Update log
Full Vaultbreakers update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Maps
This update kicks off our newest playtest. We’ve added a handful of new features, balance changes, QoL improvements, bug fixes, and this week, you will be able to experience all of this. As always, we would love to hear your thoughts and feedback, as it helps us improve the game for you.
New Changes
Mission & Map
Performance, loading and memory usage improvements
Improved water rendering
New enemies added:
Ghost Bandit Crossbow
Ghost Bandit Dagger
Forgotten Champion
Reworked the main questline up to the first Vaultbreak event.
Many quest rewards reworked to support new Ability Items
Darkness rework
New darkness effect and behavior added to the Elemental and Gondrak caves
Torches added to maps in Darkness areas, but darkness radius is now smaller
New Spirit Artifact added to the second Vault
Refinery map extended in size (new mini areas are coming soon!)
Gas mask and poison rework
Storm Summoner removed along with its building requirement
Silverhook Sam and Goldbelly locations in the mission updated
Bear Cave is no longer locked
Multiple environment effect SFX & VFX updates
Updated Doomburst Cactus name and locations available
Chest type and location updates
Bahra now patrols the area
Ore now drops from various Elementals
Changelings removed from Tutorial match
Health bar communication of color and state updated
All health bars are now green, so they do not impart information about if a given entity is an enemy or a friend. You will have to find that out in other ways!
Wounds are dark green, so they do not appear similar to shields, and are thematically better linked to health.
Party members’ names now appear in blue in missions as well (this was only the case in the Haven before)
Added primary quest line icons to differentiate primary quests and other quests in the world
Hopefully, this helps players make easier decisions about what to pursue when in doubt
Combat Balance
Vaultbreaker abilities available from the start have been reworked
Gear slots reworked
Ability items added for deeper playstyle expression and customization:
3x class ability items
7x gear abilities
2x weapon abilities
Balance changes for playable Vaultbreakers:
Dev comment: With so many new Ability Items added, the balance is hard to predict. We’ve tried tweaking some things based on the last test, but not overreacting too much before we see how Ability Items affect the game. For the changes, the big outliers last test were Nymera being too strong and Lumiri being too weak. Lumiri’s energy re-cast rework was a bit too demanding. Nymera's ultimate was a bit too strong for PvP when staggered.
- CosmeticNymera UltEmerald Barrage damage delay time from 0.1 to 0.3
- CosmeticNymera UltEmerald Barrage projectiles 5 to 4
- CosmeticNymera UltCan no longer be rotated while channeling
- CosmeticNymera PerkSoaring Strike less invulnerability duration on cast from 1 to 0.5s
- CosmeticLumiri perkSharp Leaves - Damage increased from 80 to 120 and scaling from 70% to 100%
- CosmeticLumiriPiercing Overgrowth. No recast. Base version doubles Shooty Flowers.
- CosmeticLumiriBasic attack and flower attack energy gain increased from 2 to 4.
- CosmeticLumiri PerkEmpowered Discount energy reduction reduced from 50 to 25.
- CosmeticLumiri PerkEnergizing Touch to 50 to 25 energy per hit.
- CosmeticThoraRager whirl pulls in (reverse knockback) enemies
- CosmeticBjornirWild Swing energy gain reduced from 20 to 10
- CosmeticBjornirBasic attack has energy gain on hit from 0 to 5
- CosmeticBjornirBasic attack hold self slow increased from 20% to 25%
- CosmeticSparkwing PerkEmpowered Vortex base
Source
