Changelog
Added a crafting recipe for the Character Sheet item. Combined any enchanted book with an experience bottle and blue dye. Opening the sheet for the first time will also instead open the character creation menu.
Some character display animations (as seen in the character creator and the sheet display menu) can now last for abitrarily-long periods of time. Yes, including sitting.
Overhauled networking so there shouldn't be any packet-related crashes happening in multiplayer with this version.
Added several new abilities, but especially noteworthy in this version are the movement abilities: Ghostly, Burrow, and Fly.
- Ghostly is a toggled ability that grants you the Intangible passive ability whilst on, allowing you to phase through most terrain.
- Burrow similarly lets you phase through dirt and grass blocks in a crawling pose, allowing you to fit through 1-tall spaces. If you get this ability from the Earth subtype, you can also burrow through solid rock!
- Fly is a passive ability now, granting you access to elytra-style flight at all times (as long as you have at least 3 food) with the added bonus of being able to press forwards to use your food bar as fuel for self-propulsion! This ability comes as standard for those with the Air subtype.
Attribute-modifying abilities have also been implemented, including the Health Bonus/Penalty and Natural Armour abilities. The effects of these abilities are even reflected in stats displayed during character creation!
Other new abilities include:
- Pariah (which makes certain mobs hostile to you)
- Goldheart (which makes piglins passive unless attacked, regardless of armour)
- Indomitable (which renders your hitbox solid, like a shulker, making you impossible to shove past but also able to be stood on top of)
- Water Walking (which lets you treat certain fluid sources as solid)
- And a pair of prototype projectile abilities: Ribshot and Fireball.
Species and template default datapacks have been updated to reflect new content.
New status effect: Fatigue! This effect sharply curtails your attack damage, attack speed, and movement speed as its intensity grows. It is chiefly obtained by accruing nonlethal damage, which for now is sourced using commands (see below)
/vartypes [target] apply nonlethal [amount]
When healing by any means, nonlethal damage is healed before actual damage to your hit points. Nonlethal damage also recedes naturally at a rate of 1 point per minute.
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Release channel
BetaVersion number
0.5Loaders
Game versions
1.20.6Downloads
28Publication date
August 13, 2024 at 1:13 AMPublisher
Lying
Member