Interlude Patch: Skimming Through
Hello Scribes,
You have a new Update Post author temporarily, so forgive the numbers guy if he messes up the letters. This week brings us Interlude Patch: Skimming Through! Inside, you'll find our newest movement ability: Skim - a Verse-atile addition to our spellbook, a Myriad of bug fixes and Performance Improvements, and a quick preview of what's on the Horizon!
Sprint into Action with Skim!

Skim is our newest movement ability. It's a toggled ability that increases movement speed and jump height while active. Casting your Generator or Spender will deactivate it. Let us know what you think!
Bug Fixes Galore

Vellum has been on a long, exciting journey! We launched into Early Access over two years ago and released close to 40 updates. So this update, we spent a little extra time digging under the hood and addressing some lingering issues to improve our foundation. We've refactored some old code that touched Status Effects and Area of Effect abilities.
This should help resolve issues with Punctuate and Enkindle in particular but will also fix some rarer issues with some Pages. There have been a few Multiplayer issues we've also resolved, so joining lobbies and swapping regions should be smoother and handle failure cases more elegantly.
We also are continuing to share development ideas with Roads & Riches, so our Ink Ocean is getting some love! It now ripples as you (or the Torn) move and jump through it.

Next Update Preview

As part of our updates, we've expanded player's options for how to play with new modes like Raids, Storyboard, and Epic Poetry. Our base Tomes have not been adjusted too much in that time, but that's changing in the near future.
We're looking to make some improvements to our Tome gameplay flow while keeping the core experience intact. In the coming weeks, we'll be uploading a build to our testing branch with changes that address some pain points community members have identified.
This will be an iterative process and we want to work with our community to make sure the changes feel right. You can help this process by providing feedback in our Discord's testing channel(Discord - Group Chat That’s All Fun & Games).
Epilogue
We'll have more exciting Vellum news in the future, but as always, it's been very fun working on this latest update and we hope you all enjoy it!
Happy reading, and see you in the Discord!
- The Vellum Team
Interlude Patch: Quick Skim - Full Patch Notes
Skim
Increase Movement Speed and Jump Height while active. Casting a generator or spender ends the ability, or you can toggle it off.
General
Improved region and lobby connection reliability (region switching, join codes, and invites)
Status effect cleanup overhaul:
When a status effect ends, the area effects, beams, and projectiles it spawned are now properly cleaned up
Status effects that apply or remove other statuses while ticking no longer cause neighboring statuses to be skipped or removed incorrectly
Cleansing on death or wave end now also clears pending statuses that hadn't applied yet (statuses that persist through death are kept)
Status effect multiplayer sync improvements:
Status stacks no longer desync between players when statuses are applied and removed in quick succession
Statuses from different sources no longer overwrite each other when syncing to other players
Players joining mid-run now receive accurate status duration and stacks, including statuses that don't expire
Movement speed modifiers now always apply to and get removed from the correct target (fixes speed buffs or slows getting stuck)
Memory cleanup for ability effects, should improve long-session stability
Lifeline: Description updated to clarify that it grants Invulnerable to other Scribes
Ink Ocean now reacts to Scribes and Torn moving through it
Vignette: Thesis, A Ship Rewritten small edits
Bug Fixes
Fixed an issue where Dyson Em Up dealt incorrect damage to bosses
Fixed an issue where Draw's spread effect could last forever
Creased Frightening circles should now register more reliably in multiplayer
Fixed an issue where some sound effects could play at the wrong location
Fixed an issue where some effects could linger after their status ended