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Beta 1.1.3

Changelog

Procrastination

Changes

  • The mod will no longer launch on SRP v1.9.20 or below. It will mention the requisite version needed on launch, but it won't go any farther.

  • Added Ink Sacs to the Assimilated Squid extra drops.

  • Parasite Players can use Glass Bottles obtain Dragon's Breath from Toxic Clouds generated by the Assimilated Ender Dragon and its severed head.

    • This works just like getting Dragon's Breath from a normal Ender Dragon cloud.
  • Parasite Players can no longer attack parasite weak points. No clue how I missed this.

  • Dirty Needles no longer work on Enhanced Mobs, or mobs that are permanently COTH immune, such as Skeletons.

  • SRP's COTH resistance is now synced from server to client, in most cases.

    • This means the COTH particles will no longer render for COTH immune mobs, such as Skeletons or Creepers.
  • Fixed biomass being wasted if an invalid extra drop config was used. This should also remove the log spam.

  • Making parasite drops with a Factory no longer requires doMobLoot to be true.

    • This can be reenabled, if you desire.
  • Fixed the Maul and Scythe harming parasites if you are a parasite.

  • Fixed Beckons spawned by Stage IV Beckons not inheriting the Factory-Spawned tag.

  • Fixed Phase Boosters not working if they were set to apply globally in the configs.

  • The Assimilated Squid and Assimilated Ender Dragon Factories can no longer receive the Breaching enchantment. No clue how those got in there.

  • Wells will no longer spawn in The End

  • The damage calculation for Parasite Players has been tweaked to better match other parasites.

    • If a Parasite Player somehow becomes immune to fire (This is the immunity that entities like Blazes have, NOT the Fire Resistance effect or related phenomena), onFire and inFire will be cancelled.
      • This is likely to never actually happen. If it somehow does, though, there you go.
    • Attacks will only be counted as fire damage if the source was onFire or inFire, like with other parasites.
    • Damage should now be tripled if it severs a parasite player's secondary head. This does not affect absorption hearts.
    • The general ordering of calculating inhibitors such as Adaptations and the Damage cap now match other parasites much more closely.
  • From here, I'm going to be Pivoting the conversation from bugfixes.

  • Raised the Factory's enchantability to 12.

  • The Living and Sentient Pick-axe now harvest cobwebs, bushes, crops, and vines at 20x the tool's efficiency.

    • The Sentient Pick-axe now harvests parasitic blocks at 8x the speed, as opposed to the Living Pick-axe's mere 2x speed.
    • They also no longer consume durability when mining such blocks, as well as any parasitic block in general.
    • The Chitin mining speed bonus is now 16x/8x for the Sentient and Living Pick-axe, respectively.
  • Parasites will now automatically attack any mob that is targetting a Parasite Player and gets any closer than 30 blocks.

    • This will only work if you are above or at their Tier (or you made them), you are visible to the parasite, and if you are not hiding.
    • It may take them a second to catch on, though.
  • Throwing has been renamed to Augment: Throwing. This doesn't affect its id, though.

  • New Enchantment: Dense Tissue

    • Raises maximum HP for spawned parasites by 20% per level. Maxes out at level V (5), the resulting parasite will have double max hp.
    • Also affects the Factory itself, raising its HP. Only really impactful for high tier Factories, though.
    • This enchantment has a rarity of Uncommon.
  • New Enchantment: Rarefaction

    • Causes The Masticator to occasionally not consume a Fetid Canister.
    • The chance increases by 10% per level, up to 50%
    • This enchantment has a rarity of Very Rare
  • New Treasure Enchantment: Augment: Acid Bath

    • Massively increases the size and damage of the Wraith Nade.
    • 15x the radius/fuse time, and 6x the damage. Also multiplies the Minimum Damage.
    • Larger nades generally take much longer to deploy
    • The Nade model is scaled by 1.5x for these nades, to accurately convey their size to the player.
    • The Nade will also not collide with blocks. It will instead only fall for a full second, then it will float.
    • This enchantment has a rarity of Very Rare, not that it matters.
  • Factories of the same bound parasite (or both unbound) can now be combined in an anvil. Doing so will combine their enchantments like any other tool.

    • Factories will also now retain their anvil repair cost when placed and picked back up.
    • Note that I didn't mention Tier at all. Factories of different tiers can be merged, the one in the left slot determines the tier of the resulting factory.
      • Don't forget: you can change a factory's tier by binding it to a parasite of the desired tier.
  • Enchanted Factories now have the enchantment glint render for their bound parasite's spawn item.

    • Additionally, the custom glint now renders on the itemized Factory itself, as if it were placed.
  • The custom Enchantment Glint for Factories can now be disabled, if desired. The option is client sided.

    • This also includes the glint on the spawn item.
  • Parasite Players can now see invisible parasites. They will be partially transparent.

  • Following AI for Flying Parasites has been improved.

    • Flying parasites will attempt to maintain their elevation unless they cannot see the player.
      • This DOES NOT apply to the Macabre Pearl's teleportation. While the logic is affected, the parasite will always be teleported to the player's position.
    • Their teleport distance, and maximum following distance, is much higher than that of grounded parasites.
      • They usually won't teleport to you unless you are in a more closed environment.
  • The other Preeminents now have increased fuse times, they are all increased by 4000 ticks now

  • The Masticator now deals 8 bouts of Minimum Damage each time it attacks an entity, in a single tick, every four ticks.

    • In other words, I have octupled its damage, and that damage is True Damage.

Clarifications

  • The Vagrant Divining Rod is repaired with Altered Tendons.

  • The Living Pickaxe requires Toxic Lungs to repair, not Altered Tendons.

Config Changes

  • Well Settings - Dimension Blacklist - Added "1", or The End.

  • Client - Render Factory Entity Glint - Whether a Factory will render the custom Enchantment Glint when placed.

  • Client - Render Factory Item Glint - Whether a Factory will render the custom Enchantment Glint if it is an item.

  • Client - Render Factory Spawn Item Glint - Whether a Factory will render the vanilla Enchantment Glint on its bound parasite's spawn item.

  • Biomass - Parasite Cost Settings - "srparasites:wraith|5|640|4000", "srparasites:bomber_heavy|5|640|4000", "srparasites:carrier_colony|5|640|4000",

  • Enchantment - New Categories: Dense Tissue, Rarefaction, and Acid Bath.

  • Factory Behavior - Extra Parasite Drops - added "srparasites:sim_squid+minecraft:dye;50;2;false"

  • Factory Behavior - doMobLoot For Drops - Whether making parasite drops using a Factory requires the doMobLoot gamerule to be true.

Files

srpcotesia-1.12.2-1.1.3.jar(1.37 MiB) Primary Download

Project members

roguetictac

Developer and "Artist"

Details

Licensed ARR
Published a year ago
Updated 4 months ago