Changelog
This one. THIS ONE. The main reason it took this long was just figuring out issues that kept cropping up, it's like a game of whack-a-mole and I'm not having fun anymore
Don't even get me STARTED on Requiem. The 1.12.2 version of the mod is ancient. DO NOT ADD THE RUPTERS TO THE POSSESSION LIST. YOU HAVE BEEN WARNED. The list of parasites is small for a reason. I would not recommend expanding it. If you ask me to fix it I will eat your soul
There's likely still a few hiccups or things not mentioned in the changelog, a lot has changed over the three month long dev cycle (if you can even call it that)
Please, for the love of all that is carbon-based, delete and redo your config files. Hell, a whole new one has been added!
OH ALSO, Enhanced Mobs and Ante are here, and some new items (and a functional block) have joined them. The certainty of steel Even now, they still aren't entirely finished so to speak. The things I have planned aren't entirely necessary quite yet though.
maybe i should take a break
-------- A temporary bug fix has been implemented for parasites not losing points. This can be toggled in the config.
Synopsis
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A #### ton of internal changes (at least 2, I can't count any higher)
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A temporary fix for parasites not being able to gain points
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Buglin Tunnel Decay
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Bug/Crash/general tweak fixes, and new bugs/crashes to replace them
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Incompatible with ThiccEntities, use Entifier instead its literally the same mod
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Some new config options, some better expressed than others
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ARMAGEDDON HAS ITS OWN CONFIG FILE NOW
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Vagrant Divining Rod is now disrupted by Phasing
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Enhanced Mobs and Ante have been enabled. The former has received many changes.
- Enhanced Mobs don't hit as hard as they did before, but they now have some new tricks to account for that.
- They can also teleport now, have fun!
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Two new potion effects!
- One to reduce your immunity frames, and hit through your defenses
- It will fight back if you remove it
- Another to remove your healing entirely, at least it should
- One to reduce your immunity frames, and hit through your defenses
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Nerfs to the Masticator, Scrying, Viral brew effect, idk I forgot the rest
- Can you really call it a Masticator nerf when it gets an upgrade? Maybe
- Oh also the Masticator has a direct upgrade now
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Items tell you if they come from a Factory or not now
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Enchantments in the creative menu
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New Factory Enchantment! It's just Dense Tissue for attack damage
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New parasite-related items!
- An item to despawn all parasites
- An item to spawn a special Scent
- An item to despawn a specific parasite
- An item to ride certain parasites
- An item to read parasite killcount
- An item sourced from Stage III-IV Beckons (Factory-only)
- An item sourced from a Bogle (Factory-only)
- An item sourced from Assimilated Ender Dragon breath
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Threat-related items, finally
- An item to disable Enhanced Mob critical hits for several seconds
- An item to bring a Well to your location from far away
- An item dropped from hostile Enhanced Mobs
- An item made from the previously mentioned item using the new block, used to craft the next item
- An item used to craft the fun stuff, that doesn't like being in your inventory
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Holy hell that's.. actually I lost count
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A block to make one of the new items
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Spooky ghost stuff
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Epic Siege has been forcibly tweaked
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Fear is less buggy now
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UI now shows the Evolution Cooldown, along with mentioning the Catchup mechanic
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New Brew Effects! Existing effects have also received recipe changes
- An effect to repeat the last one
- An effect to Assimilated Enderman your enemies
- Levitation and Resistance can now also be applied. I'm not explaining how, use JEI!
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and more(TM)
Changes
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The text in the guidebook has been darkened to increase visibility. It should still be slightly redder than the normal text to indicate that the writer is different
- For reference, the text is meant to have been written (vandalized) by the player.
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Compatibility with Requiem/Dissolution.
- Parasite Player ghosts cannot possess most non-parasite mobs. Any mob they do successfully possess will be converted into its Assimilated Variant if possible.
- Possessing an Assimilated Adventurer or Thrall will allow a Parasite Player to exit the ghost state, regaining their original form.
- The Health UI may break if you heal. I'm not even going to TOUCH that, it's purely visual and this mod is old as hell
- Cotesia now adds on an extra list of possessable entities which cannot be possessed by non-parasite players.
- This, much like Requiem/Dissolution's whitelist, is configurable.
- Entities that are present in both lists will produce the same behavior, they will only be possessable by parasite players.
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New Item: Electroreceptor
- Shows parasite killcount when used on one. There's a bit of suspension of disbelief going on here
- Also reads the Biomass and Kills Contributed of parasite players, but they need to not be hiding.
- Does not require that the user is a parasite, somehow
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New command: /assimilateplayer
- Forces the Trustworthy Note cutscene without requiring the item. Does not work if the player is already a parasite or is a ghost.
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The no-parasite-killing requirement for the Trustworthy Note is now toggleable. It's also mentioned in the config now.
- My sincerest apologies to those of you who got rupter'd before you could find the note.
- Even if it's a skill issue-
- My sincerest apologies to those of you who got rupter'd before you could find the note.
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Armageddon-related config options have been moved to their own config file, srpcotesia_armageddon.cfg
- Additionally, the structure of the options has changed drastically, each mechanic should have its own category now, rather than all being lumped into the same one.
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Random Point Loss has been removed. I am willing to add it back if some wish for it to return, but the mechanic was gathering dust.
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Enhanced Mobs and Ante are now enabled by default. The Timer, however, is still disabled.
- Both of these were and still are intended to give Singleplayer playthroughs depth.
- Them being disabled by default, however, kind of defeated their purpose for most players. This should fix that.
- Enhanced Mobs have also received a few nerfs to their attributes. I am willing to modify these if it becomes too easy.
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Enhanced Mobs' abilities are also now gated behind Ante levels.
- Below are the new milestones. All of these should be configurable.
- You may notice some new mechanics here. They are mentioned later on in the changelog.
- That includes the multipliers! They are config-driven and can be placed at any Ante level you wish. New ones can be added, too.
- The expected result is that up until Day 40/50, Enhanced Mobs shouldn't cause too much trouble. You aren't really rewarded for fighting them, either.
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0 - Day 0+ - Nothing
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1 - Day 10+ - Enhanced Mobs appear, unlock Speed, Parrying, and Defense
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2 - Day 20+ - Enhanced Mobs unlock Motes and Bane, Defense multiplied by 2x
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3 - Day 30+ - Enhanced Mobs unlock Hyper Armor, Effect Cap, and Tattling
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4 - Day 40+ - Enhanced Mobs unlock Critical Hits, Bounties, and Bounty Intervention
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5 - Day 50+ - Remnants now drop - Enhanced Mobs unlock Yielding, and gain Contact Damage. Bane and Defense multiplied by 2x
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6 - Day 60+ - Motes now deal Yielding minimum damage on hit (They deal no damage prior), Mote count is increased to 2
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7 - Day 70+ - Critical chance is increased to 75%, Critical Hits apply Clotting
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8 - Day 80+ - Motes deal regular damage alongside Yielding damage (no longer boss exclusive)
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9 - Day 90+ - All attacks are critical hits, Bane and Defense multiplied by 2x
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10 - Day 100+ - Parasites burn in sunlight
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With that being said, the Timer (still WIP) now applies Clotting to all parasites when The Threat is 80% present, which disables healing.
