Beta 1.3.0

Changelog

TO SALT THE EARTH

This changelog may be incomplete. Apologies.

Changes

  • Configs have been moved to the srpcotesia directory in the config folder.

    • I made sure to keep the names the same for your convenience.
  • Configuration files will now uphold versioning.

    • If an old config file is detected, it will be OVERRIDDEN with the new defaults.

    • The original file won't be lost! It will instead be copied and placed as a backup file in the same directory.

      • Only one backup file can exist per config file, however.
    • This is meant to smooth over major changes as updates progress. I probably won't be increasing config versions unless the file changes significantly.

    • If you are not keen on data loss, you can instead change the VERSION property in your file of choice to the new value.

    • Wrangling Forge's Config API was an interesting experience, to say the least.

    • This can be disabled, of course, with the "Version Checking Enabled" entry in srpcotesia.cfg.

== The new "API" does not do anything to files from before this update. This is a limitation, but it also makes for an easier adjustment.

= Despawning System

  • Factory-Spawned parasites can now despawn.

    • They will no longer be marked as persistent, although any existing parasites in your world from before the update will still be persistent.
    • The behavior has been tweaked, however. Instead, 4 other parasites from the same owner must be found that fulfill the specified criteria:
      • Only parasites with an equivalent or higher tier will be counted.
        • Parasites marked with the Macabre Pearl will only count other marked parasites.
        • The Assimilated Ender Dragon will be considered Tier 5 if it is not already higher.
        • Nexus-tier Parasites will only consider other nexus-tiers. Granted they can only despawn in a parasite biome but still
      • The Dendritus prevents its Dispatcher from being culled this way.
      • Saddled parasites are prevented from despawning as long as they have a saddle equipped.
    • If the above succeeds, the parasite will be despawned. This is only calculated when the parasite is about to despawn via normal behavior.
      • A pass also causes the next few calls to pass automatically, to avoid excessive loops.
  • New Weapon: Parasitic Guandao

    • The easiest comparison would probably be a Glaive, but the blade has a hook on the back to catch an opponent's weapon (it doesn't actually do that in game, that'd be silly). It also emits Incense, like a Censer.

    • The Incense decreases damage taken by parasites in an area. The strength of this depends on the Blade material.

      • The reduction is much higher if two conditions are met:
        • The attacker has been struck with the weapon (there are particles to indicate this)
        • You are holding the weapon, instead of it being in the hotbar.
    • This rendition is crafted with two variable components: the Blade and the Coating.

      • Think of the blade as what it's made out of, like a Diamond Axe. The harder it is to get its material, the better it is. Simple.
      • The Coating is relegated to mostly vanilla materials. Iron and Diamond are good examples.
    • If you're confused on how it works, just pick the materials with the highest numbers on them that you can find, that ought to work!

    • This weapon is analogous to Terraria's Whips.

      • Deals much less base damage than what you may be used to, at least on tier. It is not meant to be used on its own.
      • Deals AOE magic damage on hit, although the AOE more akin to a sword sweep, and not centered on the mob hit.
        • Consider it a large sword sweep. Does NOT benefit from most damage enhancements.
        • The AOE damage counts as "incensing" the mobs hit, causing Tag Damage to take effect.
        • The sweep will ignore mobs that are not of the same species as the mob you struck, unless they are targeting a parasite.
          • Players are an exception, they are targeted regardless.
        • Hitting a parasite with the weapon will apply this to all nearby non-parasites, minus any AOE damage. It won't deal any damage to the parasite, of course.
      • This weapon has 8 blocks of range. If SRP's weapon packets are disabled, this mod will use vanilla's reach attribute for compatibility.
        • Otherwise, a custom hit packet is used, like base SRP. This will actively attempt to bypass hitting parasites, although the AOE should handle cases where that isn't present.
      • Any mob hit with a Guandao will take increased damage from parasites depending on the Coating's Tag Damage.
        • The material used to coat the blade determines both the Tag Damage and any special material-specific on-hit effects.
        • Tag Damage is reduced depending on the speed at which the parasite is attacking. It is also roughly halved for indirect damage.
      • The Blade material determines the aforementioned cap, as well as the buff intensity and damage of the weapon itself.
    • Certain Enchantments can increase tag damage. These are generally standard damaging enchantments, nothing that takes into account effects a mob may have.

      • For instance, Sharpness (as well as any similar-enough derivatives, like Smite) will provide bonuses to tag damage as if it was regular damage.
      • I really cannot provide a reliable list here, it really depends on how the enchantment is coded. Most probably won't work.
    • In short, better materials = more damage reduction and more parasite damage.

    • You do not need to hold the weapon to provide the defensive buffs, just have it in your hotbar. The buff is weakened if you don't hold it, however.

      • In order for parasites to deal more damage, however, you'll need to be holding it.
    • Parasite Players receive no bonuses from this weapon themselves, only other parasites.

