Version history (1.18.2)

Vault hunters is constantly getting new updates to improve the pack and to iron out any bugs / issues that players can face.

This update log is specific to the 1.18.2 version of vault hunters not the earlier versions.

### Version 11.0.0

This is a rather big patch where we aim to oversee all aspects of the game for an even more immersive gameplay loop with as much variety as possible.

End game still does not exist, but hold on to your artifacts as we plan to make Update 12 introduce the first end game mechanics.

#### Ability Power

Possibly the biggest new addition in Update 11 is the mechanic Ability Power! No longer will certain abilities scale off your damage, which has now been renamed to "Damage", but instead it will scale off of your Ability Power.

Ability Power rolls on all armour pieces as an implicit, and can be enhanced both with a new trinket, and a new prefix on gear simply called +Increased Ability Power%.

This mechanic will enable much more freedom for us when developing abilities, as well as much more freedom for BYLANS not having to hold their main weapon when casting these abilities. We are very excited to see how the community reacts and changes their builds with this omega addition!

#### Gear Update

With the introduction of Ability Power, and with it being an implicit on armour pieces, we have changed the way implicits work on armour. An armour piece will always roll Armour and Durability, but instead of always rolling "Crit Hit Resistance", it can now roll;

* Helmets: Ability Power, Crit Hit Resistance, Lucky Hit Chance
* Chestplates: Ability Power, Crit Hit Resistance, Mana, Block Chance
* Leggings: Ability Power, Crit Hit Resistance, Mana
* Boots: Ability Power, Crit Hit Resistance, Movement Speed

This should make the base identification of gear a bit more varied, even end game, and provide a much bigger diversity in gameplay. Crit Hit resistance also rolls higher values allowing the player to negate any critical hits from mobs inside vaults.

Before level 20, gear will always roll Ability Power as their "bonus implicit" and mobs can not crit.

We also have new modifiers; **+Ability Level** and **+Ability Power%**. The first can roll on chest plates and leggings, and increases the level of an ability as long as the player has learnt that ability. The range is 1-2 with legendary rolls of 3-4. Abilities also support "over-level", which means that you can in theory get +8 in any ability from just your gear! We also raised the min rolls significantly with some modifiers while levelling up.

In addition to adding AP(Ability Power) to your arsenal of gear, you can now craft and find **Wands** to create the perfect mage build! Wands are your source of off-hand AP-adding +1 to an ability or +AP%-and can also roll on-hit clouds unlike the Shield and Idols.

We also decided to make **all vault gear** including tools not fully break when they run out of durability. Instead, much like vanilla's Elytra, they simply stop working but can still be repaired using repair cores.

**New**

* Added a new vault gear modifier for Wands and Helmets: Increased Area of Effect
	+ Increases any range/radius ability with a %

**Changes**

* Recycling gear got a buff:
	+ Faceted focus chance went from 5% across the board to
		- 100% on omega gear
		- 75% on epic gear
		- 50% on rare gear
		- 25% on common gear
		- 0% on scrappy gear
	+ Wild focus was removed and replaced with Netherite scrap
* Fixed a bug where shields still rolled Critical Hit Resistance prefix
* Vault Gear Affixes updated
	+ We realise that the suffix competition is a bit too high for it to be satisfying at the moment, and some inconsistencies exist in terms of what is a suffix and what is a prefix. We made the following changes to make gear rolling feel more variable and fun!
		- Made Knockback Resistance & Durability Prefixes instead of Suffixes
		- Made Healing Efficiency a suffix instead of a prefix
		- Added AP% Increase to Boots and Helmets
		- +Health and +Mana% can not roll together, but Healing Eff can now roll with +Health, allowing mega Life Leech builds
* Chaotic Focuses now reroll its target with a full random range, instead of constantly rerolling high chance affixes such as Armor, Healing Eff, Health, Damage etc.

We hope all of these adjustments will make gear crafting, acquiring and rolling even more fun and varied depending on your playstyle!

#### Abilities

Having a lot of abilities is a good thing, and with the newly introduced Ability Power mechanic, we have more freedom to diversify builds and abilities. While we have added 2 new abilities, update 11 also says goodbye to the very popular (and wrongly scaled) Thunderstorm specialisation of smite. We loved the idea of Thunderstorm but couldn't find a valuable way to scale it in the format it was in, and therefore it was moved out to its own ability: Storm Arrow.

Abilities that scale off of Ability Power (AP):

Storm Arrow, Nova, Poison Nova, Charm, Smite, Archon, Fireball, Volley, Totem of Hatred

**New**

* **Storm Arrow**, a high damage, high cooldown & mana ability that is really useful in tricky situations with stronger mobs and dungeons. The player fires a storm arrow that calls a Thunderstorm cloud to form above it, blasting mobs underneath it for tremendous damage, scaled off of Ability Power.
* **Storm Arrow: Blizzard**, a high crowd control ability with the power of encasing mobs in the glacial prison for the player to shatter instantly. Just like it's parent, an arrow is shot by the player that calls upon a Winter cloud, rapidly blasting mobs in its range with massive glacial spikes, applying massive slow and freeze as well as Hypothermia
* **Fireball**, a skill shot ability scaling off of Ability Power with a long range and fairly quick projectile speed, landing a blasting area of effect damage on impact - but beware, fireball will damage players inside its explosion
* **Fireball Volley**, a specialisation of Fireball with higher damage but much smaller impact radius. Rather than exploding on impact, volley bounces and scorches any mobs it passes through, until it eventually explodes. The scorch deals 25% of its damage and the explosion, if well aimed, can be very deadly.
* **Fireball Fireshot**, a specialisation of Fireball with lower damage with no radius but a much lower cooldown for faster casting.
* **Empower: Entropy Bind**, creates a slowness aura around the player.
* **Battle Cry**, Added a new ab(ONK)ility! Drain the essence from mobs around you in a radius. Every essence drained generates a Battle Cry stack. Mobs have different essences depending on mob type, where Champions have the highest amount of essence. The next attack will apply these stacks to the enemy on on-hit: Base Ability increases Physical Damage
	+ **Battle Cry: Spectral Strike**, Spectral Strike specialisation adds AP to the next on-hit attack
	+ **Battle Cry: Lucky Strike**,Lucky Strike adds Lucky Hit chance to the next on-hit attack

**Removed**

* **Smite: Thunderstorm**, we could not find value in scaling this specialisation and its effect was moved to Storm Arrow
* **Execute**, we felt like this ability has been in a very weird spot and haven't seen any play in previous updates. We also understand that this ability all of a sudden becomes very "must have" in Update 11 with the introduction of Champion mobs - but since this ability has no skill expression, we feel it's better to remove it for now and rethink it from the ground up.

**Changes**

Overall you will find minor small adjustments to most abilities and their values, some buffs, some nerfs, but the ones with major changes are listed below

* **Rampage** was changed from 8 levels to 4 levels, mainly to be able to scale Rampage: Chaining purposefully. We also changed all values in the base rampage with the goal of it acting more as a physical damage boost toggle for a short amount of time, aimed to take down strong targets such as Guardians, Champions or Dungeon mobs.
* **Stonefall: Surefoot**, first of all we changed its name to Stonefall Hero's Landing, which is way cooler, and then we changed its damage to scale off of Ability Power, while slightly buffing the values, we hope that it now sees more value and play.
* **Shell: Porcupine**, changed to be 30% durability damage reduction while active instead of scaling 15-100%
* **Smite: Archon**, this ability now scales off of Ability Power and while we were at it we lowered the cost per bolt to make it more viable as a damage enhancer and now gives the player a 30% durability damage reduction while active.
* **Javelin: Pierce**, all javelin abilities will stay physical damage scaling, but the piercing javelin specialisation was just a bit too strong to compare with any other specialisation and as such we lowered the amount of piercing targets from 4-8 to 3-6.
* **Javelin: Sight**, the idea of this ability was very cool, but it was simply too weak. We therefore gave it a bit of a rework, not only did we up the radius it searches, but we also made it mark the chest types with their own colour (which can be changed in the accessibility menu) and lowered its mana cost.
* **Javelin: Scatter**, Now pierces mobs (increases with levels in ability) and splits/bounces on terrain
* **Nova**, first of all, both Nova Blast (the base) and Nova Poison both scale off of Ability Power. With that change, Nova Blast moved to being even less skill based in terms of usage. We like the idea of rewarding good plays from the player, and as such we changed how Nova Blast's damage is calculated; The further away from the center of the blast a mob is hit, the less damage that mob will take. This should make this ability more skill expressed and provide for more epic instances of "great nova aim".
* **Taunt**, Lower mana cost to 20 across all levels. It now applies *Vulnerability* to mobs, which increases damage with 10% per level of vulnerability. This increases both physical and ability damage. Levelling up the ability increases the stack level of Vulnerability, as well as the radius of Taunt
* **Taunt: Charm**, the damage scaling that charmed mobs get is now based off of Ability Power, making this a very strong defensive ability to turn mobs on each other without ever having to hold your main weapon.
* **Totem**, Spirit heavily, upped mana regeneration, radius and lowered the mana cast cost, but increased cooldown
* **Frost Armor**, now Chills mobs when player gets hit and charges extra mana cost