- With the new values, this means it will likely occur around day 60. The exact percentage is configurable, although a bit of math is required.
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Buglin Tunnels will no longer work if the closest player to them is a parasite.
- Additionally, if they are within 32 blocks, they will decay as well.
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The Ante Ticks config option now mentions an estimate of how many ticks are in a real-life day, for convenience.
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SRP can no longer convert a mob if it has been removed from the world. Not sure if this will fix the incomplete form duplication issue, but we'll see.
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Three new crafting ingredients (technically only two, but eh)
- Remnants - Special discs dropped by Enhanced Mobs after Ante 5, tied to the entity they dropped from. Assembling 5 different Remnants using a Lithograph will yield Chip Fragments!
- The Remnant in the creative menu can be used on any mob to obtain their Remnant.
- Data-Driven (NOT CRAFTTWEAKER, json only) recipes can include a Remnant for a specific mob using the srpcotesia:remnant ingredient factory. use "entity" to specify a specific mob via resource location.
- An example of this is the Well Magnet recipe.
- Chip Fragment - Used to craft Callous Chips. Unstable, but safe to have in your inventory. Produced with a Lithograph
- Callous Chips - Crafted from Chip Fragments, used in a few different crafting recipes.
- Applies Yielding I as long as it is in your main inventory.
- Remnants - Special discs dropped by Enhanced Mobs after Ante 5, tied to the entity they dropped from. Assembling 5 different Remnants using a Lithograph will yield Chip Fragments!
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New functional block, the Lithograph
- Converts Remnants into Chip Fragments. Produces 3 Chip Fragments (Configurable) for every 5 unique Remnants.
- The Remnants inserted into a Lithograph must be unique, no duplicates. The block has 5 slots, all of which must be filled.
- Item addition and removal is identical to the Osmosis.
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Multiple new usable items!
- Well Magnet - Teleports the nearest Well to around 100 blocks from your current location. Destroyed upon use.
- Requires, among other assorted ingredients, a Wither Remnant.
- Signal Jammer - Jams Enhanced Mobs for 10 seconds, preventing them from dealing critical hits. Destroyed upon use. - Also prevents them from tattling on you to nearby Enhanced Mobs.
- The Pact - Made from Pristine Matter from a Stage III or IV Beckon and a few other materials, dismisses (despawns) all parasites in the world with a few exceptions:
- If used on its own, it will not remove Nexus Tier parasites.
- If used on a Nexus Tier, all nexus tiers at or below that nexus's stage will be removed.
- Nexus tiers that are managing a placed block/structure in the world, such as a Node or Dendritus.
- Placed Factories.
- Factory-Spawned parasites that are FORCED to persist (Using The Pact on one nullifies this restriction). For instance, an Adapted Summoner spawned by a Factory is exempt, but any parasites it creates in combat are not. This abides by the Factory Persistence config option.
- If used while sneaking, parasites will be removed without consuming the item, or playing sounds to other players.
- Otherwise, the item is consumed and a Scent Gland is produced referencing the highest tier parasites dismissed.
- If used on its own, it will not remove Nexus Tier parasites.
- Scent Gland - Upon hitting an entity, it will spawn a Scent that will spawn the entities indicated in its tooltip. The item will be consumed.
- Scents spawned this way will not concede to other scents.
- Parasites spawned this way are not salvageable, but are considered Factory-Spawned. They can despawn, however.
- Dismissal Wand - Use on or hit a parasite with it to despawn that parasite. Only works for Parasite players or those in Creative Mode.
- Well Magnet - Teleports the nearest Well to around 100 blocks from your current location. Destroyed upon use.
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Scents are now visible to parasite players as a blue undulating prism. This can be disabled in the config, if you wish.
- I wasn't intending on making anything flashy here. Don't get your hopes up.
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Turning parasites into biomass should now produce a Cyst containing any blocks they broke beforehand, along with any other items they picked up in the process. This excludes the saddle, that drops on its own.
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Scents and SRP's spawning mechanics will now ignore persistent Factory-Spawned parasites as well as the Factory and Latch, at least in terms of mobcap calculation.
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The well drain message now indicates directly that points were stolen, instead of just implying something got stronger. Wells don't do that
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Changed one or two lines of dialogue that didn't match with the speaker
- Also a chance to modify some lines I didn't like.
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A Callous Chip can be used to replace the Diamond Block in the Well Sealer recipe. It gives the same amount of sealers.
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Improved interactions between Minimum Damage, Defense, and Hyper Armor.
- Hyper Armor will reduce Minimum Damage by half if the damage dealt is below it. Hyper Armor will only heal for regular hits, though, not true damage.
- Other than that, Minimum Damage will completely bypass Hyper Armor, instead damaging Defense first.
- This should ideally fix issues where Enhanced Mobs would give parasites free killcount without actually dying.
- Note, however, that none of these changes will apply to other forms of True Damage. Those will work as they did before, for better or for worse.
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Enhanced Mobs' critical damage multiplier has been reduced to 2x, from 4x.
- As a consolation, fire damage attacks will now receive the critical bonus. Those don't have SRP's fire damage multiplier anyway, strangely enough, only onFire and inFire get that luxury.
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Enhanced Mobs now deal AOE damage on a crit. This deals 70% of the attack's damage as Auric Fire damage.
- Due to event order shenanigans, this may not reflect the actual damage amount in highly modded environments. Not much I can do about that, though.
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Enhanced Mobs can now Parry attacks from naturally spawned parasites (this doesn't affect you, unless you make a change in the config...)
- Whenever a mob they are targetting (or a stray parasitic projectile, not arrows) is moving towards them, Enhanced Mobs may issue a Parry, indicated by sweep particles and a totem sound effect.
- The parry window is 15 ticks, or 3/4ths of a second. If attacked during this window, the attack will fail and the Enhanced Mob will stun the attacker and any nearby parasites.
- The stun lasts 4 seconds for parasites, and 2 seconds for parasite players.
- Enhanced Mobs cannot deal critical hits during this window.
- If the parry succeeds, there is only a 1 second cooldown, meaning another parry can occur directly after.
- If the parry fails, however, they will have a 4 second cooldown for using it again.
- With that being said, maintaining a constant distance from the Enhanced Mob should prevent parries in general.
