Changelog
Important:
Entity culling may not be incompatible with this mod, but it is not clear what is needed to do with the config to me to make it function correctly. If you are someone who knows how to fix this issue(a necessary entity skipping rendering because of entity culling) please do contact me on the discord. Otherwise, to casual players, I would not reccomend using Entity culling with this mod.
New kosmogliphs:
Tear: Nailgun kosmogliph Nails apply a stack of Impaled on hit entities. Entities with impaled will take 0.5 * stacks of impaled bonus damage to a max of 15 when hit with any melee damage.
Changes to weapons:
Nailcannon â–¼
- Reduced nail damage 1 -> 0.5
- Reduced Fire nail damage -> 0.25 of each
Changes to kosmogliphs:
Air speed kosmogliphs â–²
- Passive effect rather then having to wait in the air
Dodge, jump, dash â–²
- Speed now reduces the cooldown to 1/x+1 where x is the levels of speed.
Slam â–¼
- Now grants a set height of a 5 block jump after slam-jumping.
Basic railgun ↺
- Damage against entities reduced 30 -> 20
- Now splits damage upon hitting non-player entities by giving them conductive just before dealing the damage.
Snipe ↺
- Damage against entities reduced 22.5 -> 15
- Now splits damage upon hitting non-player entities by giving them conductive just before dealing the damage
Jump â–²
- Now considers jump boost, giving a 40% height boost per level of jump boost.
- Now adds vertical velocity if you are already moving up.
Orbital, Devastate â–²
- Firework rockets used as ammo make the beams of light enraged, making them better at tracking their target.
Ricochet â–²
- Now deals 5 damage per hit. Max of 15 damage on players.
Capacitance ↺
- Now has a 10 second window after being hit with plasma damage to build up charge. Charge will be gained from the damage of any damage you take. Window resets every time you take damage.
- After the first window is over, a second 10 second countdown will begin. If hit during this countdown, all of the built up charge will strike the attacker, spilling over to nearby entities if it is enough to kill, or hit the maximum damage for players.
- If during the second window you are not hit, after the 10 second countdown all the charge will spill over to all nearby entities, sharing the damage. If there are none, the electricity will dissipate.
Rancid brew â–¼
- No longer applies Reduce to target
- No longer applies Poison to target
- No longer applies effects to the user
- Effect duration on the target reduced from 15 seconds to 10 seconds.
Flamethrower â–¼
- Increased spread by a lot.
Changes to effects:
Conductive ↺
- Damage share % is now dependent on the input damage, 2x at low damage, 1x at medium damage, 0.5x at high damage.
- Targets a minimum of 3 targets
- Has a cap on damage share against players Plays a different sound when triggered
Changes to mechanics:
(new category here for bigger changes to things used in more than just kosmogliphs or effects, such as the beam of light.)
Beam of light
- Will now dissipate if its owner dies.
- Will now stop tracking its target if its target dies.
- Can now be enraged, enraged beams of light will track their targets better.
Aesthetic changes:
- All railguns have been given a new beam effect, this should just look better then the old particles.
- Beams of light have been given a new beam effect so it looks better
- Electricity from conductive and capacitance has a new beam effect so it looks better.
- Kosmic gem has a new sprite(and so does it’s slot in the table)
- Freezing entities now emit snowflake particles, giving freezing a small buff.
Bugfixes:
- Slam now applies constant downward velocity, so you should always slam.
- Fixed an issue that caused cannonballs and mortars to not detonate when shot with an explosive railgun, you may now nuke.
- Fixed an issue that caused explosive railgun nukes to deal extra damage in hard and lower damage in easy and peaceful.
- Fixed an issue that caused players to gain wrong horizontal momentum with jump.
Notes:
I'm sorry this update is so small. It originally had a much larger scope but that scope just couldn’t be reached due to just how entities are and how inexperienced I am.
Hopefully this update packed full of aesthetic and QoL changes makes up for that somewhat. Sorry this couldn’t be what I’d hoped, but I hope you enjoy it nonetheless.
Happy holidays, Enjoy 2.0