#### Talents

* **Daze** got buffed to increase damage against stun mobs with 25,50,75 and 100% (up from 20,30,40,50)
* **Lucky Hit: Fatal Strike + Cleave** was recalculated so that a fatal hit doesn't apply to the cleaved targets.
* **Frostbite** Champions hit by Frostbite receive 25% shatter damage.
* **Witchery** has been buffed making the threshold for mana be 80% (instead of 100%), similar to Stoneskin
* **Blizzard** renamed to **Frozen Impact**, and buffed 10-25% (prev 5-20%) and requires a mob to be Chilled instead of Slowed
* **Frostbite** now has 8 levels (prev 4) and the range is 2-5-20% over 3 seconds, (prev 5-20% scaling 1-4 seconds)

**Patreon Armour Sets**

We have included the super special Champion & Goblin set for our top tier patreons! These will be available to players who help us out on Patreon and the VHSMP members to showcase, they are amazing!

#### Trinkets

We have spent a lot of time trying to make sure that every single trinket has a nich� and that combinations of red and blue trinkets can be made with great satisfaction. This has meant quite a few changes to existing trinkets as well as a few new ones!

* All trinkets now share the same recipe price for a craft;
	+ 1 Trinket Scrap
	+ 64 Vault Diamonds
	+ 192 Alexandrite Gems
	+ 32 Vault Gold
* All trinkets now share the same probability of discovery as a baseline
	+ In addition, a new discovery system was built, which favours the player to discover a new trinket over a dupe. This doesn't mean that it's guaranteed, and when a player only has a few undiscovered trinkets it is still more mathematically likely to get any of the ones the player has discovered, but it will aid in discovering all trinkets and make early discovery more enjoyable
* Crafted trinket uses set to 12 (down from 20)
	+ With the overall ease of discovery, as well as the cheaper and buffed trinket recipe, and the inclusion of the Trinketer expertise, we decided to make the uses less, in order to keep focus high on the joy of finding trinkies.

**New**

* **Cufflinks**, +50% Increased Cooldown Reduction [Red Slot]
* **Spellbook**, +50% Increased Ability Power [Red Slot]
* **Clover**, +25% Increased Lucky Hit Chance [Red Slot]
* **Stone of Jordan**, +1 to all Learnt Abilities [Blue Slot]
* **Wings**, grants Elytra flight ability [Blue Slot]

**Changes**

* Phylactery
	+ New Art!
	+ Moved to Red slot
	+ Mana Regeneration increased by 50% (down from 100%)
* Cat
	+ Added a high dodge chance (75%) to any incoming arrow projectiles.
* Velara's Petal
	+ Moved to Blue slot
* Night Vision Goggles
	+ Changed name to Treasure Goggles
	+ Removed the Night Vision effect
	+ Highlights chests and coin stacks, with their associated individual colour in a radius of 16 around the player
	+ Moved to Blue slot
	+ Treasure Goggles now render chests a bit lighter
* Wendarr's Hourglass
	+ Moved to Blue slot
* Ender Anchor
	+ Moved to Blue slot
* Idona's Dagger
	+ Changed art and name to Idona's Pendant
	+ Changed it to double existing soul chance, instead of adding 250% flat soul chance
* Crystal Ball
	+ Moved to Red slot
	+ Total Mana increased by 100% (up from 50%)
* Gluttony Pendant
	+ Added the ability to "instantly" drink vault potions
* Carapace
	+ Moved to Blue slot
* Burger
	+ Moved to Blue slot
	+ Experience gained increased to 100% (up from 50%)
* Glue
	+ Changed art and name to Slimey (our beloved)
* Tenos' Pouch
	+ Changed name to Tenos' Necklace

#### Expertise

We are overall very happy with the expertise system, and as we have collected more data since its introduction, we learn what works and what doesn't. Below are the changes/additions that were made in Update 11, but in addition to that we also made the Neuralizer considerably cheaper to craft. While still being an expensive item that should require a bit of thought process before going through with it, we feel that it's now more reasonable than before.

**New**

* **Fortuitous Finesse**, the player gains +1-2% chance of identifying a legendary modifier on gear - which may not sound much, but with a base of 3%, maxing this expertise for 2 points moves the chances from 1 in 33 to 1 in 20.

**Changes**

* **Marketer**, while this expertise had huge power for someone who constantly ran vaults and checked the black market, it could also be a "feel bad" when missing a good offer. Therefore we gave the player the control of the offers by making Marketer offer a re-roll possibility to the black market table, and it now has 3 levels, for a total of 3 re-rolls per cycle.
* **Mystic** is an incredibly strong Expertise and we felt the need to slightly nerf it in order to compare with other expertises, we gave it another level and split the levels up to be 12,24,36 instead of 20,40

#### Black Market

For some reason, "purchasing" things in action RPGs is very satisfying - at least we think so, but we didnt feel that the Black Market was quite up to par, so we gave it some improvements;

* Offers and prices now scale with level
* The black market now has a "Soul slot", where the offers are always better, this slot is highlighted with a nice glow and shine, so make sure to always check your rolls!
* The list of items sold was completely remade with the aim to "feel better".
* Gear purchased in the black market can now be legendary

#### Champions

Every mob in the game has a chance to spawn as a Champion. Champions are buffed mobs compared to their standard version, with more base health, armour and damage, and have random affixes based on game difficulty. Affixes can buff the Champion itself, or debuff the player with an aura, or buff mobs around it with an aura.

Champion mobs have a champion icon above their head to indicate that you are facing a Champion and of course these mobs will also drop some nice rewards upon killing them, ranging from common+ gear all the way to omegas, trinkets and treasure keys!

The goal for introducing Champions is to make gameplay more diverse inside a vault, and make every fight slightly less predictable.

#### Dungeons

It has been our intention for a long time to find a better, more intuitive way to introduce dungeons. In Update 11 we have completely overhauled the way dungeons work.

First of all, all dungeon POI's were made into regular, rare POI's with normal mobs and fizzle spawners. As their replacement, we instead made Dungeon Spots in each common room where a Dungeon Door can spawn. Dungeon Doors can be opened by hand and will give the player a clue to what type of dungeon it is, but, rather than making dungeons loot specific we made them mob specific, and the mobs are now Dungeon Mobs. Dungeon Mobs are stronger than their counterpart, with more health, higher damage and higher critical hit chance. Every Dungeon will also spawn 1 guaranteed Champion Mob, and a raised chance for Champions overall. To begin with, we have made Skeleton, Zombie, Spider, Illager, Piglin and Witch dungeons, and each dungeon will randomly select a size from small to large.

The new Dungeons have much more loot than their previous ones and depending on the size of the dungeon the chance for a Modifier Archive or any other special interaction block is much higher.

The goal with this introduction is to make Dungeons be fully "opt-in", and for them to provide a "true challenge" where the player will have to fight their way through them in order to gain the rewards. With the dungeons being mob focused, we also hope to see more value of weapons increasing mob specific damage!

#### Thorns

Ever since Thorns got introduced back in the early second edition, we haven't felt completely happy with it. The mechanic has always felt a bit chunky, and despite several buffs and thought processes, we haven't been able to get it quite right, until now (we hope).

In Update 11 we say goodbye to "Thorns Chance", as any Thorns Damage will now always proc when the player gets hit. This in our opinion will allow for much more variations in build, and does certainly (in internal testing) come across as a very strong mechanic.

In order to make this balanced, Thorns Damage, which only rolls on shields, now no longer rolls alongside Block Chance, but competes for the same implicit slot. That means that the player will have to make a choice if their shield should be Blocking or Thorning.

It should be noted that Block Chance can be acquired on chest plates as well as on shield prefixes, so a player can acquire both if focused.

#### Digsite

This room was in dire need of a buff, and man did we buff it!

Digsite is now **the rarest room** in the game, can no longer be crafted (but can be found as an inscription), and instead of hiding wooden chests in yellow concrete, the room is now filled with **Treasure Sand**!