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Enhanced Mobs can no longer receive any negative potion effect with an amplifier greater than II (configurable), instead lowering the amplifier before application.
- Like everything else related to Enhanced Mobs, this only applies if the mob is fighting a parasite.
- This can be disabled by setting it to -1 or lower.
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Enhanced Mobs will now deal contact damage once every half second.
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Enhanced Mobs are now immune to onFire, inFire, lava, and hotFloor.
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Enhanced Mobs are now immune to Slowness, Needler, and all knockback from parasites.
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Enhanced Mobs now use a Fire Charge sound effect, rather than a Flint and Steel click.
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Speaking of sounds, the Well formation sound and the new Discovery sound both have subtitles now!
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Discovery System: Enhanced Mobs will no longer target parasite players that are hiding, at least at the start...
- They now need evidence to prove a mob is a parasite before using their special abilities. Such evidence includes:
- Being attacked by, or attacking the suspect. This only induces targeting if the suspect was indeed a parasite.
- Holding a Factory. Other items may have reasoning, however shaky it may be, but holding one is a dead giveaway.
- Riding a parasite.
- Being close enough to receive the effects of the COTH aura. This has its own config option/distance value.
- This means that Enhanced Mobs will now target hiding parasites of all kinds (Any mob with COTH II or higher that isn't a player, or any parasite player that uses the hiding function) if they are close enough.
- This may cause mob infighting. The COTH Rework prevents this from happening very often, however, and Enhanced Mobs are already less prevalent in areas with lots of mobs with COTH.
- Specifically in the case of parasite players, they will remember if you are a parasite and will attempt to tell other nearby Enhanced Mobs that you are a parasite every second.
- This also has its own config option, if you want to reduce the distance or disable it entirely.
- They now need evidence to prove a mob is a parasite before using their special abilities. Such evidence includes:
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There is a sound cue for when a parasite player is discovered by an Enhanced Mob. I am not a sound designer, so bear with me here.
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Also, passive Enhanced Mobs are still beholden to the Discovery System, so they can and will tattle on you to the others if they find out you are a parasite.
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The above change should also now be applied to Enhanced Lycanite's Mobs as well. This also fixes their AI since it didn't target hiding parasites before if they were Enhanced.
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If an Enhanced Mob that has discovered the player is left to their own devices for too long, they may place a Bounty.
- Bounties cannot be placed if the Enhanced Mob is being watched by a player that is less than 25 (configurable) blocks away.
- This has a 10% chance of happening each time it is rolled. That's configurable if you want it to be even lower. The Signal Jammer can also prevent placement of Bounties.
- Bounties are tough metallic blocks that keep track of known parasite players. Every Bounty in a dimension will share their knowledge.
- Any Enhanced Mobs that spawn in range of a Bounty will inherit its knowledge as well. They have 1000 blocks of range, which increases by 1000 more for every other Bounty in a dimension.
- Bounties cannot be placed in range of an existing Bounty. Instead of placing a Bounty, Enhanced Mobs will communicate their knowledge to the existing one.
- Any Enhanced Mob that receives the effects of a Bounty cannot place a bounty ever again.
- If 4 or more Bounties exist in a dimension, their range will become effectively infinite. This can be changed or disabled if you wish.
- Bounties cannot be placed in range of an existing Bounty. Instead of placing a Bounty, Enhanced Mobs will communicate their knowledge to the existing one.
- Any Parasite Players discovered by Enhanced Mobs will be sent to a Bounty if in range as well.
- Bounties increase the mob enhancement chance by 10% for each one that exists in the world.
- Intervention: Every 30 seconds that a known parasite player is in range of a Bounty, all Enhanced Mobs within 60 blocks will spawn a single mote to chase them, regardless of sight.
- Rememeber that Motes can teleport their owners to the target if they connect.
- Both the time needed and the distance can be configured.
- This also gives the target Yielding III.
- Motes spawned this way last twice as long as normal Motes.
- Bounties will only clear their list of known parasite players if there are none left in the world, and the mobs they informed will never forget (they will not tattle or place a new bounty, however)
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The Bounty also has an animated texture! I would never shamelessly plunder an mcmeta file from SRP's Biome Core block, that would be stealing!
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New Command: /srpcbounty
- Can be used to list all existing Bounties, known Vagrants, or modify said lists via standard addition, removal, and clearing.
- Usage: /srpcbounty <list|clear|listtargets|cleartargets> or /srpcbounty <add|remove> <x> <y> <z> or /srpcbounty <addtarget|removetarget> <player or UUID>
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The /ante command now has a new argument, "recalibrate"
- This recalculates Ante based on the current world time, good if for some reason you had it disabled for a while
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The newly added Electroreceptor can be used to obtain the coordinates of the nearest Bounty, but there's a catch:
- Firstly, the Electroreceptor must be used on an Enhanced Mob.
- Secondly, each use has a cooldown, and only communicates one random coordinate (x, y, or z) each time.
- It may be easier to simply backtrack to previous locations you have visited, since that is likely to be where a Bounty has been placed.
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The mob enhancement chance is now 10% at base. With the timer disabled, that is where it will stay (provided no Bounties are active)
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A message is now sent to the player if an attack fails due to Hyper Armor
- Otherwise, the player will be told how much defense the entity has.
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The Ante requirement for burning in sunlight has been increased to 10, from 7.
- It also has a warning message that plays when Ante reaches this threshold.
- It no longer directly deals fire daamge. Instead, the parasite will be set on fire and given Yielding II. Fire Resistance can prevent this, but the sunlight will still occasionally remove that.
- This means it will occur on day 100, but with Wells active it will likely occur earlier if you aren't proactive enough.
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Fire Resistance can only be removed by sunlight every second, rather than every tick. The chance has been increased to compensate.
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Wells will now appear and drain points every 20 days, rather than every 10.
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Wells now subtract more points than they used to.
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The Well grace period has been extended to day 30. This means that the first Well will appear on day 50.
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The maximum distance from the origin that a Well can spawn at is now 5000 blocks, from 20000.
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The Phasing effect now prevents tracking via the Vagrant Divining Rod.
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Latches are now immune to Suffocation damage.
- They also refer to their owner's oxygen when in water, so they won't drown until their owner does.
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Reduced the Latch's attack damage and maximum health. They now start at 5 and increas by 2 per tier.
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The Latch now properly awards kill credit to its owner.
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Fixed crash due to concurrent AI modification.
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Fixed crash due to clashing with NoExpensive's @Overwrite mixin.
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Fixed crash caused by a non-living entity attacking an Enhanced Mob.
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Fixed crash when querying which dimensions were blacklisted for Well spawning.
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Fixed Flying and Heavy Carrier harming parasite players with their explosions.
