Changelogs
Version 7.7.2
Posted
-Added mod Let Sleeping Dogs Lie
-Added mod Alcocraft: Beer & Stuff
Version 7.7
Posted
Updated core modpack to 7.7
Added client-side mod "Extreme Mufflers" (which allows for selective sound effect volume reduction or elimination)
Version 7H
Posted
Update Alpha 7 | The Tool Update
Release date February 6th
Pickaxes
It has been our intention since the very start of the alpha to enhance the pickaxe system. Making it fit the Vault Hunters gameplay more. In update 7 we have aimed to do just that.
All initial values have had minimal play testing, and may get tweaked over the next coming days. We have started quite conservative with the theory that we'd rather buff than nerf.
Any old pickaxes will remain in game as legacy items, they can be used but can not be crafted or repaired. Additionally, the old modifier �Immortal� no longer works.
This is a big overhaul, and we will list some key points below, the rest is up for you to explore
We have gone away from the singular pickaxe, to the Vault Tool
Players can craft a base tool of their liking (Pick, Axe, Shovel, Hammer, Sickle) in the new Tool Station block
There are 7 tiers of vault tools, they are gated behind your vault level. Higher tier means more repair slots and more capacity
Jewels are still used to enhance the vault tool to your liking, however, we went from 11 jewels to ten million sixty-six thousand three hundred twenty-nine jewels - cause we thought it was cool.
Jewels can be found in Gilded chests from level 0
Jewels can be crafted/recut in the Vault Forge
Jewels come in 4 different rarities: chipped, flawed, flawless and perfect. The rarity determines the modifiers they roll. Jewels also have a size implicit. The bigger the size, the more tool capacity it will consume when applied.
Living, Gilded, Ornate and Wooden chests no longer cares about the vanilla break type (axing, picking, shovelling, farming etc) - instead the player will need an Affinity of the correct chest type on their tool for mining speed and efficiency to take effect.
Magnets
Just like with pickaxes, magnets didn't fit the rest of the game in their current state, and as such we have overhauled them
Magnets are now Vault Gear, they come in 5 different rarities (scrappy to omega)
They can be found inside ornate chests rarely and they can be crafted
Crafting magnets increase proficiency in crafting them
They can be modified using the artisan table just like vault gear
Additions
Added new Faceted Focus possibilities
Added a new difficulty: Fragged. Mobs deal double damage compared to impossible
Brand new POI system affecting 4 common rooms
These POI's have a random amount of chests and random placement
These POI's are built in to the room, instead of plopped in
We are testing the waters with this method of doing POI's and the goal is
Add more variety visually and in looting
Add more range of chance for POI's to be strong/weak
Added Soul Chance as a new suffix on armour pieces
Added Old Notes, they can be found rarely in treasure sand
Added 2 new talents; Depleted and Methodical
Added Legendary Bounties, these bounties are activated by finding a Lost Bounty in treasure sand and yield great rewards
Added Bounty Pearl, found in Wooden Chests (omega rarity) - These are used to reroll a bounty
Added Reach as a choice for Beacons (+2 / +4)
Balance Changes
Vanilla's Mending enchantment no longer functions inside the vault dimension
Base cost for spirits was heavily lowered to put more focus on the gear and items recovered rather than the player level, new items were added to base cost.
Treasure Rooms Refocus
Removed most modded blocks, backpacks, pickarangs and windmills remain
Changed Vault gear to roll from Common+ To Omega instead of Scrappy+ to Epic - The weights of getting better rarity is the highest loot table in the game
Added jewels, and the chance for these jewels to be better cut than any other loot table in the game
Added a common chance for Netherite Ingots
Changed rolls from 12-18 to 14-14 to add more consistency and more effect from Item Quality/Rarity
Yes there is still a big variety in what you can get, and yes, some treasure chests will still be �garbagio�
Added Lost Bounty as a chance to treasure sand
Added Old Notes as a chance to treasure sand
Reach rolls on idols have been decreased, this is not the final state but we want to start conservatively with the new reach ideas
Talent Reach has been removed (any player who has specced in to it and updating to Update 7 will get refunded automatically)
Reach was at a state where the talent + idol rolls allowed players without much effort to get enough reach to outreach the spawner's check radius, causing POI's to never spawn mobs. Another solution to this would have been to increase the check radius for spawners (since the game rely on interacting with mobs), but doing that would ruin a lot of other balance aspects (such as middle path being free of mobs in every common room)
We will now be able to play around with the reach number both on Idols and on Vault Tools
Updated recipe for Survival Spawner (iSpawners) to match its power
Trinket Cost overhaul
Vault Alloy removed from all loot tables
Vault Gear Chances in Ornate chests changed
More frequent before level 27
Less frequent after level 39
We want to incentivise crafting gear, and allow for Treasure Rooms to be even better with gear reward
Silver Scrap amount in Gilded Chests increased
Silver Scrap can now be found in Wooden Chests (rare+)
Gemstones can now be found in Wooden Chests (Omega, 24+)
Increased the cost of crafting proficiency when using a fundamental focus
Buffed Armour implicit rolls after level 40
Buffed Durability implicit rolls after level 52
Buffed Mana Regen ranges after level 36
Buffed Soul Chance range on weapons
Increased XP of killing mobs inside vaults
Increased the amount of soul chance for t2 and t3 mobs
Changed recipe for Magnetite Ingot
QoL Changes
Vault Dolls will now show the player what level they were used on and by what player they were used
Poison and Withering effects now tints the screen instead of playing the damage sound and twitching the screen This can be disabled in the accessibility menu
Scav items now share one common tag
Bug Fixes
Fixed several dupe bugs with vault work stations
Fixed players being able to change each other's difficulty
Fixed Tenos Armor z-fighting
Fixed a bug that made blocks unbreakable in the Sweet Theme
Treasure Sand now correctly expects a shovel to be used
Gear carried inside a container now correctly costs additional coinage in the spirit extractor
Increased performance when rendering vault gear inside containers
Fixed a bug where Ornate Chests between level 39 and 50 was missing Netherite ingots
Fixed a bug that allowed duping with iSpawners
Shift clicking from the black market works once again
Health now correctly fills when relogging
Various bug fixes