The Treasure Sand in this room has a different loot table than the one found in Treasure Rooms, and it focuses on everything found in special chests, from gear, to trinkets, to jewels, to catalysts and fragments. In testing we found this room super exciting to find and explore.

#### Themes

We love the idea of themes being special, and in this patch we have introduced the Blood Moon theme. It has yet to get unique mobs, but it does have a raised chance of Black Opal and Painite gems - and it looks fantastic!

We have also introduced 2 new mushroom variants, which hopefully means that players will see that theme more frequently!

#### Chaos Vaults

We feel that Chaos Vaults wasn't quite chaotic enough, and as such, we added a chance of cascading modifiers, and made the roll range 30-50 modifiers, instead of the static 30. We are still not sure if this will be the last iteration of Chaos Vaults and have a few plans for what we want to do to further enhance them.

#### Bounties

Bounties now roll with a rarity, the rarity is displayed on the border of the bounty. The higher the rarity the better the reward, but the bounty could also be a bit bigger.

#### Challenge Rooms

Challenge rooms are slowly but surely, one by one, getting a bit of an overhaul as we learn what is fun vs challenging vs both fun & challenging.

The **Dragon Room** and **Wild West** have both got some love in Update 11. The first one played very poorly where the player was not incentivised in killing the mobs, but rather slow them down or cheese them in a hole, and then loot. We changed this by changing up the unbreakable spawner to **slow** fizzle spawners, this means that the player can clear the room eventually, or continue to crowd control them while looting. We also blocked the ability to dig a nice hole for the mobs by raising up the bedrock layer.

The Wild West room was moved to fizzle spawners throughout the entire playthrough (previously turned to perma-spawners at lvl 50)

#### Uber Pylons

Uber Pylons now spawn inside the vaults rarely, these pylons give the player a massive buff for a longer duration of time, players can distinguish these pylons with their graphics being two coloured and massive particle rays.

#### Completion Crates

Completion crates have been buffed across the board. They now also vary in their reward. The worst completion crate, which is equal to how completion crates were before is Monolith, they then scale in terms of difficulty > Guardians > Elixir > Scavenger

#### Objective Changes

Monoliths are now much more frequent in higher level vaults, but the player needs to find more of them.

Elixir Lodestones are now much more frequent (from 15% chance per room to 30% per room)

Obelisks no longer spawn 5-10 Guardians above level 50, but 5-7

#### Accessibility Additions

When we overhauled the ability system we lost the functionality of scrolling abilities, this has now returned and can be toggled on/off in the accessibility menu. In addition we added a cooldown display setting, allowing the player to see what abilities are on cooldown on the center, or left, of the screen.

We have also removed vanilla's on-hit particles and vanilla's despawn particles, which makes fighting mobs a lot cleaner and easier to see

#### Vault Bestiary

We have now added the foundation of the Vault Bestiary, an information database GUI for all mobs in the game. We are still working on setting up lore, themes etc - but the base function is there!

#### Effects

* **Vulnerable**, each amplifier stack of vulnerable on a mob makes them receive 10% additional damage from all sources.
* **Chilled**, acts like the slowness effect but now only chilled mobs can be frostbitten.

#### Bug Fixes/Other

* Gear rendered inside chests are now cached, giving a massive FPS boost to the game when browsing chests (Thanks to **Rizek** for the concept and suggestion!)
* When out of mana and trying to cast an ability the game now notifies the player of out of mana with a sound
* Changed the handling of negative potion effects affecting player
	+ When attempted to be affected by a negative potion effect the player will get immune from that potion effect for 80 ticks (4 seconds)
	+ This will make Avoidance modifiers much more valuable
	+ This will remove "stacking" of negative clouds affecting the player

## UPDATE 10

### Version 10.1.0

#### Changes

* Updated some Ability descriptions to be clearer and more accurate
* Added a distinction for the Vault Automation Research, indicating only either of the mods are required and not both
* Updated the content shown in the player statistics menu. The calculation for Damage now includes Lucky Hit Chance
* Blacklisted Quark’s Slime in a Bucket and Botania’s Incense Plate in Vaults
* Blacklisted the Altar Conduit from Building Gadgets
* Disabled some features of Quark that bypass restrictions in Vaults
* Disabled trade offers by Alex’s Mobs
* Added a command to add Expertise Points for other players: `/the_vault vault_level add_expertise_points`
* Added a command to retrieve the Vault Level of other players: `/the_vault vault_level get`

#### Bug Fixes

* Fixed duplication bugs with the Altar Conduit
* Fixed Animal Pens not interacting with Mooshrooms correctly
* Fixed a visual bug with the Vault Tool preview in the Jewel Applicator
* Fixed the Spirit Extractor not resetting the recovery cost after taking out the Spirit
* Fixed the Skill Altar not recognising loadout changes correctly
* Fixed a crash related to scrolling in the Junk Controller
* Fixed the Altar Conduit breaking when unloading its chunk
* Fixed the Alchemy Archive occasionally not unlocking a new Vault Potion modifier
* Fixed Scavenger Items not becoming Rotten upon unaliving in Vaults and upon retrieving them from a Vault Doll
* Fixed Abilities not displaying the chosen Ability immediately upon switching through the Ability Wheel
* Fixed a visual bug with Abilities costing more than 1 Skill Point
* Fixed the Javelin: Sight specialisation having incorrect Skill Point costs
* Fixed the Smite Ability targeting Eternals
* Fixed an incorrect regret cost for the first tier of the Strength Talent
* Fixed the command to refund Expertise Points to refund the points correctly: `/the_vault debug expertise`

### Version 10.0.0

#### Note from the team

Update 9 contained tremendous changes to Vaults. We currently feel very content with the way Vaults are playing out. With Update 10, we have mostly focused on fixing some rather impactful bugs that came with both Update 8 and Update 9. We also have a couple of new and very exciting features, some of which have been requested for a long time!

Although it was previously communicated that Update 10 would be focusing on the Eternal overhaul, we decided against it for now. It is a massive task, and our team has become significantly smaller for the time being. We hope to be able to focus on Eternals soon.

#### Jewels

We acknowledge that Jewels are not quite as engaging as we would want them to be. Despite the system being very enjoyable as it is, a lot of Perfect Jewels get smelted, because they’re not quite that perfect. We have therefore introduced a new and very exciting system: Jewel cutting.

**Jewel Cutting Station**

The Jewel Cutting Station is a new workstation, which can be used to cut the Size of Jewels. Every cut to the jewel has a 50% chance of succeeding, lowering the Size value randomly between 1 and 10. If a cut fails, the Jewel becomes a lower tier. Lowering the tier of a Jewel also removes a random modifier. If a Chipped Jewel fails, it breaks and the player gets back a Gemstone and a random amount of Wutodie Gems.

With the new cutting mechanic, we have changed the outcome of scrapping a Jewel in the Vault Recycler. It now mostly returns Silver Scrap, there is a small chance of a Gemstone, but no chance for Wutodie Gems.

**Jewel Applicator**

We also recognise that applying Jewels to Vault Tools currently requires a lot of manual effort in calculating its capacity. On top of Jewels becoming more interesting to work around with, they are now also easier and more intuitive to apply to a Vault Tool!

The Jewel Applicator has been introduced as a new workstation. A Vault Tool can be put into the station to alter it. After putting multiple Jewels into the Jewel Applicator, it displays what the Vault Tool would turn into. It can then be combined with the selected Jewels to achieve the result.

#### Treasure Chests

The new Jewel Cutting Station already passively buffs the value of Treasure Chests. In addition, we heavily buffed the loot pool by increasing the chance of rare items, as well as adding “Bonus” Vault Catalysts to the loot pool. Treasure Chests are the only way to retrieve these Vault Catalysts, and they will always come with a Wild modifier as their negative.

#### Vault Altar Automation

A big part of Vault Hunters revolves around the Vault Altar. We’ve seen various efforts at the automation of the process of completing a Vault Altar, which have been nothing short of amazing. However, we want to ease this by introducing our very own way of automating the Vault Altar.

**Altar Conduit**

The Altar Conduit is a new block that can be used to achieve full automation. By right-clicking a Controller of either Refined Storage or Applied Energistics, the Altar Conduit gets connected to it. It can then be placed on top of the Vault Altar, which will automatically complete the Altar with the requested materials provided by the storage system.

The Altar Conduit requires power (FE) to run. For both digital storage mods, 250 FE/t is used by the Altar Conduit in the system. This is transferred digitally, as long as the Altar Conduit is connected to the storage system.