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Fixed Parasite explosions breaking blocks in range of a Dendritus.
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Fixed Epic Siege not preserving AI predicates.
- This fixes parasite player AI targeting for mobs defined in SRP's "attack parasites" mob list.
- It also fixes Enhanced Mob targetting, since that was broken as well.
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Fixed the Dazed effect preventing the death screen from loading.
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Well command "fix" argument is now suggested when using tab completion.
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Increased the volume of the sound played whenever an Enhanced Mob heals from Hyper Armor
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Fixed Enhanced Mob damage going through shields. The Shield will now take the brunt of the damage.
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Fixed the new attributes applying after Parasite Adaptation, rather than before as it should.
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Fixed being able to block attacks using an empty Brew Sac.
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Fixed duplicate particles on hiding parasites. Syncing of the COTH effect has also been improved.
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Fixed Well point subtraction not intensifying with each Well added, or subtracting points when no Wells were present.
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Successfully infecting a creature will now send a status message alongside the sound cue.
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Fixed desync with the Fear effect's parasite player specific behavior.
- Also added a item cooldown to indicate what item failed. The Fear effect can cancel the main and offhand individually, meaning one can succeed but not the other.
- This fix won't be applied in the case of SRP's original Fear behavior being enabled. That is experimental, though, so it is to be expected.
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Items can be blacklisted from obtainment via Factories in the Extra Parasite Drops setting. Using a - rather than a +, one can specify a drop to be removed instead of added.
- a * can be used in place of an entity id to apply the change to every parasite mob. This goes for adding drops as well as removing them.
- These are applied in the order present in the config file.
- All of this applies to creating drops via Factories, not the actual drops from the parasites.
- For example, if you want no parasite to ever yield Strange Bones, you'd add "*-srparasites:bone"
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JEI should now show factories for every parasite present in the creative menu.
- Additionally, JEI can also be used to see what factories a Factory Enchantment can be applied to, such as Fluidity or Virulent.
- JEI Loads on game startup, unlike most of this mod's config options. As a result, JEI will need a game restart if any sizeable changes are made, like registering a new parasite.
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New Potion Effect - Unkindling
- Reduces fire-based damage sources by 25% per level
- Also applies Fire Resistance for non-parasite mobs.
- Can be brewed in a brewing stand using a Quench and a Fire Resistance potion. It can also be strengthened and extended like any other potion effect.
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Unkindling also reduces Enhanced Mob critical damage.
- However, this reduction is static; Only 50% no matter the amplifier. (With a 2x bonus, this effectively disables the extra damage)
- It also only applies if the original attack dealt non-fire damage. Otherwise, Unkindling functions as normal, meaning 25% per amplifier.
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New Potion Effect - Yielding
- Causes 5% of maximum health (per amplifier) to be dealt as true damage each hit from a living entity.
- Also reduces Immunity Ticks by 10% of the entity's maximum immunity ticks per amplifier.
- In other words, it reduces your immune time by 10% per amplifier. Mods which modify immunity frame behavior may cause this to break or otherwise function differently than expected.
- Damage will usually pierce shields.
- Very unstable. It's potion color may temporarily change from time to time.
- Attempting to remove the effect or prevent it from being applied will cause it to lash out and attack the offending entity.
- Applied by Enhanced Mobs on hit.
- Critical hits can cause it to stack. The chance of doing so is a 1 in (current amplifier) chance.
- Since the effect reduces I-frames, I figured some limitations were necessary.
- Yielding IV or higher will cause true damage regardless if a living entity caused the hit, meaning hits from fire will receive the true damage bonus as well.
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This mod's effects can no longer be cured with Milk, excluding Recuperation.
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The factory parasite players start with will always be a Buglin factory. This can be changed in the config, or forced to be unbound if an empty string is used.
- Additionally, a recipe has been added to create a Buglin factory from any existing factory in the crafting menu.
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New Item - Bloodstained Saddle
- Allows riding certain parasites. Said parasites will show particles around them while holding the item, or if they are currently rideable.
- Only works on parasites you made, similarly to the Macabre Pearl
- The control scheme is similar to that of a horse, minus the slowdown from jumping.
- Current List: Assimilated & Feral Horse, Assimilated & Feral Pig, Monarch
- The speed parasites travel at increases as the tier goes up. So a Feral is faster than an Assimilated, but not as fast as a Pure.
- Can be obtained by trading a Saddle with a Factory. Requires Tier 1.
- Increases Step Height to 1 block if needed, and prevents fall damage for the parasite saddled.
- The saddle will drop if the parasite dies or is absorbed. It will only drop in those cases, however; removal from existence will delete the saddle as well!
- Saddled Assimilateds will not melt into moving flesh.
- Some higher-tier parasites may not take kindly to being ridden around, or rather, not being able to reach their target. They might teleport you around with Dispatcher Tentacles, or break blocks occaisonally (provided a Dendritus isn't active).
- You also cannot control their special skills, like the Monarch's leap.
- The internals for this does not support Flying parasites currently, so if there are any planned it might take a bit to come out.
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An internal mixin has been added to prevent rubberbanding for riding particularly fast parasites.
- This mixin should fail silently, however, if for some reason it cannot apply.
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New Item: Nidus Accumulator
- A redo of another item from the dead and buried MCreator project, the Nidus Accumulator will transform into a Dispatcher Nidus when its bearer kills 15 mobs.
- It needs to be in the hotbar to collect kills, and only one Accumulator can receive a kill at a time.
- The Nidus also won't be placed on the ground, that way parasites won't accidentally trigger it.
- The item is mentioned now in the Dispatcher Nidus tooltip, to indicate that it is the intended way to make Niduses at a reasonable rate.
- Granted, just stealing them does work despite its difficulty, it's just annoying for both you, the parasite you took it from, and another unmentioned beneficiary.
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Added upgrade paths for obtaining Feral parasites.
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Added an entry to the guidebook for Upgrading parasites with a Factory. Also mentioned upgrading to Feral a few times.
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Added config entries to allow for certain damage types to have a limit on how much damage reduction adaptations can provide.
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The SIV Beckon Player upgrade now has a list of dimensions where it does not work.
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In a pinch, Essential Segments can be used instead of Beckon Membranes to create a Beckon Harbringer.
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Parasite Players can now eat cakes. They will be consumed whole, to not waste any biomass.
- The Cake will not be eaten if the biomass provided is below 1.
- With the default food conversion rate, this gives 3 biomass for a whole cake.
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The Factory-spawned tag should now properly apply to mobs converted into Ferals or Hijackeds.
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The Masticator now properly reports internally as enchantable. It now has an enchantability of 10.
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The Masticator's block value has been reduced to 1, from 10.