  • The handle: Mirewood Pole

    • Mirewood Sticks can be created via trading a Stick, costing 1 biomass each.
    • When combined with Rupter Viscera, a Mirewood Pole can be crafted. This is used as the handle.
  • You will need a Blood Lotus to craft this weapon.

    • Trading a (1 block tall) flower with a Factory will net you one. 1 biomass is needed.
    • They can be duplicated with Bone Meal, but can only be planted on Dirt and parasitic soil (Hivesoil, Infested Soil, Visceral Mud, etc)
    • Normally, a Lotus is meant to grow in water. This one didn't get the memo. Poor thing
  • Blade Materials: Sparse Chitin, Marrow Chunk, Malformed Bone, Reformed Bone, Vigilant Bone

    • Each one corresponds to a parasite tier.
    • Sparse Chitin is a rare drop from salvaging with a Rupter Factory, but can also be made by trading Leather.
    • The Marrow Chunk can be obtained by salvaging with any Incomplete Form Factory.
    • The Malformed Bone is crafted from Marrow Chunks and Altered Tendons.
    • The Reformed Bone is an upgrade to the Malformed Bone created similarly to the Living Pick-axe, 60 biomass is required.
    • The Vigilant Bone is crafted using a Reformed Bone and two Vigilante Kneecaps, the former of which is from a Vigilante Factory. This has no tag damage cap.
  • Vanilla Coatings: Flint, Iron, Gold, Diamond, Hivesteel, Quartz, Prismarine

    • Quartz deals 2x tag damage in the nether, prismarine deals 2x tag damage to enemies in water or rain.
  • Ice and Fire Coatings: Dragonbone, Iced Dragonbone, (If RLCraft's fork of InF is installed) Shocked Dragonbone (Fire is not here for obvious reasons)

    • The Dragonbone variant coatings cause parasite attacks to inherit the dragon blood properites, so they will freeze/shock enemies that are hit.
    • The Chain Lightning will deliberately avoid hitting parasites if possible. It will also ignore other parasite players.
  • Ores Above Diamonds Coatings: Amethyst, Black Opal

  • Factories and the Latch can no longer despawn under any circumstances.

  • Player-spawned Rupters will throw themselves at their enemies without a second thought...

    • ...Unless their creator is more than 40 blocks away, or just not present. Then common sense will kick in.
  • Parasite player following AI has been tweaked.

    • If the parasite is following another parasite with a lower tier than a player, they will prioritize the player instead.
    • If the parasite can, they will always follow the player that created them.
      • This bypasses the requirement that the player has the required bloom tier.
      • It also takes precedence even over other parasites of higher tier.
  • Fixed the Macabre Pearl's teleportation logic incorrectly checking for collision at the parasite's location, rather than the player.

  • The Macabre Pearl now prevents parasites from being passively absorbed by Factories. Parasites that have been nametagged are also ignored.

  • The above parasites also now produce death messages when they die, like tamed mobs.

  • Assimilated/Feral Endermen can no longer teleport any of the following:

    • Saddled parasites
    • If they were not made by a player, any player-made parasite is off limits.
    • Any parasites that were created by a different player.
    • Any parasites that are marked with the Macabre pearl, provided they are not also marked.
  • Parasite players don't feel nauseous from eating human flesh (Dissolution/Requiem)

    • They've done worse. Those villagers had it coming
  • Fire now drains biomass 3x slower than it did before.

  • Attacking a parasite will put them out if they are on fire. You obviously need to be a parasite to do this, of course, and it won't deal any damage.

  • Assimilated Humans and Villagers will now keep their factory-spawned status when they become Hosts.

  • Factory-spawned parasites will no longer phase through walls towards a target if their creator cannot see said target.

    • If the creator isn't present, they'll act as normal.
  • New Item: Nature's Mockery

    • Accumulates kills similarly to the Nidus Accumulator.
    • When it reaches 10 (and when the item is used after (or before) the fact) the stored kills will be converted to 5 biomass each.
      • Using the item when it has less than 10 kills will only give 3 biomass per kill rather than 5.
      • If the player does not have enough space for the biomass, only the maximum amount they can handle will be extracted.
    • The item will be damaged each time it is used, and has 10 uses. It can be repaired either via Mending or a Summoner.
  • New Ability: Leer

    • Unlocked at Tier 0. That means you have it at the start.
    • On use, does one of two things:
      • If the player is facing an entity (50 block range), that entity will be immediately targeted by all parasites within 70 blocks of the player, provided they can see the player.
      • Otherwise, all nearby parasites will attempt to path to the position the player is facing. This can be up to 50 blocks away, with the same 70 block inclusion range.
    • If any of the above occurs, following AI for these parasites will be paused for 30 ticks, or a second and a half.
  • Orb is replaced with Spawn Succor at Tier 5.