Upgrades can be applied to the Altar Conduit. These can increase the speed or the stack size at which items are transferred, or even instantly teleport them. Additionally, the Altar Conduit has a blacklist that can filter up to 9 items. These items will not be taken from the storage system by the Altar Conduit.

**Research**

With a feature this powerful in place, we feel as if it's only right to gate it behind its own Research. Under the QoL category, Altar Automation is now found as a new Research. To unlock this, either Refined Storage or Applied Energistics require to be researched already. At the cost of 32 Knowledge Points, it can be unlocked to be able to craft and utilise the Altar Conduit.

#### Ability Rebalances

Update 9 featured a bunch of new abilities, as well as a lot of reworks. We’ve made slight changes to some abilities to improve the overall balance.

**Smite**

Smite (Default)

* Reduced the Mana cost per second
* Added a Mana cost per bolt

Archon

* Reduced the Mana cost per second

Thunderstorm

* Strongly reduced the cooldown
* Increased the Mana cost per second
* Removed the Mana cost per bolt
* Increased the damage dealt

**Stonefall**

Stonefall (Default)

* Reduced the duration

#### Expertises

Two new expertises have been added to compete with the existing ones.

**Jeweler** (New)

Jeweler is a new Expertise that grants an additional chance at succeeding to cut a Jewel. It has 3 levels, with the chance ranging from 8% to 24%.

**Marketer** (New)

Marketer is a new Expertise that reduces the time it takes for the Black Market to restock. It has 2 levels, with the reduced time ranging from 60 minutes to 90 minutes.

#### Other Changes

* All active Bounties are shown concisely in the Bounty quick view, while holding the keybind, with the default keybind now being TAB
* Brightened the catacombs of Village Rooms
* Updated some descriptions of Skills
* Rebalanced Smite, Stonefall and Taunt Abilities
* Made Scavenger items rotten and stackable outside of Vaults
* Changed crafted modifiers for Vault Gear to be more consistent. Crafted modifiers can only be as high as the second-highest randomly rolled tier of that modifier. All - modifiers, except for Immunities, are now craftable on Vault Gear
* Increased several legendary modifier values for Vault Gear
* Added a maximum level to some Jewel modifier tiers
* Increased the capacity for Echoing Tools (350 → 400) and Prismatic Tools (400 → 600). Previously crafted tools will update to the correct capacity
* Added new Quests for the Jewel Cutting Station and Jewel Applicator, with backwards compatibility
* Updated the descriptions in the statistics menu
* Added various armour models
* Added loot beams to Key Pieces, Blank Keys and all Key variants
* Added a command to reset Expertises for one or more players
* Moved the Vault Potion Effects accessibility setting to the Vault Hunters accessibility settings
* Updated various recipes for mods

#### Bug Fixes

* Fixed Spiders hitting through blocks
* Fixed shift-clicking in Anvils not progressing quests
* Fixed Sky Stone not being mineable in Sky Vaults
* Fixed Modifier Workbench not requiring a Pickaxe to be mined
* Fixed some incorrect costs for the Vault Enchanter
* Fixed a rendering issue with the Wardrobe
* Fixed the command for resetting skills causing crashes
* Fixed the Skill Altar not removing skill logic when loading a skill build
* Fixed Skills heavily increasing the server load
* Fixed various crashed related to the Javelin Ability
* Fixed Hunter and Javelin Ability’s particles not rendering from further than 32 blocks away
* Fixed Eternals being summonable in the overworld
* Fixed Eternal auras being incorrectly configured
* Fixed custom particle colors for Hunter Ability not working correctly
* Fixed the Angel Block working interdimensionally, which was rather impressive
* Fixed incorrect values in the Nucleus and Toxic Reaction Talent descriptions
* Fixed the Hypothermia effect not triggering the Frostbite Talent
* Fixed Experienced Expertise not working in Vaults
* Fixed Fortunate Expertise counting Ores twice, and occasionally granting more loot than intended
* Fixed Fortunate Expertise breaking logic also applying when a tool without Fortune is used to break a block
* Fixed Simple Storage Network not increasing group cost
* Fixed description for Junk Management being outdated
* Fixed Potions of Healing appearing in Raw Vaults
* Fixed incorrect soul value for Cheese Burger Feast
* Fixed Flutter Spawn Egg not being usable in the reroll recipe for Mystery Eggs
* Fixed some unobtainable items appearing in Mod Boxes
* Fixed Lead Ingots from Mekanism not dropping from Mod Boxes
* Fixed some incorrect values of modifiers of Vault Gear
* Fixed outdated values of crafted modifiers of Vault Gear
* Fixed Carapace and Elvish Air Trinket giving more effect immunities than intended
* Fixed Night Vision Goggles Trinket not being able to detect Coin Piles
* Fixed Vault Potion modifiers not syncing correctly on client relog
* Fixed Vault Potions being removed upon taking a durability penalty in Vaults
* Fixed Chaos Catalyst still being applicable when the Vault Crystal can’t roll random modifiers
* Fixed the Vault Potion Effects accessibility setting not applying correctly
* Fixed some Vault Gems not being in the pickup notifier whitelist

## UPDATE 9

### Version 9.0.0

#### 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.

## UPDATE 8

#### Adjustments / Balance Changes

* Any item picked up matching the Junk Identifier's whitelist no longer cause durability damage on any magnets
* The objective for an Architect Vault was updated to "Find the exit", this makes it so Locked doesn't actually lock the vault
* Cost for inscriptions was adjusted to match progression of loot tables
* Skill Essence, Knowledge Essence and Regret Shards can now be compacted in a compacting drawer
* Added a Botania recipe for spore blossoms
* Moved some crafted modifiers to discovery only
* The village room now has 0 spawners on the top layer
* Moved the completion crate buff at 27 to 20 instead
* Scavenger Seal now cost Vault Meat instead of Knowledge Essence
* Gave Vault Meat Blocks soul value
* Enhancements on helmets got a visual update
* Tool Pulverisation is now JEI integrated

#### Bug Fixes

* XP orbs inside vaults now correctly gives the player XP
* magnets no longer take double durability damage
* magnets no longer takes durability damage on trailing stacks
* Fixed a bug that made the omega room "Vendor" cost 0 echo gems
* Haste and Speed faceted foci can no longer appear
* Dungeon Coin Piles no longer gets targeted by Hunter
* Manual Shield blocking bug was fixed
* Vault Experience awarded wrongly on completion was fixed
* Mobs can now correctly spawn on vault stone
* Eternals kill's will now correctly generate elixir
* Treasure chests no longer incorrectly display rarity
* Helmet Enhancements now correctly prints the values as intended
* Fixed x-mark room glitch with mini map
* X-mark chests can no longer be spotted with Hunter
* Fixed air bounties
* Lush Cave Theme gilded chests fixed
* Pulverizing should now work properly both in MP and SP
* Fixed omega digsite inscription not working
* Diamond Ore caves no longer have sky vault reward chests when added with "Bonus" chests
* Old Note with "...189 gold..." is now more accurate...

### Version 8.0.0

#### Note from the team

With update 8 we have focused on making the game broader, more polished and more accessible to all players. We have buffed a lot of RNG elements and made the game overall more rewarding. We recognise that the entry level to the game was a bit harsh and have taken steps to make it feel more rewarding, fun and exciting right from the start.

Update 8 is also possibly the biggest update yet, we are excited and hope you will love it!

#### Spotlight Features

**Runes replaced with Inscriptions**

The rune system was in dire need of some updating, it was completely RNG based and didn't really add much gameplay to the player. Running through common rooms to locate the one room you want didnt feel right with the new POI based game loop.

We threw runes out entirely and replaced them for Inscriptions with a brand new crafting system. The goal is to provide more control for the player and more excitement about building the vault.

* Empty Inscriptions can be found with omega rarity in **Living Chests**
* Inscription Pieces can be found in **Living Chests** and **Wooden Chests**
* Room Inscriptions can be crafted in the new **Inscription Table**, the player chooses what room to craft.
* An inscription rolls "Completion", "Time" and "Instability" randomly. Empty inscriptions found inside Living Chests have a bigger roll range than those crafted.
* Completion is a new mechanic, a player can enter a vault that isn't complete, but parts of it (to the % of uncompleted) will be replaced with vault bedrock. This includes POI's, Chests and ores.

*Note, despite our best effort, because of a complete backend rewrite to crystal data, old runes will not work after this update but can be diffused in the soul diffuser.*

**Gear Enhancement System**

We love vault gear, it's a lot of fun to play around with, and for a long time we have had a plan to further make gear fit into different play styles as a powerful enabler. Helmets will become a main feature in any build styles with this addition.

