Changelog
The air is burning around you...
Highlights
- Essential Compatibility
- Latch changes, UI changes
- Threat stuff
- Trustworthy Note changes
- Reinforcement System compatibility
- Glowy bits
- More Config options
If i get no feedback i will die
You should redo your configs for this update. Quite a bit has changed.
Changes
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MixinExtras is now shadowed again. The version has not changed, however.
- In order to gain compatibility with the Essential mod, this mod will shadow mixinextras to where that mod shadows its own mixinextras.
- Just in case you see essential mentioned in a crash report without it being installed.
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The Latch should no longer ignore its Attack cooldown (silly)
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Buglins will no longer lunge at enemies when parasite players attack or are attacked.
- They haven't forgotten what you did to their targetting, Dhan.
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If Hermit's Arsenal is installed, Parasite Players will drop Incinerated Flesh and Fragmented Genomes whenever possible.
- This requires a living entity to be responsible for the death.
- Still on the fence for if parasite players will drop items more regularly. More at 11.
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Latches should now properly die whenever their owner dies.
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The UI has been modified a bit
- Points contributed now has its own progress bar. This also shows the next Corpse Bloom level's requirement, if applicable.
- The Latch now has a UI indicator, and a message when you unlock it.
- The UI element also shows the Keybind needed to use it, and whether it was deployed.
- The Hiding UI no longer shows if the player in question cannot hide, due to insufficient Corpse Bloom.
- This also shows its keybind now.
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The messages for the note now allude to why it failed to be used.
- "It won't budge. It seems weaker in this dimension." - The dimension you are in won't work. Try the overworld instead.
- The dimension stipulation only exists if the nighttime stipulation is active.
- "It won't budge. Maybe try again when its darker out?" - It needs to be daytime.
- "It won't budge. Perhaps the moon phase is wrong." - Wrong moon phase. I would've went with something more cryptic but people actually need to know what they need to do.
- "It won't budge" - This is now unused (far too vague)
- "They have advanced too far for this to matter." - The current Evolution Phase is too high.
- "It won't budge. It seems weaker in this dimension." - The dimension you are in won't work. Try the overworld instead.
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Fixed a bug where parasite players would have worn skulls fail to rotate properly.
- Might also fix other head-related issues, who knows
-
Phase -2 now has its own sound. I suggest you set up a new world as a parasite, run /atimer set 60, and then watch the fireworks, so I can get feedback.
- Don't get your hopes up, I'm no sound designer.
- There is also a minor visual effect, which can be toggled in the configs.
- For non-parasites, the sound is C418's "Alpha", or the music for the end poem.
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Corpse Bloom tier requirements are now configurable.
- They default to the Evolution Phase Point Milestones, but each one can be modified if you wish.
- Theoretically, you should be able to just regenerate your config if SRP changes their Phase Requirements, and the config should update as normal.
- The requirement for the current Evolution Phase to be high enough can also be disabled now.
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Parasite Players can now deal Minimum Damage on fully charged attacks, using the Slicer (The scythe tentacle in your head)
- This will also apply Exhaustion, provided Minimum Damage occurs. It also has a sound cue!
- Both of these are diminished when you use them too rapidly. There is a "delay" of 10 ticks wherein your damage and exhaustion will be interpolated (reduced). The more often you hit, the less you'll deal.
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Parasite player Scent death value is now 10.
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Points subtracted on death will now be subtracted from points contributed as well.
- Debar can prevent points from being subtracted at all, as per standard practice.
- This can be configured. If you only want the World to lose the points, that can be done (freeloader).
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Parasite players will spawn Beckons on death provided the Reinforcement System is enabled.
- This only occurs if an entity was responsible.
- This stipulation extends to spawned Scents as well.
- This can also be disabled, as well as spawning scents.
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Parasite players mimic fire-based Rage behavior now. Getting hit with fire damage has a 1 in 5 chance to give the Rage effect.
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The Grep should no longer fall into the bowels of the earth, never to return... (They still aren't finished)
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Armageddon now prevents the biome from assimilating blocks, provided a node doesn't exist.
- A node would only be able to exist post armageddon via commands since every node is killed when it occurs, so I'm not touching that.
- To clarify, Colonies and Nodes will have their structures stay, but the inner heart will stop beating, so to speak. More of a Carcass than a structure.
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Armageddon now scales mobs as time progresses. It does this through a new value, Ante.
