Gear Proficiency Gear Crafting has been less rewarding than intended. While gaining crafting proficiency ensures the player success with vault gear down the line, the progression was too slow for its outcomes. We have lowered the requirement to maximise proficiency and rebuilt the way tiers are gained. This way, they are more exponential and easier to get started with. In addition, we have made it so any player can max out all proficiencies instead of only 2.
Recycling Lastly, we recognise that recycling Vault Gear isn't as rewarding as it should be. To counter this, we have added a new crafting recipe for Vault Alloy, using only Vaulterite Ingots. The chance of getting a Faceted Focus has also been increased, to see more use for them.
Gear Modifiers
Some Gear Modifiers have felt out of place in their current implementation. We have changed those to fit in better.
Thorns Thorns has been in an awkward state, mostly since it inherits the damage it deals from the item the player is holding at the time of hit. This makes it impossible to do anything else while applying Thorns, unless you're very good at multitasking. With this in mind, we decided to add Thorns Chance and Thorns Damage as an implicit on Vault Shields. The damage is based on the Vault Shield's damage, alongside additional damage increases, such as Undead Damage. This makes Vault Shields a larger competitor to Vault Idols, even as an offensive utility.
Reach We have come to a realisation that with all the sources of reach, there is still a possibility to reach (pun intended) a point where the total Reach is above 8. This means that the player can loot any POI and break any spawner without activating it and interacting with the mobs. We have therefore put a limit on the amount of Reach obtainable while inside of a Vault. This limit is put at 7.0, which is an additional 2 from the base amount. This gives Reach a lot of validity without making it game-breaking.
Baneful, Holy & Spiteful A lot of players got confused with the naming scheme of Baneful, Holy and Spiteful. We have therefore decided to rename these to Arthropods Damage, Undead Damage and Illager Damage. Additionally, there is now a new modifier available for Vault Gear: Nether Damage.
Fear Cloud We decided to add an effect cloud that fears any mob inside of it, causing it to not attack the player for a duration of time. Cloud effects now also scale more accurately. This once again allows more variety in builds, and we are excited to see more mobs get confused in Vaults!
Vault Tools
Mining Speed on Vault Tools hasn't quite hit the spot. We are really excited about the changes we've made for them, as they allow players to focus more on their personal playstyle.
Affinities Affinities are the way to instantly mine chests, which has become a crucial turning point in the playthrough. We want this to be available to more people, earlier on in their experience. We have made it more accessible by decreasing the requirements for instantly mining chests. Having the corresponding affinity with Efficiency 5 is enough on its own, without any Haste or Mining Speed required. This solves a lot of the arbitrary number knowledge for chest breaking and allows the tool to be built more around other modifiers.
Strongboxes Jewels with Mining Speed have not become obsolete, however. Starting at level 50, POIs may contain Strongboxes. These are improved versions of Gilded, Living and Ornate Chests, that contain twice the loot as their normal equivalents. They don't have a UI and can thus only be broken. Similar to Wooden Chests, they have a higher hardness and are not sliced, meaning they are only required to be mined once.
Mob Spawning
Mob spawning has been overhauled tremendously. Both which mobs spawn and how they spawn have been altered. Every Spawner, with the exception of Dungeons and Challenge Rooms, is now an Ambush Spawner. This means fighting mobs is more rewarding and the change of pace for Vaults feels a lot better.
Mob Groups Every mob now belongs to a group. Spawners will spawn specific groups of mobs randomly. There are three types of mob groups:
- Horde
A large number of weaker mobs, requiring AOE damage to tackle effectively.
- Tank
A small number of defensive mobs, requiring single target damage to tackle effectively. They have their own skills, depending on the theme they spawn in.
- Assassin
An average number of mobs that are a big threat within the theme, requiring AOE and single target damage to tackle effectively.
- Mixed
An average number of mobs that are frequent within the theme, requiring AOE and single target damage to tackle effectively.
Mob Types Various new mob types, including Illagers, have been introduced to Vaults. Yes, we made Illager Damage useful! On top of that, the mobs that spawn in different themes heavily vary. This brings a lot more uniqueness to every theme.
Soul Shards
Killing mobs in Vaults should be beneficial, and a combat-oriented playstyle should be able to compete with a loot-oriented playstyle. This has always been the vision, and the core reason why Soul Shards are in the game. However, we feel that Soul Shard gathering has been trailing and with the Soul Diffuser in place, building Item Quantity to simply loot chests has always been the superior way to gain Soul Shards.
Drop Rates The amount of Soul Shards that are gained by fighting mobs has been increased by roughly 1000%. On the contrary, the amount of Soul Chance on Vault Gear has been reduced heavily to balance that out more. Overall, Soul Shards still drop more frequently. Soul Shards only spawn from the first wave of any Spawner. This is a necessary change to combat standing still near a singular Spawner to continuously gain mass amounts of Soul Shards. Any mobs that can drop Soul Shards have purple particles surrounding them.
Black Market In addition, the Black Market has been adjusted to be more interesting. Its gambling functionality, while as addictive as intended, was hardly ever used due to the amount of underwhelming items on sale. Instead of continuously rerolling low-priced offers, the shop now only sells more valuable items. Buying any of these items clears that slot and puts it out of stock. The stock resets every 2 hours, meaning 3 renewed items are available. Additionally, the price of the random item has been increased to 1,500 Soul Shards, to account for the higher-tiered items available. Happy gambling!
Quality of Life
We have introduced a variety of blocks as QOL features. We hope this will improve the pace of the game, so that players who experience having to perform repetitive tasks will now get more joy out of doing them more quickly.
Skill Altar This allows players to save their builds, notably Abilities and Talents, and swap between them more easily. Switching between builds only costs a percentage of the Regret Orbs required to unlearn all Skills.