* **Enhancement Altars** can be found rarely inside **Dungeons**
* When interacted with the player gets a task to complete inside that vault, similar to a bounty
* If the player completes the task, a Vault Helmet can be placed inside the altar and be enhanced at no cost
* The enhancement will roll randomly and the altar can only be used once per player and vault (multiple altars can be found inside one vault however)
* Gear Enhancements targets abilities directly, and greatly enhances them, for example it can double the damage of Nova, half the mana cost of Dash, etc.
* Only Vault Helmets can have enhancements, and only one enhancement per helmet.

**Crafted Gear Modifiers**

We want to give more options for the player to be in control of their gear and builds. We have created a new station, the **Gear Modification Table**. It allows the player to craft a prefix or suffix onto a gear piece. A gear piece can only have one crafted modifier at any given time, and the crafted modifier trails behind discovery of the tiers. Some crafted modifiers have to be taught by finding a **Modification Archive** rarely inside **Dungeons** (level 60+) and interacting with it.

**Wardrobe**

We really like the idea of customisation with gear and loadout, and as such we felt the need for a simple way for the player to compare their loadouts, and quickly swap between their sets. The wardrobe does just that. The player can save all their gear, including trinkets, and their hotbar, in a Wardrobe block, and quickly swap between depending on their preferences.

**Elixir Objective**

Inline with making the game broader, while easier to understand and get into, we have created a new base objective. It will randomly roll from level 10 onwards, and can also be forced using the Seal of the Sage. Looting, mining ores and killing mobs all contribute elixir towards a progress bar. Every vault will randomly, and without directly informing the player, roll values for each task, for example looting a Wooden Chest could be worth more than looting an Ornate Chest, while killing a Zombie could be worth more than both - no run is the same. The player gets an indication of value per task when doing them by paying attention to the **Elixir** dropped by the chest, ore or mob. The Elixir does not need to be physically picked up as it is only a visual indicator and immediately counts towards the progression. Once enough Elixir is collected the player is tasked with finding a Lodestone, an ancient purple stone, to complete the vault.

We hope this objective teaches the player about the value of looting and progressing inside the vault, while presenting a challenge for completion, and lots of replayability.

**Augments**

On completing a vault there is a 20% chance to get an augment in the completion crate. The augment can be applied to a crystal to determine its theme. The augment dropped is dependent on the theme completed.

**Chaos Catalyst**

A new Uber Catalyst, found rarely inside treasure chests and the black market, that will turn the crystal it is attached to into a chaos crystal. Upon entering a Chaos Vault 30 random modifiers are rolled.

**Treasure Rooms**

We recognise that the heavy RNG with treasure rooms does not leave the player with a good feeling most of the time, therefore we have made the RNG more predictable. In addition the content of a treasure chest has also been **heavily buffed**.

**Cascading vs Bonus modifiers**

The modifiers Gilded, Ornate and Living were changed from spawning "Bonus" chests to instead extend a POI of their type by 25% per modifier. This change was made to allow the modifier to follow the gameplay and game loop of Vault Hunters Third Edition. The old "bonus" chest modifiers still exist but can no longer be obtained with catalysts. Instead they only roll randomly and their name was changed to reflect this change.

**Catalysts & Crystal modification**

We felt that the catalyst mechanic was a bit under-used and too linear. While random vaults are fun, as with everything in Update 8 we aim to provide the player as much control as possible over the RNG. We have made the following changes to in general buff the use of catalysts and customised vaults;

* The Crystal Instability system was re-written, it now has a 75% chance of cursing the crystal if the instability procs, instead of a 75% chance of making the crystal unmodifiable [*previously exhausted*]. This will allow for **more catalysts** (and **inscriptions**) to be added to a single crystal before it becomes unmodifiable, and instead make the player focus on handling the curses using motes or immunities. \

\***Note:** Mathematically this increases the odds to get more modifiers on a crystal significantly, previously it was about 45% chance to be able to apply a 5th catalyst without the crystal exhausting, that number is now 75%, and the 50% drop comes first around 7 catalysts.

* The recipe for Mystical Essence was made significantly cheaper
* The amount of Catalyst Fragments awarded in Wooden Chests in random vaults was heavily increased
* The chance of getting a "Super" catalyst (with no negative modifier) was increased from 1% to 10%
* Negative modifiers no longer roll before entering the vault, and are completely hidden to the player - We feel that this will break the linear experience of "Plentiful + Trapped" catalysts, and goes hand in hand with all other buffs done to catalysts

**Cake Vault**

We have had many hours of brainstorming how to make the cake vault fun for everyone, and while we believe the scaling difficulty introduced in update 7 was the right way to go, we felt like it was still missing something.

Cake vaults now have a 10% chance to spawn a Crake Pedestal somewhere in the room opened. Right clicking a crake pedestal will complete the vault for the individual player who claims it (2 players can not use the same pedestal). There is no goal for the amount of cakes, they are now infinite and the player chooses when to stop. The amount of experience gained for completing a cake vault is tied to how many cakes were consumed before right clicking a crake pedestal. With this change the player should no longer have to run back 30 rooms in case they struggle finding a cake, and are more incentivised to use the scaling difficulty to their advantage. Cake vaults remain sealed only and can not randomly occur.

**Jewels**

Instamining chests is amazing, and while the previous tiers of mining speed on jewels made it plausible to achieve instamining on the second tier of vault tools, it wasn't very easy. We have therefore **heavily buffed** mining speed on jewels all the way from level 0;

* T1: 3-6 (from 1-2) Req lvl 0
* T2: 6.1-7 (from 2.1-3) Req lvl 20
* T3: 7.1-8.0 (from 3.1-4) Req lvl 35
* Legendary T1 8.1 - 10 Req lvl 20
* Legendary T2 10.1 - 16 Req lvl 35

We also buffed **Trap Disarm** ranges as they felt pretty weak in the early game.

In addition we also made jewels cheaper to craft, they now require 5 wutodie gems (previously 8) and 8 silver scrap (previously 16) and 1 gemstone (previously 2). For QoL reasons we removed the use of Wutodic Silver Ingots. Jewels are now crafted in the Tool Station instead of the Forge

Scrapping a jewel will yield 0-1 gemstone back instead of 1.

**General Objective & Rewards**

In line with wanting to make the game more accessible and easier to get into, we have organised the random objectives and made the completion crates have predictable RNG. There is also no longer a difference between completion crates depending on the objective.

We recognise that "failing" an objective early game is a bad feeling and we want to make it easier to complete objectives.In the early game the probability of finding monoliths was heavily increased, the target monoliths was capped at 2 before level 10 and 3 before level 30.

Random objectives appear like so;

* Lvl 0-9: 100% Monolith
* Lvl 10-19: 50% Monolith, 50% Elixir
* Lvl 20-49: 33% Monolith, 33% Elixir, 33% Scavenger
* Lvl 50+: 25% Monolith, 25% Elixir, 25% Scavenger, 25% Hunt the Guardians

**The Cove & The Diamond Caves**

Two brand new rooms, the Cove, an omega coin pile focused room, and the Diamond Caves, found only in Lush themes, is a room filled with Diamond Ore.

**Ore Scavenger Task**

A new scavenger goal has been added: Ores, it will roll randomly like any other goal and the scavenger items will drop from any ore mined.

**Village Room Changes**

Village rooms felt a bit out of place, and weren't accessible for everyone. The challenge was also more RNG based than anything else, the reward wasn't strong enough and the gameplay dull and boring. Because of that we have completely remade the bottom of them;

There is now only one possible entrance to the catacombs that lies beneath the peaceful village. Gilded at night, Living at day, the catacombs can be unforgiving, and hard to navigate, but the loot found within can be very rewarding.

**Factory Room Changes**

The Factory room has always been a bit of a weird room, being the one of the only rooms that the player can't safely traverse through without getting mega spawned on. We have changed that, the factory room remains a resource pit for compressed blocks, but they are only available in the corners of the room now. Additionally, the room no longer have an infinity spawner in the middle, and we have added "The Bucket", a bucket hanging in the ceiling with guaranteed Ancient Debris spawning inside it, and a rare chance of Netherite Blocks.

**Sky Vaults**

We have added an End Resource room, and level scaled the Sky Vaults to feel more rewarding and accurate at the time they are found.