- Ante will increase every 10 days, scaling Defense, Hyper Armor, and Bane for Enhanced Mobs. All three only apply to combat with parasites.
- Defense is effectively extra health.
- Hyper Armor turns damage below its value into healing.
- This cannot heal above half the mob's maximum health (including defense).
- Bane is extra damage dealt to Parasites.
- Enhanced mobs will also gain the Speed effect with varying amplifier (it changes every second, most of the time) when targetting a parasite.
- Ante also increases the chance that RPL occurs, as well as its severity.
- A mob has a chance to become Enhanced when it spawns, and the chance increases the closer the Threat is.
- When I do add a way to decrease Ante, there will be a minimum value it cannot go below. This creeps upward by 1 whenever its difference from ante exceeds 5 (configurable).
- There's also a new command, /ante, which behaves much like /atimer.
- Enhanced Mobs will remove 2 points for all adaptations on any parasites they attack. You are included in this.
- There are custom hit colors and sounds for Defense and Hyper Armor proccing. Bane also has a sound when it is used. All sounds have pitch modifications of some kind.
- An entity will flash blue if it is using its defense. This will play an Iron Golem hurt sound.
- An entity will flash yellow if it blocks an attack with Hyper Armor. This will play an attack failure sound.
- Ante will increase every 10 days, scaling Defense, Hyper Armor, and Bane for Enhanced Mobs. All three only apply to combat with parasites.
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Parasites will burn in sunlight once Ante exceeds 7. This can be configured, and doesn't occur if you are invulnerable.
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Again, to reiterate, the Threat is still disabled by default. This is all a HEAVY work in progress.
- Enhanced Mobs are still not at the level I aspire them to be at the moment, so if you do play with them enabled expect hiccups (don't be afraid to tell me about them, too!)
-
For parity with recent Beckon changes, the parasite player model and Factory model will both have glowing parts where necessary.
Config Changes, an inexhaustive list
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Client - Armageddon Visual Artifacts - Whether Armageddon causes certain visual artifacts when it occurs.
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Bloom - Point Milestones - The amount of points needed for each Corpse Bloom tier.
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Random Point Loss - Burning Chance - Decreased to 0.3, from 0.4
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Armageddon - Maximum and Ante stepping values for each auxillary mechanic for Enhanced mobs, as well as for RPL and the COTH rework.
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Armageddon - Ante Ticks - Time it takes for Ante to increase by 1, in ticks.
- Ante can be fixed by setting this to 0.
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Armageddon - Enhancement Chance - Base chance for a mob to be Enhanced. Ante-sourced chance increases are stacked on top of this.
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Armageddon - Armageddon Enabled - description updated.
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Armageddon - Timer Enabled - Whether the armageddon timer is enabled.
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Armageddon - Ante Enabled - Whether Ante is enabled.
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Armageddon - Mob Enhancement Enabled - Whether mobs can be Enhanced. Existing enhanced mobs will behave like normal mobs if this is disabled.
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Armageddon - Maximum Ante - The maximum value Ante can reach.
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Armageddon - Starting Ante - When a world is created, Ante will be set to this.
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Armageddon - Enhancement Fixed - Whether the timer has no effect on the Enhancement Chance.
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Armageddon - Enhancement Blacklist - Mobs which cannot be enhanced. A whitelist check is also provided.
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Armageddon - Ante to Burn in Sunlight - If ante exceeds this value, parasites will begin to burn in direct sunlight.
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Spawn Beckon on Death & Spawn Scent on Death - both are self-explanatory, toggle the mechanics mentioned.
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Bloom - Bloom Phase Value -> Bloom Phase Conversion
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Bloom - Require Evolution Phase for Upgrade
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Bloom - Minimum Damage Enabled, Minimum Damage Bloom Requirement - Enables and adds a tier requirement for Minimum Damage
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Bloom - Minimum Damage per Bloom - Minimum damage value for each bloom value.
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Bloom - Exhaustion Enabled, Exhaustion Bloom Requirement - Enables and adds a tier requirement for Exhaustion.
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Bloom - Minimum Damage per Bloom - Minimum damage value for each bloom value.
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Bloom - Lose Contributions on Death - Whether points lost on death are also subtracted from Points Contributed
Files
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Release channel
BetaVersion number
1.0.9Loaders
Game versions
1.12.2Downloads
140Publication date
March 21, 2024 at 8:15 PMPublisher
roguetictac
Developer and "Artist"