    • Succors will travel in a straight(?) line to around 25 blocks in front of the user.
    • Any blocks they break should drop as items. The Succor inherits the fortune level of its maker on creation.
      • Phasing, of course, prevents this.
    • If the player is sneaking when detonating the Succor, they will be teleported to it.
      • If there aren't any solid blocks for 20 blocks beneath the succor, the player will not be able to teleport. This is here to hopefully prevent people teleporting themselves into the void.
    • A succor cannot be spawned if an orb, either from the player or another succor, is already active.
      • Using the ability while an existing Succor is active will cause it to instantly detonate.
  • Parasite Players can now use Lures to pause point loss on death for all parasites.

    • This incurs a points contributed cost. The amount of time the pause lasts and the cost depend on the level of lure used.
  • Fixed Incomplete Forms not carrying over the player that created them if COTH infection fails.

  • Relaxed the Living Scythe/Maul mixins to fix a crash with RLMixins

  • Parasites should now inherit any looting effects the player may have.

  • The Clotting potion effect now only prevents healing at a 25% chance per amplifier.

    • Enhanced Mobs will now attempt to apply Clotting II if the target already has Clotting I.
    • Salt now applies Clotting II by default.
  • Holding LSHIFT while an item tooltip is cycling through factories that can produce that item will stop it from cycling.

  • Partial Chinese Translation (zh_cn.lang) by Lupus_with_Dusk

  • The XXXX Unlocked messages now have a brief explanation of the ability's functionality.

  • Overseers can now perform item repair, like Summoners.

    • As for justification, I assumed that them being the only Pure that can make Biomass entities a reasonable enough reason.
      • If you're still on the fence, just pretend the player is doing the repairing or whatever
  • The Masticator now directly states that a Parasite Biome is required to upgrade it to The Consecrator.

  • The Masticator/Consecrator's point output now scale multiplicatively with the current Evolution Phase. It is 3x per extra phase.

  • Fixed the Dendritus's minimum distance incorrectly adding more range than necessary

  • The Electroreceptor is no longer used to find bounties. Instead, the EMF Reader is used instead.

    • The EMF Reader functions as a much weaker analogue to a compass. You'll need to right click on an Enhanced Mob to actually pick up a signal.
    • Once the bounty is found, however, the item will record its location internally.
    • When facing the general direction of the Bounty, it will light up. Following this direction should lead you to the Bounty itself.
  • Crafttweaker can now access the Points Contributed of a Parasite Player through their IPlayer instance.

    • This is done with the parasiteKillC field.
    • This is the full list of fields, both existing and the new one:
      • isParasite
      • corpseBloom
      • parasiteKillC
      • parasiteBiomass
      • parasiteMaxBiomass
  • Threat-related items have been moved to a separate Creative Mode gui tab. The icon is greyed out.

  • Fixed The Pact (Resolute) not being useable on parasites.

  • Fixed a bug in the killcount calculation causing Bloom 9 and 10 to be unreachable.

    • As a consequence of this fix, if "Require Evolution Phase for Upgrade" is disabled, any entries added to the list will constitute new bloom values past 10.

    • This technically allows for as high of a max bloom as you wish, provided there are enough entries to give each value a milestone.

    • if "Require Evolution Phase for Upgrade" is enabled, extra values will do nothing as per usual.

    • This quirk literally does not affect most people at all. If you aren't a pack dev just ignore it and accept the bugfix

  • Fixed a bug where Phase Boosters would be duplicated on death.

  • Parasite Players can now climb walls at the very beginning, provided they are not hiding.

    • I have gone through trials and tribulations to allow for climbing to negate fall damage.
      • Apparently collidedHorizontally is always false on the server for players. That means a custom collision check is needed.
    • You can also Leap while climbing a wall! That means wall jumping!
      • I doubt it'll be of much use, but still!
  • The list of parasites that the Bloodstained Saddle can make rideable is now config-driven.

    • I cannot vouch for any additions to this list not looking strange. That is on you.
      • I was going to add the Haunter and Colony Carrier to the rideable list, but they have clipping issues, sadly.
    • Also added Primitive/Adapted Reeker, Summoner, Adapted Yelloweye, Overseer, Light Bomber, Wraith, and Bogle to the list.
    • That also means Flying Parasites are now supported! Hold Space (Jump Key) to ascend, hold X (Mount Descend Key) to descend, hold both to stop all vertical movement entirely (good for managing momentum).
    • Factories, as well as any other Deterrent/Nexus version, are internally blacklisted. They won't work even if they are in the list.
  • Parasites that are saddled or under the effects of the Latch will no longer use Dispatcher Tentacles or Succors to teleport, if applicable.

  • The Dendritus and the Phasing effect now fully prevent the breaking of light sources and circuit blocks in range/while active. This is toggleable.