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The Masticator now only deals one instance of Minimum Damage instead of eight every 4 ticks.
- It also deals 5 points of miasma damage every 12 ticks.
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The Masticator now only applies Poison I and Corrosion I, they are no longer stacking.
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New Tool: The Consecrator, produced by using either a Masticator or Moldered Segments on a Stage IV Beckon in the Parasite Biome.
- Deals 10 points of miasma damage instead of 5.
- Applies Viral I alongside Poison II and Corrosion II.
- Converts blocks into Biome blocks, sneaking converts them into Beckon infested blocks instead.
- This tool adds 10 points per block, akin to the pre-nerf Masticator.
- If it converts a block in range of a Node, it will convert the surrounding blocks' biome to the Parasite Biome if possible. 600 Points Contributed will be awarded for each block biome conversion.
- This doesn't actually add Evolution Points. It's just accounting for the amount of blocks the biome will likely convert on its own, mostly vertically.
- This is configurable, of course. The biome behavior can also be disabled if one so desires.
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New Enchantment: Flaying
- Basically Dense Tissue, but for attack damage instead of maximum health. Increases it by 10% per level, up to 50% at level 5.
-
Cunning is now a Treasure enchantment, and it has been buffed to add 2 minimum damage per level instead of 1.
-
Reduced drop rates and chances for Factory Innards from Parasite Players and Factories.
-
Books for this mod's enchantments are now present in the creative menu. Additionally, if you wish to include all levels of said enchantment, that has a config option.
-
Enhanced Mob Bane interacts with the parasite damage cap.
- If a parasite has a damage cap, the Bane will be reduced by ((damageCap - 1) / (damageCap * 3)) as a percentage.
- So a damage cap of 5 reduces bane by 26%. A dc of 15 reduces it by 31%.
-
The Living and Sentient Armor sets now provide 40% and 60% (configurable) damage reduction for hiding parasite players, respectively.
- The DR is divided into each piece, so a piece of Living armor will provide 10% DR. You can mix them, if you like unoptimal DR or haven't made the whole set yet.
- This DR only applies if you are hiding.
- Damage cannot be reduced below 1.
- This is mostly a nod to Nexus DR; In some cases, Nexus tiers will only take 40% damage.
-
The Living and Sentient Armor sets now no longer add a vulnerability to any fire damage, instead of just inFire and onFire.
- To be more specific, it no longer applies the SRP weakness to damage that would ignite an entity (like a fire aspect sword), instead only applying to onFire and inFire like other parasites (and parasite players at base) do.
- This usually doesn't come up in non-pvp scenarios, especially considering the armor is unobtainable as of this patch.
-
Added guidebook entries for Gravity and Yielding. Also touched up the Enhanced Mobs entry, giving it priority status among other improvements.
-
Enhanced Mobs no longer apply Gravity passively. It is now done through Motes.
-
Enhanced Mobs will, every 3 (configurable) seconds, send a Mote after their target. (Boss mobs will spawn 6, such as the Wither)
- Motes are repurposed and improved Shulker Bullets which trade in their Levitation effect for Gravity, teleportation, and if Yielding is involved, a bit of percentage damage.
- They are faster than normal Shulker Bullets, and for their first 10 seconds of existence, phase through walls and incoming attacks, indicated by blue particles.
- If a Mote breaks on a surface and its target is not alive or is removed from the world, and its owner has a new viable target, a new Mote will emerge from the previous one to attack it.
- Motes cannot be dodged via Phasing.
- Motes normally do not deal damage, however there are very notable exceptions:
- As mentioned earlier, the Yielding effect will proc its true damage effect whenever a Mote strikes a victim.
- Motes spawned by bosses, such as the Wither, will deal the mob's Bane value as damage on hit. This can be critical damage as well.
- By default, line of sight is not required to spawn a Mote, only being targeted (being discovered becomes the criterion if that system is enabled). A check can be enabled in the configs if you wish.
- On impact, it will deal some projectile damage (which can crit) and then do one of the following:
- If possible, apply Gravity (certain amount of blocks above the ground, etc.)
- Otherwise, it will teleport the Enhanced Mob to the Mote's location. There is a configurable blacklist for preventing certain mobs from being able to teleport with Motes. Shulkers, for instance, cannot do this.
- It also fails if the Enhanced Mob is not in loaded chunks.
-
Enhanced Mobs cannot attack or be harmed within a half second after teleporting with a Mote.
- This is completely ignored if the mob is within 2 blocks of their target before teleporting.
-
Ante is now capped at 10.
-
Recuperation now only heals every 1.5 seconds, rather than every half-second.
- Its heal rate is effectively a third of what it once was.
-
Scrying's bonus is now additive, adding the experience value of the entity killed per amplifier. This dramatically reduces the amount of extra points it provides.
- I cannot understate how much of a drastic nerf this is. It goes from 125 points per XP point down to a measly 3 per XP for the same amplifier.
- With the new value, a Zombie kill only gives around 5 extra evolution points/biomass with Scrying I.
- This was a necessary change, however, as I feel this effect was a little overpowered.
-
Brews now only apply effects for 5 seconds.
-
Brew Base damage is now 6. Sticks, Flint, and Iron Ingots are no longer used as damage modifiers.
- Instead, Altered Tendons are now used to reset the damage amount back to 6.
-
Items will now show which Factory they can be produced with in their tooltip. They will cycle if multiple can provide it.
- This can be disabled if you wish.
-
The Explosion brew effect has been changed dramatically.
- It is now brewed using a Bogle Charge, a special drop obtained from salvaging drops from a Bogle Factory.
- It deals 3x the brew's base damage on a direct hit. This applies separately from the explosion itself.
- The explosion now has power 5 + the amplifier of the brew.
- The damage of the brew itself and the explosion should stack.
- The cost has been increased to 20, from 10.
- It is now incompatible with Harm, and vice versa. This effect is intended to be an upgrade.
-
Wither Bane now requires a Wither Skeleton Skull to be brewed instead of a Nether Star.
-
Wither Bane now only deals 50% of the brew's damage.
-
Poison Bane now deals 80% of base damage.
-
Wither Bane and Poison Bane are now incompatible.
-
Apply Wither is now brewed with Soul Sand.
-
New Brew Effect: Repeat - Costs 10 biomass - Brewed with a Nether Star.
- Activates the effect directly preceding it in the Sac's effect list.
-
New Brew Effect: Rally - Costs 20 biomass - Brewed with a Dendritus
- Teleports the closest parasite within 20 blocks, but farther than 5 blocks, to the brew's impact location.
-
Brew incompatibilities are also config driven too! Add a flag to the regular config string (also separated by the semicolon) and use that flag for both effects.
- An example is provided for Explosion and Harm. Any number can be used, as long as both effects use the same number.