**Chromatic Iron Ore**

In line with making the game more accessible, and easier early game, we have made Chromatic Iron Ore generate without the "no air" rule. This will make it much easier to find and discover, as caving is a fully viable option to find it

**The Goat & The Bunny Guardian**

Two brand new armour sets for you to discover, in Epic and Omega rarities

**Speed & Haste + Idols**

We removed the ability to get +Speed /+Haste on idols as it was the only source of these buffs for the player and it felt weird forcing someone who wants extra speed to use idols. Instead we buffed the Speed Talent and added another level of Speed, the talent now also unlocks speed 3 already at lvl 50 (previous 80) and speed 4 at 75.

Haste 3 is now unlockable at level 50 (previously 70)

*Legacy idols will still work, but the modifiers can no longer roll*

**Bounties**

We overhauled the tasks and rewards for bounties. They now scale much better to the player's current level, and there is a lot more variety in tasks and rewards.

#### Other Changes

* Stun now completely stuns the target for 1� second when procced, stunned mobs can not attack nor move.
* Buffed the Painting Room amount of average chests inside buckets
* Buffed carved POI's average chests
* Crystal room no longer contains larimar ore, and instead have higher focus on other ores
* Crystals will now inherit the colour of their seal, and so will the portal they open
* Modifiers Update
	+ Buffed Opulent (from 5% to 10%)
	+ Buffed Lucky (from 5% to 20%)
	+ Added a new modifier, Accustomed, +20% Vault Experience
	+ Added a new modifier: Rapid Mobs (+5% mob speed)
	+ Nerfed Trapped (from 10% to 5%)
	+ Nerfed Draining (from -20% to -10%)
	+ Nerfed Furious (from +20% dmg to +10% dmg)
	+ Nerfed Chunky Mobs (from+20% hp to +10% hp)
* Armour & Durability implicits was buffed by capping scaling earlier, meaning the low roll for higher level rolls is now higher (from 8 for armour to 12 for example)
* Eye of Avarice recipe removed (can be obtained in Black Market and Treasure Rooms)
* Hunter no longer spots "Dungeon" chests
* The player can now select to craft lower level vault gear or jewels
* Unmodified crystals are now much more likely to roll positive random modifiers than negative, and the positive modifiers have more stacks, we also added a chance to roll (and stack) Plentiful on unmodified crystals, as well as the new Accustomed.
* Furious and wild can no longer roll randomly before level 50
* Frail can no longer roll randomly at all
* Faceted Foci was overhauled, they no longer group their target, and each modifier now has its own faceted focus, which provides more control for the player modifying gear.
* Snowmen no longer appears in Sweet Themes
* Added Tier 4 mobs, they are more rare than T3 mobs were, and start appearing at level 65 - they present a bigger challenge and are designed to be scarier to face.
* Added Tier 2 and Tier 3 Piglins
* Added Magmatic Piglin Guardians, they can appear in any vault after level 70, they are quick moving crossbow snipers with "low" damage but can crit.
* Automatic Genius was changed to cost 1 knowledge star (non scaling), but be gated behind every other mod in the game, as it allows auto crafting, which surpasses any research requirement. (This was originally intended but due to mod-ids changing in the port to 1.18 it was overlooked). Automatic Genius unlocked before this patch will not be reverted.
* Early game general buffs
	+ Before Level 5, spawners only spawn maximum 1 wave, and the amount of mobs per wave was heavily lowered
	+ All vaults before level 5 have Beginner's Insurance, which nullifies any trap chance.
	+ Pylons before level 20 are focused on healing & recovery and are now 4 times as frequent
	+ T1 vault dwellers (lvl 0-30) have had their movement speed reduced and can no longer land critical hits
	+ Wraiths can no longer spawn in before level 15
	+ Skeletons no longer have bows before level 15
* Buffed Cheese Burger Feast and Spicy Hearty Burger
* Added Waxing and Waning focus to ornate chests lvl 65+ (omega pool)
* Made Chaotic focus' more common
* Removed all but one vendor room, and heavily buffed it
	+ More pedestals will spawn
	+ All costs are now in Bronze, which makes the talent Bartering work properly
* Recipes for seals were changed, in general they were made cheaper.
* Removed the challenge digsite room for now, until we figure out a more fun way to implement it
* Reaping tools can now be used on Bee Pens to harvest honey combs
* Raised the rarity of finding Bounty Pearls inside wooden chests
* Updated texture for Silver Scrap
* Recipes for Junk Management items have been updated
* Blank Seals can now be obtained from level 0 in completion crates, but can no longer be crafted
* Experience gain for all objectives have been buffed
	+ Hunt The Guardians will give more experience the more guardians the player unalive
* Completion crates for all objectives are now stream lined and the same
* Burger Sauce added to Living chests after level 75

#### Bug Fixes

* Fixed a bug that made the Omega Digsite way more rare than intended
* Fixed a bug that made Wild not scale the vault dwellers properly
* Fixed a bug that made Mob Traps not spawn scaled vault dwellers
* Trinkets now work on their last use as intended
* Stonefall flask is now craftable
* Triple jump from Prismatic Feather now correctly triple jumps
* Junk Identifier now correctly takes priority over backpacks for pickup items

#### Mod Updates

* Added **Equipment Compare** to the pack, by default holding shift will compare one piece of gear with whatever is equipped in that slot, we heavily recommend changing the keybind to CTRL because of our extended tooltip functions
* Added **Pickup Notifier** to the pack, default configuration will put the notification window in the bottom right hand corner, above the modifiers of the vaults, this can be changed to suit your personal needs (< Footsteps) in config/pickupnotifier
* Updated Cagerium; Magma Cubes, yes
* Added ReAuth to the pack to allow players to re-authenticate inside the client instead of a hard restart when the Microsoft session times out

## UPDATE 7

### Version 7.6.0

Release Curseforge: Monday 13th of February

#### Balance Changes

* Removed Item Quantity and Rarity from affecting Treasure Chests
* Catalyst Fragments only start appearing in vaults from level 24 onwards (due to them having no use prior to that)
* Removed Prismatic-modifier as a random outcome in cake vaults
* adjust mystical essence recipe to include more dreamstone and a vault diamond block instead of wutodie
* Catalyst Fragments now only appear in wooden chests in an unmodified vault
* Vault Catalyst pool updated;
	+ Removed Item Quantity, Item Rarity, Soul Hunting, Prosperous from the positive outcome, to make catalysts more focused on chests
* Reduced the base & modified durability on Magnets
* Seals now cost vault diamond block instead of perfect Wutodie

#### Bug Fixes

* Fixed 0-use Trinkets sometimes being still useable
* Fixed afterlife vaults were still not generating catalyst fragments
* Fixed item discovery bounties sometimes counting the items twice in singleplayer worlds
* Fixed quark’s armor quick-equip feature no longer equipping unidentified vault gear
* Fixed spirit extractor counting soulbound items when calculating spirit cost

### Version 7.5.0

Release Curseforge: Sunday 12th of February

#### 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 Vault 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

### Version 7.4

#### The Abyss

Beyond the Protection of the Vault Gods, just outside of the Bounds of the Vault, the Abyss reigns freely; the all consuming Darkness beckoning adventurous hunters.

Lure the Abyss into your Vaults, inviting great danger and even greater rewards.

* Abyssal Ichor can be found inside Vaults above level 20
* Delving into the Darkness of the Abyss poses challenge and rewards, increasing the further you delve into the abyssal darkness
	+ Monsters deal increased damage, have more health and knockback resistance
	+ Blocks become harder to break
	+ Players gain inherent bonuses to item quantity, item rarity and gain a additional copiously-chance
	+ Players can find 2 new foci and abyssal vault gear *(The rarity of rewards and difficulty will be adjusted depending on feedback and is thus subject to change)*

#### Changes

* When inviting someone with “/party invite” and you’re not in a party, it will create a party automatically
* Adjust Vault Catalyst reroll recipe
* Adjust bounty table recipe
* Lowered the block hardiness of Living, Gilded and Ornate chests, to give access to insta mining earlier in the playthrough. They are still at different levels where Living is the easiest to break and ornate the toughest.
* Buffed Vault Magnets Durability and Range implicit rolls
* Buffed Vault Magnets Durability suffix rolls

#### Bug Fixes

* Fixed magnets continuously taking durability damage, when items cannot enter the player’s inventory
* Fixed a dupe bug concerning relics
* Fixed god blessings not being visible in JEI
* Fixed a dupe bug with hammering specific ores
* Fixed an issue with applying jewels in an anvil
* Fixed loot from treasure sand not being initialized correctly (see lvl0 empty jewels)
* Fixed tools with reaping not being able to shear sheep in an animal pen
* Fixed issues with creative pick block creating new items, prohibiting pick blocking from working properly
* Fixed a bug that made copiously on magnets not function at all
* Fixed Velocity rolls on Magnets always rolling the lowest roll