==== Enhanced Mob and Ante changes

  • Dimensions and/or mobs can now have their enhancement chances reduced/increased with a config-driven multiplier.

    • As a result of this change, The End has had its enhancement chance reduced by a factor of (around) 3, or a 0.3 multiplier.
  • Fixed Critical AOE failing if even a single entity did not meet the requirements.

  • Fixed Critical AOE having more range than indicated by the config variable.

    • This actually ended up reducing the range by roughly half a block.
  • The Latch is now immune to the Critical AOE effect. It is not, however, immune to getting hit directly.

  • Enhanced Mobs now deduct 3x more points when killing a parasite than usual.

  • Enhanced Mobs can no longer spawn in the Parasite Biome, provided they are within a Node's spread range.

  • Fixed the Living and Sentient Maul bypassing Defense.

  • Tweaked post-Phase 10 spawning behavior to reduce the amount of Enhanced Mobs present

  • Ante stat multipliers have been changed.

    • Ante 2 has had its multipliers completely removed.
    • Ante 5 and 9 are now 1.5 for Defense, rather than 2x. 9 has had its Bane multiplier removed.
  • Hyper Armor no longer directly reduces damage taken by its value.

    • It will still convert attacks below its value to healing, but it will do nothing if the damage exceeds it.
  • Enhanced Mobs now have a Damage Cap.

    • This effectively serves as a similar minimum hits threshold to that of the parasites' damage cap, but it's a little bit stricter.
    • The following explanation is more of a metaphor. The actual calculation is very simple
      • The mob's total health (including defense if applicable) is divided into (damage cap) equal parts.
      • Damage dealt can at most reduce the mob's health to the next lowest part from the one the mob's current health is in. This next part will only have at most 1% diminished.
    • The cap is reduced by 1 whenever it is exceeded. This means stronger hits aren't entirely useless, and in fact can be more effective if done rapidly enough.
    • The damage cap is calculated AFTER Hyper Armor. This means that the resulting damage may be below the hyper armor threshold without actually causing any healing. Best to take what you can get.
    • If the cap is exceeded, the Enhanced Mob will be Jammed for a half second. This may prevent a crit from triggering!
  • The Damage Cap is tripled for bosses. This is configurable.

  • The Damage Cap does not increase with Ante, but it can be configured to.

    • This is because I didn't want to overincentivise parasites that attack faster than others.
  • All three major stats has been reduced by around half (Bane has been roughly reduced by a factor of six), and the base spawning chance has been quadrupled.

    • The goal was to create a more prevalent presence, and to do that they needed to be much weaker.
  • Enhanced Mob Contact Damage and the Daybroken Ante milestone have been disabled.

    • The latter will likely change completely, in its current state it just discourages gameplay.
    • Contact Damage might come back with a nerf in the future.
  • Ante will increase whenever the phase goes past certain milestones. This is called a Reaction. You will see "Too fast. Too soon."

    • For instance, when the Phase is 3, Ante will increase to 2 within a few minutes, provided it isn't already 2.
    • Here are the current Reactions:
    • 2 -> 1
    • 3 -> 2
    • 4 -> 3
    • 5 -> 4
    • 6 -> 5
    • 7 -> 6
    • 8 -> 7
    • If a reaction occurs, the next Ante increase will be cancelled to smooth out the transition a bit.
  • Critical Hits have been moved down to Ante 3, from Ante 4.

  • There can now only be a max of 30 motes in the world.

  • Motes now only apply Gravity if the following conditions apply:

    • The target is above them. Wouldn't really make much sense to do that otherwise
    • the target is within 5 blocks horizontally of their target. This does not factor vertical distance.
    • The Enhanced Mob must be standing on the ground.
  • Reduced damage from Gravity from 20 to 10, and its velocity per tick from 0.5 to 0.25.

  • Gravity no longer deals True Damage if the target is on fire, instead the damage will be 4x greater and all adaptations will be reduced by 2.

  • An Enhanced Mob can now only crit every 30 ticks.

  • The Signal Jammer's effects now last a full ingame day.

  • Passive Mobs will no longer be enhanced until Ante 4.

  • Bounties now increase the Enhanced Mob spawning chance by 20%.

  • Bounties can no longer be placed by Endermen and, if Lycanites Mobs is installed, Grues.

    • This is due to their teleportation behavior hindering the main way you are supposed to locate bounties.
      • I suppose this is what I get for parroting that over and over.
    • Granted, Grues are far less of an issue since they fly and tend to teleport to their targets anyway, but still.
  • Bounties now need Enhanced Mobs to get close to the player to be placed.

    • Physical damage counts. Either the player must attack the mob directly, or the other way around.
      • Attacks via projectiles or other parasites do not count.
    • Otherwise, the mob just needs to get within 5 blocks.
  • Enhanced Mobs that have noclip cannot place bounties. For an example, consider the Vex.