-
Viral is no longer added to brews using a Reeker Fang. That item adds Apply Poison now.
- It is now applied using Virulent Breath, a replacement for Dragon Breath that is obtained from Assimilated Ender Dragon clouds.
-
Viral is now capped at II from Brew Sacs.
-
Recuperation is now capped at II from Brew Sacs.
-
Brews can apply a few new potion effects:
- Longarms Armor Fragment - Resistance - Max amplifier III - 5 biomass
- Shulker Shell - Levitation - 5 biomass
-
Assimilated Ender Dragon clouds now give Virulent Breath rather than Dragon's breath.
- Virulent Breath can also be traded in for Dragon's Breath using a Factory.
- It also replaces the Reeker Fang as the reagent for the Viral effect in Brew Sacs.
-
Values for the Reclamation Table have been nerfed.
- They have received changes to better align with the actual XP values provided by the parasites the items are obtained from.
- For instance, Beckon Membranes now only give a mere 5 XP each to better align with the Stage I Beckon, which only gives 16 XP by default.
- Also, the Summoner Core can now be reclaimed. Not sure how I missed that one.
- They have received changes to better align with the actual XP values provided by the parasites the items are obtained from.
-
The Macabre Pearl will no longer teleport parasites to places they will suffocate in, unless the offending blocks can be broken by the parasite.
- This doesn't check for any MobGriefingEvent cancellation, so the pearl may still make a mistake under rare circumstances.
- Phasing will remove this restriction.
-
The Macabre Pearl can now be used to teleport all loyal parasites (that's the moniker for those you've used it on) to the user.
- This will also clear their attack target.
- This also does not have a collision check. be wary.
-
Parasitic Flora (Beckon and Parasite Biome tendrils) are now transparent for parasite players.
- This can be disabled in the config, of course. The transparent textures are located in this mod's resources, same , since I couldn't find a way to dynamically change them.
-
The Access Transformer should also finally be in the jar now. I mean it was probably there before I never checked-
- This is developer stuff, it doesn't affect gameplay.
-
Scape and Spartan: Parasites's weaponry can now be repaired by Summoners, Adapted or otherwise.
-
Point yield from the Phasing effect has been reduced. Points are now only generated for the outer edge of the parasite's hitbox, generally speaking.
- Phasing is also much slower now. It only procs every 2 seconds rather than every half-second, to better emulate parasite block breaking.
- As a consolation, the distance travelled each teleport has been increased to 3 blocks from 1.
- Additionally, the maximum hardness multiplier has been increased to 3.5x, from 1.5x. This means that Preeminents can phase through Obsidian, provided I'm not bad at math.
-
Beheading now only needs 3 damage (1.5 hearts) in order to proc now.
Config Changes
== Main
-
TEMP: Allow Parasite Point Loss - Fixes a bug with SRP v1.9.21 where parasites cannot lose points by default.
-
Biomass Settings - Repairable Items - Added "swparasites", the modid for Scape and Spartan: Parasites.
-
Logging Settings - Transparent Flora Logging - Debugging feature, prints transparent flora model processing to the console.
-
Client - Parasite Player Transparent Flora - Whether certain parasitic flora (Beckon and Parasite Biome tendrils) are transparent for parasite players.
-
Client - Parasite Player see Scents - Whether Parasite Players can see Scents
-
Client - Creative Menu All Enchantment Levels - Whether the Creative Menu shows all natural levels for all of this mod's enchantments.
-
Client - Show Source of Parasite Drops - Whether to show the Factories that can be used to obtain a given item.
-
Potion Settings - Scrying - Point Gain Scalar - Renamed to Point Gain Multiplier, both to better communicate what it does and change the data type internally. - This option is now a simple multiplier on the amount of points gained, nothing more. - Also reduced to 1. This means it effectively does nothing.
-
Potion Settings - Phasing - Break if Not - Changed to false
-
Potion Settings - Phasing - Block Hardness Multiplier - Changed to 3.5, from 1.5
-
Parasite Player Drops - Changed to srpcotesia:factory_drop;20;2;true
-
Bloom Settings - SIV Upgrade Player Blacklist - Dimensions where SIV Beckons cannot upgrade Parasite Players
-
Bloom Settings - Beheading Threshold - Reduced to 3, from 7.
-
Entity Adaptation Effectiveness & Weapon Adaptation Effectiveness & Misc Adaptation Effectiveness - Multiplier on Adaptation Effectiveness for each damage type.
-
Living Armor DR & Sentient Armor DR - Parasite-Player-specific damage reduction gained per piece of armor.
-
Parasite Players Prevent Loot - Whether parasites will not drop loot or XP if a parasite player is the closest player to them.
-
Factory Behavior - Extra Parasite Drops - Description changed to indicate the new features added. - Added Pristine Matter and Bogle Charge drops
-
Factory Behavior - Parasite Upgrade Paths - Added Assimilated->Feral paths for all Assimilateds.
-
Block Settings - Lithograph Chip Production - Number of Chip Fragments produced by the Lithograph
-
Block Settings - Reclamation Settings - Practically every entry has changed, I'm too tired to list them
-
Item Settings - Phasing Disrupts Vagrant Divining Rod - should be self-explanatory.
-
Item Settings - Well Magnet Distance - The distance from the player, in blocks, that the Well Magnet will teleport a Well to.
-
Item Settings - Signal Jammer Jam Time - The amount of time, in ticks, that the Signal Jammer disables Enhanced Mob Critical Hits for.
-
Item Settings - The Consecrator Durability - Durability value for The Consecrator, works the same as the original
-
Item Settings - Masticator Block Value - Changed to 1, from 10
-
Item Settings - Masticator Miasma Damage & Consecrator Miasma Damage - Amount of damage dealt every 12 ticks by these tools' miasma clouds.
-
Item Settings - Consecrator Converts Biomes - Whether The Consecrator can convert Biomes into the Parasite Biome
-
Item Settings - Consecrator Biome Value - Amount of Evolution Points generated for converting the biome of each 1x1 chunk slice.
-
Item Settings - Trustworthy Note - TN Killing Disqualifies - Whether killing a parasite prevents the Trustworthy Note from being found.
-
Potion Settings - New Categories: Unkindling, Yielding, and Clotting
-
Mod Compatibility - Epic Siege Predicate Module - Enables the Epic Siege Predicate AI modification, carrying over targeting predicates with Epic Siege AI.
-
Mod Compatibility - Dissolution/Requiem: Force COTH Rework Resist Breaking - Whether possession forcefully breaks this mod's weak COTH resistance.
-
Mod Compatibility - Dissolution/Requiem: Extra Possession - Parasites that can also be possessed, but only by Parasite Players.
-
Random Point Loss - Removed.
