Astral Arsenal

Astral Arsenal

Mod

A combat mod that looks to do much more then vanilla could

Client and server EquipmentGame MechanicsMagicUtility

500 downloads
6 followers
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Astral Arsenal 1.4.0

Changelog

Changes to kosmogliphs:

Jump, dash, dodge ↺

  • Increased cooldowns by 5 ticks for every second of freezing you have
  • Cooldowns increase by 1 second every time you are hit for 5 damage or more(pre-armour) not including fall damage. If you have all three charges, one charge is removed with the full 1 second cooldown.
  • Dash now boosts you 25% less when at 25% or less hp. Hard damage counts towards max hp, so if you have 10 max hp thanks to hard damage, you’d need to have 2.5 hp or less to count.
  • after being airborne for 5 seconds leads to an increase in air movement speed.
  • Jump is 70% quieter
  • dodge is prettier

Cannonball, Mortar, Explosive â–¼

  • Reduced damage of the explosive railgun + cannonball/mortar 20 -> 17.5

Hard damage â–²

  • Now stacks from multiple sources

Deep wounds â–²

  • Now rewards the user with bonus absorption HP for each health removed from targets in hard damage
  • Now gives a way to replenish lost absorption HP. Attacking with this weapon will restore a small amount of absorption.

Freeze â–²

  • Increased freeze time of offshoots 400 -> 500 ticks
  • Increased freeze time of sword 220 -> 400

Flame burst

  • No longer requires fire aspect.

Shotgun â–²

  • No longer requires multishot.
  • Still conflicts with piercing.
  • Made it so one of the arrows fired is able to be picked up, and always shoots in the middle of the crosshair

Basic railgun, snipe ↺

  • Cooldown reduced 40s -> 15s
  • Now deals 5 damage and hard damage to the user. Hard damage lasts 20 seconds.

Flamethrower â–²

  • Damage increased 3 -> 5

Reduce â–²

  • Damage vulnerability increased 15% -> 30%

Bleed â–²

  • Time between damage 3s -> 1.5s
  • Length of effect 10s -> 15s

Antidote â–¼

  • No longer speeds up hard damage

Beam of light â–²

  • Now gives hard damage for 20s.

Orbital â–²

  • track time 2s -> 2.5s
  • now deals 2 hard damage
  • 25% size increase

Devastate â–²

  • 200% size increase
  • now deals 4 hard damage

Lock off ↺

  • damage 1 -> 0
  • should no longer delete items
  • Now starts draining the hp of those that enter for about 1hp/s. This draining is done as hard damage. This lasts 5 seconds once leaving the zone.
  • windup 3.5s -> 2.5s
  • track time 2.5s -> 2s

Time bomb â–²

  • deals 25 hard damage.
  • track time 55s -> 29s
  • windup 60s -> 30s

Astral strike â–²

  • hits to activate 5 -> 3
  • Now deals 1 hard damage

Slam â–²

  • Increased slam jump ticks so that it can be performed easier.

All explosions ↺

  • Instead of launching entities directly upwards, they now deal knockback like any other explosion

All kosmogliphs â–²

  • Items with kosmogliphs are now enchantable

Changes to weapons:

Astral greathammer:

  • Now enchantable

Bugfixes:

  • Removed a period in the bleed death message
  • Jump now recharges when in fluids
  • Vein mine no longer gains durability when it shouldn’t
  • Hammer and vein mine no longer effect blocks outside the world boarder

Notes:

This patch I wanted to focus on making fights more interesting. PvP fights had a tendency to continue on and on, with one player backing out to eat and heal every 5 seconds. Im aiming to reduce the effectiveness of this strategy by making it harder to run, more rewarding to fight, and giving more ways to attack escaping players.

The increase in airborne speed is to just make moving feel more fun, that's it. Speed = fun :3

Railgun and snipe have been changed for a more PvP oriented design, rewarding good aim with high armour-piercing damage. To make this more interesting then a 1-click-delete half hp button once per fight, the hard damage mechanic has been introduced. This should make it a risky, but highly rewarding play.

Hard damage changes have been made to make it a more interesting mechanic overall.

Beams of light have been hard to use, or outright worthless. Changes to them are here to try and make them more usable.

Major update this week with a lot of changes, hope you enjoy. As per usual, balance changes will continue to happen every monday. If you feel something is too strong, or too weak, please contact me on discord in the #astral-arsenal channel on the Team Voided discord server. Additionally please report bugs to the Github repository.

Thanks for playing

Files

astral_arsenal-1.4.0.jar(6.15 MiB) Primary Download