    • They can, however, still tattle to other Enhanced Mobs! Granted, you'd need to get close to those for that to matter much anyway.
  • Enhanced Mobs will now be present at Ante 0. They will lack most of their abilities, however.

  • Yielding now only deals 2.5% of maximum health per amplifier. The chance to increase said amplifier is now slightly lower,

  • Enhanced Mobs will now receive Fire Resistance instead of being immune to fire damage, and only when they are targetting a parasite.

  • New Item: Tally Counter

    • Can be used to get the current Ante value. Ante is now also mentioned by name in the guidebook.
    • I figured something like this was necessary given the new Reaction system would make using the current day counter not feasible.
    • I briefly considered using actual tally marks, but those take up too much space and may be hard to read for some.
  • New Item: Frayed Wires

    • Occasionally drops (50% chance) from Enhanced Mobs regardless of Ante. Serves as a common crafting component. Still toxic to have in the inventory.
    • Used, as of now, to make the Tally Counter and EMF Reader. They can also be traded for 5 evolution points.
  • Well Sealer recipe outputs have been doubled.

  • Bounties can no longer be placed if the block below them is passable. This generally means no floating bounties.

  • Removed some lines of text from the Threat-related items. In retrospect, they were a bit of a mischaracterisation.

With that, the new list should be as follows:

  • Disclaimer: The schedule will be thrown off if a Reaction occurs. If one does occur, these milestones will occur earlier than expected. A Tally Counter should be used to keep track.

  • 0 - Day 0+ - Enhanced Mobs appear, unlock Bane and Damage Cap by default.

  • 1 - Day 10+ or Phase 2 - Unlock Speed, Parrying, and Defense

  • 2 - Day 20+ or Phase 3 - Enhanced Mobs unlock Motes and Critical Hits

  • 3 - Day 30+ or Phase 4 - Enhanced Mobs unlock Hyper Armor, Effect Cap, and Tattling. Sleeping no longer generates Evolution Points.

  • 4 - Day 40+ or Phase 5 - Enhanced Mobs unlock Bounties, and Bounty Intervention. Passive Mobs can now be Enhanced,

  • 5 - Day 50+ or Phase 6 - Remnants now drop - Enhanced Mobs unlock Yielding. Bane and Defense multiplied by 1.5x

  • 6 - Day 60+ or Phase 7 - Motes now deal Yielding minimum damage on hit (They deal no damage prior), Mote count is increased to 2

  • 7 - Day 70+ - Critical chance is increased to 75%, Critical Hits apply Clotting

  • 8 - Day 80+ - Motes deal regular damage alongside Yielding damage (no longer boss exclusive)

  • 9 - Day 90+ - All attacks are critical hits, Defense multiplied by 1.5x

  • 10 - Day 100+ - Nothing

  • Currently Disabled: Parasites burn in sunlight, Contact Damage

==== TL:DR - Weaker(?) mobs, but more of them are spawning.

  • New "Potion" Effect: Trauma

    • Applied via contact with Salted blocks, or while the Ruinous Salt item is in the inventory.
    • Increases damage from Enhanced Mobs, Salt blocks, and Yielding by 40% per level.
    • Increases its amplifier instead of expiring when its duration runs out.
    • Killing a mob reduces the amplifier by 1 stage.
      • The chance of this working decreases by 10% per each amplifier, starting at 100% at I and decreasing from there.
    • TL:DR - Marked for death, kill to gain time.
  • A bit of an aside; I considered giving all parasites the opportunity to recieve the Trauma effect, but eventually decided against that.

    • Mostly due to logistics. Figuring out a way to manage it for yourself is already enough work. At least I think
  • New Armageddon Mechanic: Creeping Salt

    • Upon death by Enhanced Mob (or an existing salt block) after Phase 3, a Saltine may be placed on the corpse of the victim (provided they are an ADAPTABLE parasite. This excludes all Assimilateds and most Inborns).
      • This has a 0.1% chance of happening. There is an accompanying sound cue.
      • The chance is 75% if the parasite was a Nexus-tier parasite.
        • Nexus-tiers need to have existed for at least 300 ticks (15 seconds) in order to trigger saltine placement.
    • Saltines will assimilate any nearby parasitic blocks into Salted Blocks.
      • If a Graduate Saltine is in range, all Salted blocks will do this.
    • Each block that is salted will deduct 100 evolution points.
      • Whenever a Parasite Biome x/z coordinate is converted into a Salt biome, 10000 points are deducted. There are 256 x/z coordinates in a chunk.
      • Whenever a Node is converted, 50000000 (50 million) points are deducted. This will be broadcast.
      • Whenever a Colony is converted, 500000 (500 thousand) points are deducted. This will be broadcast.
      • Whenever a Dendritus is converted, 1000 points are deducted. This will be broadcast, but only to parasite players.
    • If points are taken during an Evolution Cooldown, the points will be tallied and deducted once the cooldown is up.
      • The amount deducted cannot exceed 1/5 of the current amount of points the parasites have.
  • The Dendritus's Phasing is capable of dramatically slowing the spread. If one is active within 100 blocks, that is.

