Wold's Vaults - Vault Hunters Expansion

An opinionated and heavily customized, and modified Vault Hunters 3 experience.

File Details

Wold's Vaults-0.31.0.zip

  • R
  • Jun 7, 2026
  • 44.30 MB
  • 335
  • 1.18.2
  • Forge

File Name

Wold's Vaults-0.31.0.zip

Supported Versions

  • 1.18.2

Wold's Vaults 0.31.0

Mod Changes

Update: Wold's Vaults Official Mod

Update: Vault Hunters API

Update: Unobtanium - Vault Hunters Fixes

Update: Iam's Music Player - Renewed

Features/Changes

Mythic Rarity: Color has been changed to be made more distinct from Epic.

Experienced Expertise: XP bonus now shows in XP tracker and on the vault end screen.

Frenzy: No longer sets mobs to 1 hp. Instead, mobs and players both do triple damage against each other, and mob speed is still increased like before.

Overpower: No longer sets mobs to 1 hp. Instead, mobs take double damage from players (any player source of damage). Temporal shard duration increased.

New Gamerule: vanillaOverpowerMechanic, reverts the above two changes to work like in vanilla Vault Hunters.

Greed Shop: When the Greed Shop rerolls, the scaling reroll cost also resets back to the base cost.

Etchings: Sealed/unmodifiable gear can now have etchings applied.

Repair Augmenter: Repairs can now be added to sealed/unmodifiable gear.

Cull Modifier: New modifier that has the old 1 hp mechanic of Overpower, this modifier can be found rarely on maps and on a new item (Concealed Chaos, see below) currently.

Moving Day Modifier: New modifier that spawns Cardboard Boxes randomly throughout the vault.

Astral Themes: Chance to appear has been increased.

Block Tags: Vantablack and Stars blocks now can be mined with Pickaxes to mine them faster.

Archive Core: Add new Deck Core, found in Completion Crates. Adds a multiplicative bonus based on the number of Arcane cards in the deck.

Completion Crates: When in Greed, completion crates (except for some objectives like braziers) will reward Greed Coins and a few other additional items.

Seal of the Senseless Scavingo: New seal for the Unhinged Scavingo (Collector) objective, you can scale the board size by adding additional seals! (thanks rizek)

Wild West Room: No longer offers option to double the number of chests, instead you can just choose to add additional coins/chests. Room made more common again.

New Gamerule: vanillaWildWestRooms, makes Wild West rooms work as they do in vanilla, offering the doubling option.

Concealed Chaos: New item that you can add to Vault Crystals in the Crystal Workbench. Found when killing Dungeon Bosses or as a possible reward from Chaos Completion Crates. Consumes 50 capacity to add 15 random positive modifiers, half the time it can backfire, adding 15 modifiers still but with possible negative modifiers and makes the crystal unmodifiable.

Adaptive Focus: Can now be applied to Unique Gear in an anvil.

Vault Maps: A few new modifiers added. Mythic Maps have greatly increased values. Crystal Workbench JEI now displays that it takes 10 capacity per tier. Item quantity and item rarity implcits increased.

Chaos Objective: Now has a proper completion crate instead of always being a level 0 base crate. Now gives 36000 XP instead of 12000 (default xp reward).

Deck Sockets: Much better to recycle, chance is much higher to receive something back and amounts increased.

Greed Gateways: Now drop greed coins.

Greed Tier Scaling: Now scales with difficulty. No difficulty completely removes scaling, scaling is below:

Piece of Cake: 10%

Easy: 25%

Normal: 35%

Hard: 50%

Impossible: 100%

Fragged: 200%

New Gamerule: greedScalesWithDifficulty, disables the above functionality and makes it work like vanilla (50% hp and damage scaling per tier)

Rune Master Challenge: Removed Shortened modifiers.

Idona's Challenge modifier: Now includes 1 stack of Onslaught (increased mob spawns).

Hoard modifier: Now 100% item quantity instead of 50%.

Goblin Hoard modifier: Now 200% item quantity instead of 100%.

Shiny Cards: Some cards have been buffed!

Dungeon Boss: Deck Cores now drop more often, can drop chaotic vault rocks and Concealed Chaos as well.

Mapped Chests: Chance to drop maps heavily reduced.

Mapped Treasure Chest: Can now contain Vault Maps.

Bingo Objectives: Affects all "Bingo" objectives (Bingo, Ballistic Bingo, Collector, etc.), each completed bingo line now adds 10% bonus XP.

Catalyst Infusion Table: Accustomed catalysts can be crafted here once again.

Lab Rooms: At level 50+, chest/coin pile options contain a bit more chests.

Memory Rooms: At level 50+, more chests/coin piles spawn.

Temple Rooms: At level 50+, options can contain more chests/coins.

God Altars: A couple additional tasks were added.

Swampy: Has gone on a diet, has a bit less health. Poison aura now requires line of sight to apply to player and damage and duration have been reduced.

Pax Unique Jewel: Now includes Reaping.

Rune Boss: Health rune values reduced.

Shockwave Trap: A bit less aggressive of knockback.

Mob Buff Traps: Volume reduced on howl sound effect.

Fixes

Fix: Fix Princess unique missing a prefix (thanks rizek)

Fix: Fixed Chaotic gear displaying with Scrappy gear color.

Fix: Chaning to Colorblind mode crashing the game.

Fix: All crit modifiers displaying incorrectly.

Fix: Fix a possible crash in Survival vaults involving Survival Pylons.

Fix: Echoing proccing on-hits it shouldn't and abilities proccing Echoing that shouldn't.

Fix: Fixed an exploit allowing you to craft backpacks without research.

Fix: Royale Vaults being uncompletable.

Fix: Fix some cards having incorrect values.

Fix: Fixed several Super Inscriptions missing a texture.

Fix: Fix Alchemy objective possibly causing weird server lag. (hopefully, let me know if you still see issues with this!)

Developer Notes

Yes, highly controversial change here with the changes to Frenzy/Overpower... it has lead to a pretty game breaking game loop to have these modifiers so openly available, especially with the introduction of Onslaught catalysts. For Overpower, temporal shards break intended mechanics of some rooms like Gateway rooms. There is nothing wrong with the fun of having 1 hp mobs here and there though, so I have implemented a way to still be able to enjoy this experience more occasionally and with less control over it (at least outside of end game). Overpower is also pretty objectively better than pretty much any other temporal modifier, so this brings it more in line with the power of the other modifiers while still being powerful and fitting the modifier. For players who really want a purely vanilla VH experience, I have included the gamerule to bring back old functionality, but I think game is much better with this more toned down!

I am aiming to tackle some of the really grindy aspects of the game so players don't feel they have to resort to things like abusing mechanics like this, while not making it trivial to obtain the best items that are available. Also offering more options to tune the difficulty of the game to your personal preference by adding greed scaling with difficulty choice without totally abandoning the mechanic. If there are any suggestions on improving grind without trivializing the game, I am very open to hearing thoughts on that! It's good for the game to always give you something new and exciting to look for, something to work on and keep you coming back!

As far as Wild West goes, I think we can all agree this room is quite silly as it is! This is to bring it much more in line with other challenge rooms while still hopefully being rewarding! I don't intend to make the room useless or anything, but this is a very necessary change! It is totally possible it will see some more adjustments down the line.