Identification Stand This allows players to identify all Vault Gear in their inventory at once, giving access to quicker bulk identification.
Vault Enchanter Enchanting has been an essential part of every playthrough. However, setting up Villagers to gain the right Enchantments on Vault Gear is a very tedious task. We have therefore created our own variant of enchanting. With only 5 emeralds and 1 experience level, the player can add any enchantment to their Vault Gear. This also allows players to swap between incompatible enchantments, such as Fortune and Silk Touch.
Gamerules
We have implemented additional gamerules to allow players to experience Vaults as they please, at their own pace. Some of these gamerules can heavily affect the experience and throw off the balance of the game as intended. It's recommended to follow the intentional pace of the game, however, these are here as an option for those who prefer it another way.
Vault Mode The absolute original idea of Vault Hunters was to include permanent loss in the game loop. This made the pack very challenging and appealing to a bunch of highly skilled players. With adding the Spirit Extractor and, in this update, removing the death multiplier for Spirits, we felt like those players weren't getting the playstyle they prefer. As a result, we have included a Hardcore mode to the game, accessible through the new gamerule, vaultMode, where we also consolidated all of our game modes. These determine what happens on death inside of Vaults.
- casual - The inventory is kept, with a durability penalty
- normal (Default) - A Spirit spawns and the inventory is not kept
- normal - No Spirit spawns and the inventory is not kept
- Players who are currently on Casual mode need to reconfigure this gamerule to accommodate for their playstyle
Vault Crystal Mode We acknowledge that a big part of the player base is interested in not having to craft Vault Crystals to enter Vaults. On the contrary, some players prefer the challenge of building large farms to keep their Vault Altar active. This is a very exciting thing for us, as it proves that Vault Hunters has come a long way, with the game loop itself being enough for players to find enjoyment. For both sides to experience the game in their own way, we have added a gamerule, vaultCrystalMode.
- infinity- 0x ingredient scaling (only needs Redstone input)
- normal (Default)- 1x ingredient scaling
- grindy- 2x ingredient scaling
- extreme- 3x ingredient scaling
Vault Loot We have seen a lot of people feeling like the playthrough speed is too slow, and while we believe Vault Hunters is supposed to be a longevity experience, we understand that time restraints and other factors play in. To help cater to players who want a faster playthrough, we have included a new gamerule, vaultLoot. This increases the loot quantity in all containers inside Vaults.
- normal (Default)- 1x loot scaling
- plenty- 2x loot scaling
- extreme- 3x loot scaling
General Visual Improvements
Lastly, we have done a lot of visual improvements to the game, adding many particles and visual indicators for certain actions. Obstructive effects have also been reworked to be less intrusive. Overall, fighting mobs and playing the game is a lot more satisfying than it used to be!
Other Changes
Themes & Rooms
- Lots of new themes have been introduced, including mushroom-, Easter- and pirate-based themes.
- A new variant of the Village Room has been added: Dawn. This specialises in Ornate Chests.
- The catacombs of Village Rooms are now randomly generated.
Vault Gear
- Heavily increased the durability on Magnets.
- Vault Gear now shows the entire available range of modifiers, while holding SHIFT. Holding ALT + SHIFT will show the current tier.
- Tripled the effect of the Knockback effect of Shocking.
- Rebalanced & nerfed damage addition on weapons to specific mob types. These can now also stack on weapons.
- Crafted trinkets now all have a guaranteed 20 uses, while found trinkets have 20-30 uses.
- Added a new Vault Trinket, the Ender Anchor. This teleports items to the player when they are within Magnet range.
- Change the Carapace Trinket to grant the player immunity to any negative effect except Time Acceleration.
- Change the Night Vision Goggles Trinket to grant the player the effects of Hunter when within range of chests.
- Added new models and made some existing models unlockable.
Other
- Forge version has been updated to 40.2.1
- Increased the base Mana Regeneration from 0.75/s to 1.0/s.
- Removed the death penalty multiplier for Spirits.
- Added a new difficulty, Piece of Cake, as the new lowest difficulty setting. This scales mobs to 0.25x health and damage.
- Made the Scavenger Hunt objective slightly easier at level 50. Starting at level 75, the difficulty remains the same.
- Vanilla Crit Hits (Jump hits) no longer trigger any on-hit effects (such as Chaining, Stunning, Clouds etc). They still deal an increased amount of damage.
- Vault Fighters now have slower movement speed than the player. In addition, a new type of Vault Fighter is added that has increased speed, but lowered damage.
- Fluid pools in Vaults only generate up to 1 block deep.
- Powdered Snow has been removed from every winter theme.
- Lava has been removed from every Nether theme.
- Living Chests can now contain Room Inscriptions.
- Hunter can now be coloured based on player preference in the accessibility menu.
- Fireworks can no longer be used inside Vaults.
- Added the Flutter Egg rarely to Mystery Eggs.
- The recipes of Choice Flasks have been changed to be more similar for each Ability.
- Added Driftwood Logs and Planks.
- Added a recipe for uncrafting Vault Meat and Heavy Vault Meat.
- Lowered the cost of Simple Storage Networks, and removed the crafting interface as well as export/import cables from being crafted (if you have them in your world they will still function). The reason for this is the terrible performance issues and world crashes they can cause to players.
- Lowered the cost of Refined Storage & AE2 from 6 to 4 knowledge points, to accommodate for the changes to SSN.
- Added a recipe for Cobweb through Mekanism Combiner.
- Added an in-world recipe for Cobweb using vanilla mechanics: Right-clicking with a String on a Vine turns the Vine into Cobweb.
- Added several other new in-world recipes to compete with Botany Pots' exclusive generation.