    • This also makes Salt Items no longer apply their effects. Multiple may be needed in dire circumstances.
    • Remember, it is still spreading, albeit comically slowly! Don't use this as an excuse to not do anything about the problem!
  • Damage from Creeping Salt can only be reduced by 40% via adaptation.

  • New Block Set: Salted Blocks

    • Salted Log, Ice, Earth, Rock, and Wood. The latter three have slabs and stairs.
      • All of these blocks spread Creeping Salt
      • Enhancement chance is increased when spawning on top of these blocks by 50%
      • Ante level of spawned Enhanced Mobs increased to 4 when they spawn on the blocks
    • Salted Vine, analogous to parasite biome vines.
    • Salted Tendril, analogous to infested vines.
    • Salted blocks/vines will damage parasites that touch them, as well as inflicting Trauma and Clotting.
  • New Block: Saltine

    • Resembles a parasite remain. The resemblance is purposeful.
    • May become a Graduate Saltine given enough time. This has a 5% chance to be checked every random tick.
      • A few criterion need to be satisfied for this to occur. This is not the order they are checked in.
        • There needs to be a Parasite Player within 200 blocks. This one is mostly here for Multiplayer's sake, I anticipate foul play. It's also toggleable.
        • There needs to be at least 2 Salted Blocks within 2 blocks of the Saltine, not including itself. The number required can be changed.
          • In other words, Saltines will usually only graduate in an area with existing salt blocks, either by its own making or from some other source.
        • The Saltine needs to be far enough away from an existing Graduate. There is around 20 blocks of leeway in this regard, 10% of the effect radius.
        • The dimension needs to not be blacklisted in the config.
    • It is important to note that, unlike other events, Saltines do not inform you what the sound means.
      • Graduation is the exception. It will let you know.
    • New Saltines can only be placed past 80% of the range from an existing Graduate saltine. This is mostly a balancing decision.
  • New Command: /srpcsaltine <list|clear> or /srpcsaltine <add|remove> <x> <y> <z>

    • Manages Graduate Saltines. Syntax is identical to /srpcbounty, minus the known parasite functionality.
    • For instance, if you have a Graduate Saltine in a dimension you don't want it in, you could use [/srpcsaltine clear] to remove it.
      • You'll need to blacklist the dimension in the config to prevent new ones from forming.
  • New Biome: Salted Plains

    • Whenever a Salted block salts a parasitic block in the Parasite Biome, the biome will be subsumed into the Salted Plains biome.
    • Any mobs which spawn in the biome will have a 100% chance to be enhanced.
    • Mobs take 50% less damage from parasites in this biome. Damage dealt to parasites is increased by 50% as well.
    • Ante level of spawned Enhanced Mobs increased to 8 when they spawn in this biome
    • A Dense Fog will emerge and your vision will be desaturated if you are in the biome and are a parasite.
    • (There should also be built-in REID support)
  • New Item: Ruinous Salt

    • Drops from Salted blocks when mined. Silk Touch does not work on them.
    • Rarely damages the player if in the inventory. Clotting is applied briefly if this occurs.
  • New Block: Clutch

    • Behaves similarly to TNT.
    • Crafted from TNT, Blaze Powder, Ruinous Salt, and Iron Ingots, this explosive will eradicate any salt blocks within its range.
      • Crafted in batches of 8. How are you going to get exorbitant amounts of explosives?
    • It will also damage Enhanced Mobs and Motes as well. Non-salt blocks and entities outside of that category are unaffected by it.
  • New Block: Salt Purifier

    • Biome Purifier for salt biomes. Does not do anything passively.
    • Crafted with Iron Ingots, a Water Bucket, a Biome Purifier, and Ruinous Salt.
  • New Item: Salt Compass

    • Tracks Graduate Saltines. Retains the effects of the Ruinous Salt used to craft it.
    • Crafted with Iron Ingots, Ruinous Salt, and a Compass.
  • Chitin now has a slab and stairs.

  • Diffusion (either with the new enchantment or with Orbs) no longer considers all SRP effects as detrimental.

    • This means they can be diffused properly now! Apparently they were marked as detrimental despite the buffs some give.
  • The Trustworthy/Faustian Note will now record the points contributed of any parasite player that holds it.

    • If another parasite player holds it after the fact, the higher point count takes precedence.
    • Once a player uses the note, they will start with the amount of points recorded by the note.
      • It's a lot easier to get a job if you have references.
    • If you somehow already had points before using the note (cheater), and the amount of points is more than the note recorded, then your current count will take precedence.
  • Sentient Pick-axe second texture and Pristine Matter have been redone.