-
Brew Settings - Recipes - Brew Effect Recipes - Changed recipes for Wither Bane and Explosion, and added recipes for the two new effects.
-
Brew Settings - Recipes - Brew Effect Potion Recipes - Changed recipe for the Wither and Viral effects, and added recipes for Poison, Resistance, and Levitation - Effects like Viral and Recuperation have received caps on their amplifiers.
-
Brew Settings - Recipes - Damage Modifiers - Removed minecraft:stick, minecraft:flint, and minecraft:iron_ingot recipies. srparasites:lurecomponent3 is now used to reset the damage.
-
Brew Settings - Base Damage - Increased to 6, from 3
-
Brew Settings - Potion Duration - Reduced to 100, from 200
-
Brew Settings - Effects - Poison Bane - Increased to 0.8, from 0.5
-
Brew Settings - Effects - Wither Bane - Decreased to 0.5, from 0.9
-
Brew Settings - Effects - Explosion - Damage Modifier - Increased to 0.9, from 0.5
-
Brew Settings - Effects - Explosion - Direct Hit Damage Modifier - Increased to 3, from 1.1
-
Brew Settings - Effects - New Category: Rally
-
Enchantment Settings - New Category: Flaying
-
Enchantment Settings - Cunning - Treasure - Set to true, from false
=== Mobs
-
Factory - Drops - Changed to srpcotesia:factory_drop;10;1;true
-
Latch - Attack Strength & HP - Reduced to 5, from 10
-
Latch - Attack Strength Per Tier & HP Per Tier - Reduced to 2, from 5
=== Armageddon (All options in the Armageddon category of the main config have been interspersed throughout this file, put with the mechanic that they modify)
-
Most options have either changed or had their names changed, and many won't appear in this changelog. We'd be here all day!
-
New Categories: Enhanced Mobs, Armageddon Timer, and Ante, with each explaining their mechanic in a perhaps not-so-brief fashion
-
Wells - Well Grace Period - Changed to 720000, from 240000
-
Wells - Well Ticks - Changed to 480000, from 240000
-
Wells - Time added to Armageddon Timer - Changed to 480000, from 240000
-
Wells - Well Drain Ticks - Changed to 480000, from 240000
-
Wells - Well Max Distance - Changed to 10000, from 20000
-
Wells - Phase 0 Point Loss - Changed to 200, from 50
-
Wells - Phase 1 Point Loss - Changed to 400, from 75
-
Wells - Phase 2 Point Loss - Changed to 800, from 100
-
Wells - Phase 3 Point Loss - Changed to 10000, from 400
-
Wells - Phase 4 Point Loss - Changed to 50000, from 5000
-
Wells - Phase 5 Point Loss - Changed to 100000, from 50000
-
Wells - Phase 6 Point Loss - Changed to 5000000, from 2500000
-
Wells - Phase 7 Point Loss - Changed to 50000000, from 10000000
-
Ante - All values now have the mechanic affected prepended to their name. For instance, Maximum Defense has been renamed to Enhanced Mobs: Maximum Defense
-
Ante - Maximum Ante - Changed to 10, from 256
-
Ante - Enhanced Mobs: Custom Stat Modifiers - Custom Ante-based modifiers for Enhanced Mob Bane, Defense, and Hyper Armor.
-
Ante - Enhanced Mobs Unlock - Ante needed for Enhanced Mobs to spawn naturally.
-
Ante - Enhanced Mobs: Critical Hit Unlock - Ante needed for Enhanced Mobs to use Critical Hits.
-
Ante - Enhanced Mobs: Yielding Unlock - Ante needed for Enhanced Mobs to apply Yielding.
-
Ante - Enhanced Mobs: Contact Damage Unlock - Ante needed for Enhanced Mobs to use Contact Damage.
-
Ante - Enhanced Mobs: Bane Unlock - Ante needed for Enhanced Mobs to use Bane, a damage additive that only applies against parasites.
-
Ante - Enhanced Mobs: Defense Unlock - Ante needed for Enhanced Mobs to use Defense, an auxillary health boost against parasites.
-
Ante - Enhanced Mobs: Hyper Armor Unlock - Ante needed for Enhanced Mobs to use Defense, an auxillary health boost against parasites.
-
Ante - Enhanced Mobs: Speed Effect Unlock - Ante needed for Enhanced Mobs to give themselves the Speed effect.
-
Ante - Enhanced Mobs: Clotting Effect Unlock - Ante needed for Enhanced Mobs to apply Clotting on Critical Hits.
-
Ante - Enhanced Mobs: Tattling Unlock - Ante needed for Enhanced Mobs to inform each other of known Parasite Players.
-
Ante - Enhanced Mobs: Effect Cap Unlock - Ante needed for Enhanced Mobs to resist potion effects that go above a certain amplifier, by default II.
-
Ante - Enhanced Mobs: Mote Unlock - Ante needed for Enhanced Mobs to spawn Motes in combat.
-
Ante - Enhanced Mobs: Mote Minimum Damage Unlock - Ante needed for Motes to proc the Yielding effect's true damage effect on hit.
-
Ante - Enhanced Mobs: Mote Damage Unlock - Ante needed for Motes to deal projectile damage on hit.
-
Ante - Enhanced Mobs: Extra Mote Unlock - Ante needed for non-boss Enhanced Mobs to spawn an extra Mote in combat.
-
Ante - Enhanced Mobs: Extra Mote Count - Amount of Motes to add to Enhanced Mobs once the Extra Mote Unlock is triggered.
-
Ante - Enhanced Mobs: Parry Unlock - Ante needed for Enhanced Mobs to parry their targets.
-
Ante - Enhanced Mobs: Bounty Unlock - Ante needed for Enhanced Mobs to create Bounties.
-
Ante - Enhanced Mobs: Bounty Intervention Unlock - Ante needed for Bounties to issue Interventions.
-
Ante - Enhanced Mobs: Crit Chance Increase Unlock - Ante needed to increase the chance of a Critical Hit.
-
Ante - Enhanced Mobs: Crit Chance Increase - Amount to increase Critical Hit chance. This requires the Crit Chance Increase Unlock.
-
Ante - Enhanced Mobs: All Crit Unlock - Ante needed to always deal Critical Hits.
-
Ante - Enhanced Mobs: Remnant Unlock - Ante needed to drop Remnants.
-
Ante - Enhanced Mobs: Maximum Defense - Reduced to 30, from 300 (Keep in mind, this is a multiplier on base maximum health! 1 means 100%!)
-
Ante - Enhanced Mobs: Defense per Ante - Reduced to 1, from 5.
-
Ante - Enhanced Mobs: Maximum Hyper Armor - Reduced to 50, from 75 (This one isn't, though. It's a flat number.)