#### Magnets

Just like with pickaxes, Vault Magnets didn’t fit the rest of the game in their current state, and as such we have overhauled them

* Vault 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 Soul Chance as a new suffix on armour pieces
* Added Old Notes, they can be found rarely in treasure sand
* Added Reach as a possible choice for Beacons

#### Balance Changes

* Trinket Cost overhaul (Third time’s the charm)
	+ Lowered Alexandrite cost
	+ Lowered Vault Gold cost
	+ Lowered Alloy cost
* 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

#### QoL Changes

* The new poison and withering change can now be toggled in the accessibility menu
* Scav items now share one common tag

#### Bug Fixes

* 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
* Fixed a lighting issue affecting all UI’s
* Sharing jewels in chat no longer crashes the server

#### 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.

#### Vault Magnets

Just like with pickaxes, Vault Magnets didn't fit the rest of the game in their current state, and as such we have overhauled them

* Vault 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

## UPDATE 6

### Version 6.0.0

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, /the\_vault local\_difficulty
* 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 /the\_vault local\_difficulty <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

## UPDATE 5

#### Additions

* Added Vault Runs History - can view your personal previous 50 vaults and favorite vaults - can also share links to your vault to other players on the server. Can be accessed from the stat screen
* Added Wutodic Silver [Nuggets, Ingots, Blocks] - craftable
* Turtles in Animal pens can now bucket out turtle eggs (up to 16 eggs - increases every 2)
* Added control for the AoE breaking jewels for pickaxes, they can now be shift+arrow keyed to place down your breaking point
* Added Banished Soul
	+ Used to level down Vault Crystals and Vault Gear
		- Replaces the diamond for levelling down crystals
* Added T3 mobs (appears level 50+)
* Overhauled Vault God Favours
	+ After completing an altar, the chance of gaining a favour is 5% in addition to a new vault idol implicit for god affinities.
	+ A vault god favour is a temporary, one time use buff for the next vault the player enters.
	+ A player can never have more than one active favour, it’s always the last one achieved in a vault.
	+ Having a favour is displayed in the stat screen, the reputation indicator turns yellow if a favour is active and waiting to be triggered
	+ Completing an altar also yields either an idol or a vault god blessing. Vault god blessings are used to craft idols in the vault forge.
* Introduced Vault God Reputation
	+ Completing a vault with a favour active gives a point in reputation for that god.
	+ It is possible to earn up to a total of 100 reputation points between all gods.
	+ Every point of reputation increases the power of the buff provided by a vault god favour.
	+ If a player reaches 100 reputation in one single god, they will be rewarded with a full vault god armour set.
* Added specialisations to Hunter for all specific chests individually
* Added Stonefall: Surefoot
	+ Changes Stonefall to instead melt powdered snow in a radius around the player
* Added Stonefall: Coldsnap
	+ Changes Stonefall to instead grant you fire resistance for a short duration of time, as well as extinguishes any fire affecting the player
* Added Healing Efficiency as an armour prefix
	+ Increases healing from any source
	+ Can not roll along side with the Health modifier
* Added God Affinity as a base stat to idols, it affects the chance of gaining a favour from the specific vault god. [Affinities are added on top of the base value of 5%]
* Added a chance for a god altar to drop the Altar Chest Scroll

#### Balance Updates

NOTE This patch will have all your skill points reset as a lot of cost changes have been done!

* Sheep in Animal Pens can only be sheared for 256 wool max (this was mainly changed due to people crashing servers when sheering 10.000 sheep)
* Item Quantity is decreased for a player in a vault 6 levels below themselves, it caps out (can't go lower) at 20% item quantity
* Removed the ability to use Ender Pearls inside vaults;
* Ender Pearls has minimal cost (player damage), and is always preferred over Dash, so it is impossible to balance
* There was always also a risk that the player got stuck inside bedrock and dying as a result (vanilla bug)
* We are considering re-adding the “Vault Pearl” and making it upgradable similar to Pickaxes and Magnets, but we haven’t fully decided on this yet
* Totem Of Undying no longer functions inside a vault
* A lot of consideration was taken when making this decision, we was contemplating just removing the ability to stack them inside pouches/backpacks, but eventually the infinite healing they can provide (by the player sacrificing themselves and a totem in a tunnel to fully heal up) was the deal breaker.
* Talents Overhaul
* Increased cost for Reach and raised the level requirements
* Increased cost for Unbreakable and raised the level requirements
* Reduced the cost of Stoneskin
* Heavily increased cost for Critical Strike Chance and raised the level requirements
* Increased cost for Fatal Strike Chance & Damage
* Increased cost for Thorns Chance & Damage
* Heavily increased cost for Undead Mastery and raised the level requirements
* Increased level requirements for Ahtropod Mastery
* Heavily increased cost for Illager Mastery and raised the level requirements
* Heavily increased cost of Angel
* Increased cost of Experienced
* Heavily increased the cost of Lucky Altar, level also adjusted to fit new crystal recipe scaling
* Slightly increased cost of Blacksmith
* Increased cost of Haste
* Increased cost of Speed
* Lowered the health of Endermen in the vault end themes
* Lowered Zombie scaling damage (for all zombie types) by 25%
* Increased the blast resistance of cube puzzle blocks
* Carbon can now appear in Black market
* Increased the amount of Carbon and Vault Alloy in chest loot among other loot table buffs
* Vault Alloy can now be crafted using Vaulterite & Vault Ingot
* Curses applied from soul flames and catalysts now scale with crystal level
* Changed the cake HUD to display progress without the total amount visible
* Changed Hunter to become a cooldown ability; Cooldown scales with levels in ability, mana is static at 10
* Faceted focus now guarantees rolling the highest possible tier of modifier for the item level its used on
* Moved immunities from implicits to suffix for idols
* Moved cleave 3 and 4 to legendary modifiers on axes
* Raised the cost and rarity of Trinket and Trinket Scrap in the Black Market

#### QoL Changes

* Updated all mods to their latest version
* Added crafting recipe for twigs:pebble
* Updated texture for vault compass
* Added shift clicking to feed a full stack of food to an eternal
* Removed the key anvil, keys are crafted in a normal anvil
* Made elytras take 5 times less durability damage
* Added a feedback sound that plays when anyone finds a cake in a cake vault
* Added a feedback sound whenever copiously triggers its effect
* Added a particle and sound whenever a mob trap is triggered
* Added a sound when trap disarm procs and disarms a trapped chest
* Shift + Alt on a faceted focus to find information about what and how modifiers are applied
* Added a feedback sound that plays when anyone finds a cake in a cake vault
* Changed the Elytra to take 5 times less durability damage
* Shift + Alt on a faceted focus to find information about what and how modifiers are applied

#### Bug Fixes

* Fixed copiously giving a gem instead of an ore when mining with silk touch
* Fixed generated vault chests losing their contents when reloading the chunk
* Fixed random crashes when killing mobs with Nova: poison
* Fixed the damage value in player stat screen being incorrect with fatal strike
* Fixed vault axes taking double durability damage
* Fixed eternals not spawning in with correct gear and attributes
* Fixed looted vault gear globally generating the same rarity rolls
* Fixed cake vault ghost blocks and improved performance
* Fixed plentiful modifier being applied incorrectly resulting in more ores than intended
* Fixed haunted modifier not doing anything
* Fixed soul diffuser not dropping its contents
* Fixed old ore distributions generating in nether and end themes
* Fixed immortal magnets not taking durability damage in vaults
* Fixed flux devices being able to chunk load
* Fixed execute not applying to the first mob hit when using chaining or cleave
* Fixed vault fruits only removing 10% of base health (10 hearts) instead of total health
* Fixed the survival spawner not spawning any mobs
* Fixed pickarangs being able to break gilded, ornate and living chests
* Fixed black opal being way more common than it should be (was wrongly configured at +80%)
* Fixed vanilla anvils never breaking
* Fixed treasure rooms being empty
* Fixed transmog table deleting its contents if you leave the UI
* Fixed soul shards sometimes not dropping bonus shards if you have high drop rate chance
* Fixed chestplate model sleeves sometimes having incorrect rotation
* Fixed god altars dropping the reward table multiple times
* Fixed mana shield setting your health to NaN creating an infinite death state
* Fixed several bugs relating to soul value of scavenger items

## UPDATE 4

### Version 4.1.0

Date: 2022-12-21

Release on Curseforge on December 21st (pending approval)