    • The Factory and Parasite Player textures are on my retexture list, but those will take a while, and I am very busy.
      • I also plan on reanimating them, as well as adding a model for the higher tiers of the latter. Again, very busy. Don't expect this anytime soon.
  • Retextured Recuperation, Antibodies, Scrying, Phasing, Unkindling, Chitin, and the Dread Lamp

  • Unkindling is now brewed with a Dirty Needle rather than a Quench. It's also blue now.

  • New Enchantment: Tachysensia

    • Dense tissue for movement speed
  • New Treasure Enchantment: Undying

    • Factories will drop themselves on death instead of being cast to the void never to return
  • New Enchantment: Hive Protection

    • For the Guandao, emulates the Protection enchantment for nearby parasites, reducing damage they take.
    • The maximum level is 6 to account for only needing 1 enchantment rather than 4 for a full set of armor.
    • There is an SoManyEnchantments-exclusive Advanced variant which provides double the protection, as well as an extra 3% damage reduction per level.
  • New Enchantment: Diffusion

    • Causes the Guandao to apply any effects you have to nearby parasites. There's a catch, however:
      • The effect amplifiers will be capped at the enchantment's level. So if you only have Diffusion I, any resulting application is capped at that amplifier.
        • It only goes up to level 3 as well, so that's the best you're going to get.
      • Furthermore, the effects only really last as long as the incense itself does.
    • Orbs are meant to be a more robust way of diffusing effects, but even with these stipulations Diffusion may be better in certain cases.
  • Parasite player regeneration now uses setHealth() like other parasites instead of heal(). This change is toggleable.

    • The amount of value a single point of biomass provides is also now configurable.
  • Reduced the costs of certain parasites: Reduced cost of Mangler to 9 Reduced cost of Adapted Arachnida to 45 Reduced cost of Adapted Manducater to 40 Reduced cost of Adapted Yelloweye to 40

Config Changes

== General

  • Config Version Checking Enabled - Enables/disables automatic resetting of old config files.

  • Death Messages - Whether certain parasites produce death messages for their creators when they die.

  • Item Settings - Ruinous Salt Effects - Whether the Salt-related items harm parasite players when in their inventory.

  • Item Settings - Trustworthy Note - TN Records Points - Whether the note records the points contributed of any parasite players that hold it. The player that uses it will start with that amount of points contributed.

  • Item Settings - Masticator Block Value Multiplier - Multiplier per phase for the Masticator/Consecrator

  • Block Settings - Dendritus Light Protection - Whether the Dendritus prevents parasites from targetting light sources and circuit blocks.

  • Potion Settings - New Category: Trauma

  • Potion Settings - Phasing - Restricted Phasing - Whether factory-spawned parasites will avoid phasing towards targets their creator cannot see.

  • Potion Settings - Gravity - Gravity Velocity - Reduced to 0.25, from 0.5

  • Potion Settings - Gravity - Gravity Damage - Reduced to 10, from 20

  • Potion Settings - Gravity - Fire Multiplier - Gravity Fire Multiplier

  • Misc Adaptation Effectiveness - Added "salt;0.4"

  • Bloom Settings - Ally Extinguish - Whether parasite players can extinguish allies by attempting to attack them.

  • Biomass Settings - Fire Drain - Desc changed to indicate new speed.

  • Biomass Settings - Parasite Cost Settings - Reduced cost of Mangler to 9 Reduced cost of Adapted Arachnida to 45 Reduced cost of Adapted Manducater to 40 Reduced cost of Adapted Yelloweye to 40

  • Biomass Settings - SetHealth Healing - Causes regen to set health directly rather than firing a Heal event.

  • Biomass Settings - Biomass Healing Value - The amount of health 1 biomass is worth.

  • Bloom Settings - Point Milestones - Desc updated to mention how the value count is no longer capped artificially. Also fixes a typo from before Phases 9 and 10 were added.

  • Bloom Settings - Player Wall Climbing & Bloom For Wall Climbing - Self-explanatory.

  • Bloom Settings - Leer Enabled & Bloom For Leer - Self-explanatory. The ability is explained earlier in this changelog.

  • Bloom Settings - Player Succor Enabled & Bloom For Succor - Self-explanatory. The ability is explained earlier in this changelog.

    • The ability takes precedence over (and replaces) Release Orb if applicable.
  • Bloom Settings - Damage Multiplier for Succor - Multiplier on player's attack damage stat for spawned Succors.

  • Bloom Settings - Distance for Succor - Distance that spawned Succors will travel, in blocks.

  • Bloom Settings - Player Succors Break Blocks - Whether parasite player Succors can break blocks, drops are allowed and the player's fortune level is considered.

  • Bloom Settings - Succor Biomass Cost - Amount of biomass needed to spawn a Succor.

