Veilscar 1.0.1: Where You Left Off

No more stuck death screens, pick up where you left off, mages need their robes, rifts bite harder, open resource worlds.

1.0.1

Most important fixes

  • No more stuck death screens. After dying in a rift, the Respawn button could stay greyed out and leave you stuck. Late hits, life steal and healing zones could touch you after death and lock the screen. That can no longer happen, and if it ever does, the game now frees you on its own.
  • Daliah, Mistress of the Snake, can always be struck. Her arena phase used to lift her out of reach so no hit landed. That phase is gone.
  • Nether rift blazes no longer one-shot you. Their fireballs now hit like any other ranged rift creature, and they have 30% less health.
  • Rift bosses stay in their rooms. A boss pulled out of its room now resets properly instead of wandering off, and Daliah has more room to lunge before she resets.
  • Invisible bosses: we are still hunting a rare bug where a rift boss turns invisible to some players. Staff can now make it visible again on the spot, so tell a staff member right away if it happens to you.

Pick up where you left off

  • Entering Veilscar now returns you to where you last stood: your home, your cult’s world, the Loreworld, the resource worlds, the Mall or the lobby. New wanderers still begin in the lobby.
  • Leaving a rift, an arena match or a world boss takes you back to where you were before you went in, not the lobby.
  • Typing /lobby or /hub inside a rift or arena still takes you straight to the lobby.
  • If you logged out while visiting someone else’s world, you return there only while its owner or one of its members is online. Otherwise you start in the lobby.
  • If your last spot can’t be reached (a world that is gone, a world that is closed for now, or ground you can’t enter yet), you start in the lobby with a short note explaining why.

Rifts

  • Leaving early counts however you leave. Walking out of an unfinished rift by /lobby, /home, /mall or any other route applies the early-leave cooldown at once, the same as the exit portal. Disconnects are not punished, so you can still rejoin your run.
  • Rift creatures hit harder: 25% more damage on Normal, Hard and Heroic. Their health is unchanged.
  • Rift bosses are tougher: Normal bosses have 10 to 20% more health, Hard bosses 15% more, Heroic bosses 20% more.
  • Progression fix: clearing a rift in a party below your frontier still pays Shades, but no longer moves your frontier up. You advance by clearing rifts at or above your frontier.
  • The exit portal button now reads “Leave the rift”, and arena countdowns say “Heading back”.

Mages and staves

  • Spell weapons need mage armour. Every staff and spell weapon draws its power from the Spell Power on the mage armour you wear:
    • With no mage armour, spells work at 25% power.
    • At 8% Spell Power from armour (a full Acolyte’s set, or about two Hierophant’s pieces), spells reach full power.
    • Spell Power still adds its bonus on top, so higher mage sets hit even harder.
    • Affected weapons: all twelve ladder staves, Nightmare, Touch of Erictis, Krevatopetra’s Reliquary, Leech Psalter, Ebonchill and Ashcaller.
    • Their tooltips now show the requirement, and a short reminder appears if you cast below full power.
  • Warding Ground (Vigil staves) is now a pure shield: it wards you and every ally in the zone with 2 hearts of Absorption for 6 seconds, and heals nothing. Hallowed Ground (Blessing staves) remains the healing line.

Gear

  • Only rift gear seals when it breaks. At 0 durability, rift items still go dormant instead of shattering, so you never lose your grind. Vanilla elytra, armour, shields and tools now break normally, as in vanilla.
  • Vanilla items that were wrongly sealed get their enchantments and stats back the next time you equip, hold or move them.
  • Broken rift shields can no longer block. Repair them at an anvil to raise them again.
  • Wings of Fortune now give armour and toughness like other netherite boots. They gave none before.
  • No more zero rolls. Stats that could roll as low as 0 now start at half their maximum. Items you already own are rescaled the next time they refresh, so a 0 roll becomes the new minimum.
    • Shields: Traveler’s, Victory, Titan’s, Eagle and Sky.
    • Armour: the Bulwark set and Breath of Endurance.
    • Weapons: Goader’s Tatters, Smasher’s Warmaul and Terra Warhammer.
    • Tidebound Rod: Steady Hand now rolls 0.5 to 2.

Home and cult worlds

  • More life in your lands: a wider active area around you, so farms, pens and trading halls nearby keep working.
  • Villagers stay awake within 21 blocks and restock more like vanilla.
  • Higher caps: personal worlds 80 animals, 30 villagers, 3 iron golems; cult worlds 160 animals, 60 villagers, 5 iron golems.
  • Monsters spawn at the vanilla rate.
  • Crowding limit raised from 8 to 16 animals.
  • Crops and saplings grow at vanilla speed, since growth now reaches every field close to you.
  • Custom crops (tomatoes, corn, grapes and the rest) grow twice as fast.

Resource worlds

  • No more border: the Overworld, Nether and End are open as far as you dare to travel.
  • Overworld random teleport reaches further: 500 to 10,000 blocks out.
  • The Nether: entering from the menu, the lobby guide or your home world’s portal always places you on a fresh, safe random spot. Nether portals in the resource world still link as normal.
  • The End: you always arrive on the main island, from the menu, the lobby guide, a stronghold portal or a reconnect.
  • Fixed: stronghold End portals could drop you into the void.
  • Fixed: newly built nether portals could appear far too low, near the lava sea.