#### Balance Updates

* Slightly increased knowledge essence in Living Chests
* Lowered the amount of Magnetite Ingots required for several Magnet upgrades
* Lowered the amount of Vault Plating needed for Durability upgrading pickaxes
* Heavily increased the amount of Raw Carbon found in Wooden Chests
* Added Soul Value to Empty Flasks
* Reduced the rate of the Festive themes
* Loot information (shift hover) does no longer display on identified vault gear

#### Bug Fixes

* Fixed a bug in Auxiliary Blocks making trap doors treated as air blocks
* Fixed a dupe bug with Black Market
* Fixed a bug displaying “Unknown” for vault ore in Bounties
* Fixed the Mana Shield ability to respect player’s damage reduction

### Version 4.0.0

Date: 2022-12-18

Release on Curseforge on December 18th (pending approval)

#### Additions

* Added a tooltip loot table identifier to items that appear in loot tables, allowing players to shift over the tooltip to see where the item originates from.
* Added 5 new shield models
* Added the Fairy Lights mod
* Added a new room: Chromatic Caves, this room can only appear in the Raw and Cave themes and is fairly common
* Added Vault rock ore, and changed the way ore generates in ore POI’s; no more vanilla ore
* ‘Tis the season…

#### Changes/Balance Updates

* Remade the entire Black Market offer list, and included a lot of new items, including vault gear
	+ The rarity of vault gear is random and only revealed after you purchase it
* Gave some more items soul value and buffed a handful of items soul value
* Bounties now better scale with player level, slightly reduced rewards on low level and increased rewards as you level up
* Bounty completions are now scaled with vault level
* Bounties reroll cost lowered on lower levels
* Coin Piles now scale with player level
* **Cagerium** cages and terrariums are now slightly slower to produce their outcome
* Completing a bounty now gives a 60 minute cooldown instead of 2 hours cooldown
* Splash potions of any kind no longer work inside a vault
	+ *Dev Notes*: To us this is a very important change; We have abilities and gear modifiers to allow the player to regenerate health, in addition vanilla provides drinkable potions - but we can not, without a very advanced and convoluted system, find a way to balance splash potions. We do not think they fit the game and have therefore banned them from being usable inside the vaults.
* Stonefall now has a tinted screen overlay (vignette) when active.
* Buffed Stonefall; lowered the mana cost and mana cost gets lower the higher level Stonefall is
* Added a recipe to convert Azalea logs between the 2 base colours
* Updated several recipes for mods
* Updated leveling requirements from 50 onwards
* Made it so that Soul Diffuser can hold more soul dust
* *Sky Vaults* RAW crystals now yield less vault XP after level 1, and at level 4 and above they yield no XP.
* Shield updates (these do not affect legacy items rolled before this patch)
	+ Lowered base durability
	+ Lowered durability modifier
	+ Lowered health scaling
* Completely reworked loot tables, they now have even more focused loot and loot scales and differ depending on player level.
	+ We will monitor these results, but feel confidence in this change. It should also make benitoite scale better with its needs.
	+ While loot tables will eventually be added past level 60, we do not intend on having similar loot scaling as the 1.16 version as the player gains Item Quantity and Item Rarity on top of the loot tables being improved.

#### Bug Fixes

* Kill Entity Bounty now respect tiered mobs (Kill X Zombies will now respect any tier of a zombie)
* Fixed a bunch of broken armour models
* Fixed a bug where building gadgets was usable inside the vaults
* Fixed several critical bugs with the vault altar
* Fixed sound bugs relating to
	+ Vault Ore breaking playing in stereo, making them seem very loud
	+ Coin pile placement playing in stereo, making them very loud
* Fixed a bug that generated Terralith terrain outside chunk render in Sky Vaults.
	+ *Note* this doesnt fix already pregenerated worlds generated chunks, if you are playing sky vaults and have a generated world, you can use MCEdit to prune the generated chunks, check our discord (discord.gg/vaulthunters) for a guide for how to do that
* Fixed a bug that disallowed players to break chests even within their reach

## UPDATE 3

#### Additions

* Added the Vault Anvil - a new anvil that does not break
* Added Animal Pens & Animal Jars - **We urge all gamers to swap out their “vanilla pens” for these animal pens in order to help server improvement**
	+ We recognise that people want to keep animals in pens in order to have a steady income of animal loot for altars and other things. This is, and have always been, a massive lag generator for servers, as mob AI in minecraft isn’t ideal.
		- While mods like Cagerium and iSpawners remove the need of these “vanilla pens”, they are gated behind research and we do not want to force players into research to help avoid lag. Therefore, Animal Pens and Animal jars are not gated behind any research.
		- Animal Pens are by design not automatable (in order to not compete with the research unlocks) - but instead works very much like a replacement for the classic “vanilla pen”.
		- The crafting recipes for an animal pen and an animal jar are also very basic and cheap
	+ Craft an animal jar and shift right click it on a passive mob to collect it. You can collect several (unlimited) amount of animals in one jar.
	+ Right click your jar on to an animal pen placed down to put all the collected entities in that pen (only one per mob type)
	+ Animals in a pen can be interacted with just like you would interact with a mob in the vanilla game, you can hold shift to see more information about the pen
* Added a group function to the Vault Altar, allowing us to group required items together, most notably is dyeable things like Glass, Terracotta and Wool, but we have made some other groups as well for you to discover. When the altar has a group it will swap between the items it allows.
* Added 2 new unique shield models, they have to be discovered elsewhere…
* Added statistics for total vaults runned in the statistic tab of the stat screen
* Tabbing on a server now shows the player’s vault level as well as if they are in a vault or not
* Added a sound when using the ability Hunter
* Bees now produce pollen in their animal pen, allowing the player to collect honey and honeycomb
* Added a few new curses; Explosive, Shulkered, Crab Walk, Confusion and Jupiter Gravity
* Added Rubidium to the modpack by default
* Added a feedback sound when trading in the Black Market

#### Complete Overhauls

* We completely overhauled Soul Shard Trading, there is no more soul shard shop accessible through F7
* Added the Black Market block (replaces the F7 screen)
	+ Interact with the block to access the Black Market (prev soul shard trading).
	+ There is a timer at the top telling you when the current 3 offers expires
	+ If you buy one of the three offers all offers refresh and the timer resets itself
	+ Offers are player individual and no longer server wide
* Added the Soul Diffuser block
	+ Can be used to break down various items in to soul dust
	+ Items that can be broken down will state their soul value on their tooltip
	+ The Soul Diffuser supports full automation

#### Balance Updates

* Updated **a lot** of recipes for mods to be more accessible. Mainly focused on removing any Compressed Block needs and instead increasing the use of Chromatic Steel. There are a lot more recipe changes planned and more will be done before the patch is pushed to Curseforge
* Vault Altar recipe requirements were completely rewritten to better scale and better fit the progression of gamers.
	+ Note, we will monitor the results closely and more changes will come over the next coming days
* Wither skulls can now be applied to exhausted crystals to further apply a curse
* Overhauled the proficiency gain when crafting vault gear. The old values were very hypothetical and our intention was that to become an artisan in gear crafting would take a lot longer than it did. We have therefore made it 10 times as slow, this may be reviewed again after seeing results.
* Added Vault Plating as a requirement for gear crafting
* Changed scavenger items to not be cleared when exiting a vault (as they now all have a soul value)
* Lowered the opacity on the Frost Nova effect to provide players with better visibility.
* Animal pens can now breed multiple animals by having several of the food items held while breeding
* Fixed a few more recipes (including void upgrades for Drawers)
* Sheep can now be dyed inside an Animal Pen

#### Bug Fixes

* Completion Crates can now be opened while wielding an offhand item
* Fixed a few mixin related client crashes
* Fixed alternative doll recipe to now be displayed correctly
* Fixed a bug that affected vault gear level when displayed in the bounty table
* Fixed a bug which allowed an exploit of zooming mini map while inside a vault.
* Fixed a bug that emptied infinite water bucket on use
* Fixed a bug with crafting proficiency that allowed a player to go beyond the total proficiency points
* Fixed Sweeping Edge modifier to now deal the intended damage to the swept targets
* Fixed a critical bug causing crashes with the Vault Altar

#### Mod Updates

* Compressium (And we added tags so they are breakable)
* FTB Backups (hoping to fix random crash errors on servers)
* Cagerium
	+ Removing an egg from a cage now requires a one-time-use key that can be crafted in game for vault materials
* iSpawners
	+ Spawn Eggs in the survival spawner now no longer expire
* Sophisticated Backpacks
	+ Added the ability of saving the memory of a bag to the player data, so it can be loaded and used even if you die and lose your backpack!