  • Bloom Settings - Player Succor Teleport Enabled - Whether parasite player Succors will teleport the player if they are sneaking.

  • Bloom Settings - Player Succor 'Safe' Teleport - Whether parasite player Succors will check if there is solid ground below them before teleporting the player.

  • Bloom Settings - Player COTH Aura - Whether parasite players have a passive COTH aura while not hidden. This is different from COTH via contact, that has its own option.

  • Factory Behavior - Spawn Persistence - Disabled.

  • Factory Behavior - Despawning Requirement - The maximum amount of parasites a parasite player is allowed to have. See the explanation of the new despawning behavior.

  • Client Settings - Salt Biome Desaturation & Fog, and Salt Block Particles - Each toggles a specific part of the biome/blocks. The blocks emit the particles.

  • New Category: Guandao Settings

  • Enchantment Settings - New Categories: Hive Protection, Tachysensia, Undying, Diffusion

== Armageddon

  • New Category: Creeping Salt

  • Ante - Enhanced Mobs: Custom Stat Modifiers - See above

  • Ante - New Entries: Reaction Enabled, Reaction Settings, Reaction Dimension Blacklist, Reaction Dimension Whitelist

    • Ante will increase whenever the phase goes past certain milestones. For instance, when the Phase is 3, Ante will increase to 2 the next chance it gets, provided it isn't already 2 or higher.
    • The Reaction Settings entry governs what those milestones are, and what Ante will increase to in reaction.
    • The Dimension blacklist governs what dimensions Ante will ignore when reacting.
      • Put dimensions that are locked to a high phase into this.
  • Ante - Enhanced Mobs: Contact Damage Unlock - Reduced to -1 (disabled) from 5

  • Ante - Ante to Burn in Sunlight - Reduced to -1 (disabled) from 10

  • Ante - Enhanced Mobs: Bane Unlock - Reduced to 0, from 2

  • Ante - Enhanced Mobs: Defense per Ante - Reduced to 0.25, from 1

  • Ante - Enhanced Mobs: Bane per Ante - Reduced to 0.5, from 3

  • Ante - Enhanced Mobs: Hyper Armor per Ante - Reduced to 1.5, from 3

  • Ante - Reactive Weak Increase: Warning Message - "...", used instead of the original message for values less than 3

  • Ante - Enhanced Mobs: Enhanced Passive Mobs Unlock - Ante needed for Passive Mobs to be Enhanced.

  • Ante - Enhanced Mobs: Damage Cap Unlock - Ante needed for Enhanced Mobs to have a Damage Cap.

  • Ante - Enhanced Mobs: Damage Cap per Ante & Maximum Damage Cap - Amount each ante level provides, and the maximum the value can achieve, respectively.

  • Enhanced Mobs - Mob Enhancement Chance Modifiers - Allows for adding multipliers to the enhancement chance for certain dimensions, and/or for specific mobs.

  • Enhanced Mobs - Starting Damage Cap - The starting value for the Damage Cap.

  • Enhanced Mobs - Boss Damage Cap Multiplier - Bosses will have their damage cap multiplied by this value.

  • Enhanced Mobs - Critical Damage Multiplier - Reduced to 1.5, from 2

  • Enhanced Mobs - Effect Amplifier Cap - Increased to 2, from 1

  • Enhanced Mobs - Enhancement Chance - Increased to 0.4, from 0.1

  • Enhanced Mobs - Starting Defense - Reduced to 0.25, from 0.5

  • Enhanced Mobs - Starting Bane - Increased to 1, from 0

  • Enhanced Mobs - Bounty Enhancement Chance Increase - Increased to 0.2, from 0.1

  • Enhanced Mobs - Frayed Wires Drop Chance - The chance that Frayed Wires will drop from an Enhanced Mob.

  • Enhanced Mobs - Death Value Loss Multiplier - Mutliplier on the amount of Evolution Points lost on death for a parasite killed by an Enhanced Mob.

  • Enhanced Mobs - Damage Cap Jamming - Amount of ticks that an Enhanced Mob can be Jammed for after having their Damage Cap triggered.

  • Enhanced Mobs - Critical Hit Delay - Amount of ticks that an Enhanced Mob must wait to deal another Critical Hit.

  • Enhanced Mobs - Parasite Biome Protection - Prevents mobs from being enhanced in the Parasite Biome when in range of a Node.

  • Enhanced Mobs - Mote Cap - Maximum amount of motes that can exist in the world.

  • Enhanced Mobs - Enhanced Mobs Spawn Loophole Cap - Whether Enhanced Mobs spawning past the Spawning Denied phase checks the world mob cap with the enhancement chance in mind.

Files

srpcotesia-1.12.2-1.3.0.jar(2.31 MiB) Primary Download

Project members

roguetictac

Developer and "Artist"

Details

Licensed ARR
Published 2 years ago
Updated 3 months ago