-
Ante - Enhanced Mobs: Hyper Armor per Ante - Reduced to 3, from 10
-
Ante - Enhanced Mobs: Bane per Ante - Reduced to 3, from 10. (Another reminder, Enhanced Mobs effectively have random crits. This one is flat as well)
-
Ante - Enhanced Mobs: Maximum Bane - Reduced to 50, from 75
-
Ante - Enhanced Mobs: Speed Amplifier per Ante - Reduced to 0.5, from 1.
-
Ante - Ante to Burn in Sunlight - Changed to 10, from 7.
-
Ante - Burning in Sunlight: Warning Message - Message sent to all parasite players when ante causes sunlight to become dangerous.
-
Ante - Burning in Sunlight: Chance to remove Fire Resistance - Changed to 0.1, from 0.01
-
Enhanced Mobs - Starting values for Hyper Armor, Defense, Bane, Speed Amplifier, and Gravity Amplifier are now provided.
-
Enhanced Mobs - Mob Enhancement Enabled - Changed to true, from false
-
Enhanced Mobs - Enhancement Chance - changed to 0.1, from 0
-
Enhanced Mobs - Hyper Armor Max Healing - Increased to 1, from 0.5
-
Enhanced Mobs - Enhanced Mobs Tattle Players - Whether Enhanced Mobs will tell other Enhanced Mobs if a player is a parasite or not.
-
Enhanced Mobs - Tattling Distance - How close Enhanced Mobs need to be to each other to notify them that a player is a parasite.
-
Enhanced Mobs - Enhanced Mobs Discover Parasites - Whether Enhanced Mobs need evidence to prove an entity is a parasite, and thus use their abilities.
-
Enhanced Mobs - Discovery Player Only - Whether Enhanced Mobs can only discover if players are parasites, not checking other mobs.
-
Enhanced Mobs - Discovery Distance - If an Enhanced Mob is this close to a hiding parasite, in blocks, they will instantly know that they are a parasite.
-
Enhanced Mobs - Bounties Enabled - Determines whether Bounties, an offshoot of the Discovery System, are enabled.
-
Enhanced Mobs - Bounty Place Chance - Chance for an idle Enhanced Mob to place a Bounty, rolled around natural despawning time. Only rolled if the mob knows about a Vagrant to report.
-
Enhanced Mobs - Bounty Player Distance Requirement - Minimum distance, in blocks, from a watching player required to place a Bounty.
-
Enhanced Mobs - Bounty Range - Base range for the effects of a Bounty. This is multiplied by the amount of them in the world.
-
Enhanced Mobs - Bounty Intervention Range - Maximum distance from the player an Enhanced Mob can be to still be called upon by a Bounty during an Intervention.
-
Enhanced Mobs - Intervention Intangibility Ticks - Amount of ticks within which Motes spawned by a Bounty will be invincible and phase through walls.
-
Enhanced Mobs - Parry Enabled - Whether Enhanced Mobs can parry attacks from naturally-spawned parasites.
-
Enhanced Mobs - Parry Player Inclusion - Whether Enhanced Mobs can parry attacks from parasite players or the parasites they create.
-
Enhanced Mobs - Bounty Intervention Time - Time, in ticks, in between each Intervention if in range of a Bounty.
-
Enhanced Mobs - Bounty Enhancement Chance Increase - Amount that each nearby Bounty will increase the Mob Enhancement chance.
-
Enhanced Mobs - Bounty Terminal Count - If the amount of bounties in the world reaches this number, their range will span the entire dimension.
-
Enhanced Mobs - Bounty Dimension Blacklist & Whitelist - Bounties cannot be placed in the dimensions in this list.
-
Enhanced Mobs - Bounty Entity Blacklist & Whitelist - Enhanced Mobs in this list will never place Bounties.
-
Enhanced Mobs - Bounty Enhancement Chance Increase - Amount that each nearby Bounty will increase the Mob Enhancement chance.
-
Enhanced Mobs - Bounty Enhancement Chance Increase - Amount that each nearby Bounty will increase the Mob Enhancement chance.
-
Enhanced Mobs - Critical Hit Chance - The chance that an Enhanced Mob will deal a Critical Hit, with increased damage and other effects.
-
Enhanced Mobs - Critical AOE Range - Range of AOE damage dealt by Enhanced Mobs whenever they crit something.
-
Enhanced Mobs - Critical Damage Multiplier - Damage multiplier for entities hit by an Enhanced Mob's crit.
-
Enhanced Mobs - Critical AOE Damage Multiplier - Damage multiplier for entities caught in Enhanced Mobs' critical AOE effect. By default, it reduces the damage by 30%.
-
Enhanced Mobs - Effect Amplifier Cap - Maximum negative effect amplifier Enhanced Mobs can receive.
-
Enhanced Mobs - Enhancement Dimension Blacklist & Whitelist - Dimensions where mobs cannot be enhanced.
-
Enhanced Mobs - Remnant Blacklist & Whitelist - Mobs which will not drop Remnants when enhanced.
-
Enhanced Mobs - Passives drop Remnants - Whether passive Enhanced Mobs can still drop Remnants.
-
Enhanced Mobs - Motes Enabled - Whether Enhanced Mobs can produce Motes.
-
Enhanced Mobs - Mote LOS Check - Whether an Enhanced Mob needs to be able to see their target in order to spawn a Mote to chase after them.
-
Enhanced Mobs - Stray Mote LOS Check - Whether any entity that is not a Mote's target must be visible to the Mote's owner in order to be struck.
-
Enhanced Mobs - Ticks Between Motes - Amount of ticks in between each Mote deployment.
-
Enhanced Mobs - Mote Intangibility Ticks - Amount of ticks within which Motes will be invincible and phase through walls.
-
Enhanced Mobs - Mote Count - Number of Motes deployed by regular Enhanced Mobs.
-
Enhanced Mobs - Boss Mote Count - Number of Motes deployed by boss Enhanced Mobs.
-
Enhanced Mobs - Mote Blacklist & Whitelist - Mobs which will not produce Motes in combat.
-
Enhanced Mobs - Passives create Motes - Whether passive Enhanced Mobs can still create Motes in combat.
-
Enhanced Mobs - Mote Teleportation Blacklist & Whitelist - Mobs which will not teleport with their Motes in combat.
-
Armageddon Timer - Days Until Armageddon - changed to 75 days, from 50 days.
-
Armageddon Timer - Clotting Presence Required - Presence value, out of 1.0, required to apply Clotting to all parasites.
Files
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Release channel
BetaVersion number
1.2.0Loaders
Game versions
1.12.2Downloads
792Publication date
September 8, 2024 at 4:23 AMPublisher
roguetictac
Developer and "Artist"