Changelog
0.7
Our largest, most ambitious update yet (206 days in the making!), Wyrms of Nyrus: Genesis overhauls the visuals to become compatible with as many shader mods as possible, along with improvements to the evolution system, many requested bug fixes, optimizations, new content, and a few notable mob overhauls.
- Removed Geckolib requirement, requires SynapseLib 3.0 or above
- Fully compatible with Optifine and Iris forks at last! Play with or without shaders, the wyrms glow and move as intended.
- Screenshake, which can be disabled in the in-game client options.
- With Arcade as the new default preset, players are first met with a fast-paced experience, where wyrms have lowered health but raised damage. Players can switch the preset to ID 1 to play Classic once more, and Dark Forest is untouched and as difficult as ever.
- A new stealth mechanic allows players to carefully sneak around the Nyral Wyrms and their Creeped minions.
- A touch of variety has been added to many wyrms, further diversifying their ranks.
- Over time, wyrms will mutate, and it is entirely possible to push a variant to evolve more than the others if you're not careful!
- Two new tools that double as weapons, to make use of the Hivesteel you've acquired.
Full changelog:
- Creepwyrm produces sounds 25% as often as before
- Geckolib has been removed as a dependency
- Synlib required version is now 3.0
- Brand-new AI for Warrior Wyrms
- Better typecasting checks to make sure packets aren't sent to the wrong side
- Updated SRP support to 1.9.14 and above (not required, just a Creeped conversion list upgrade)
- Warriors spawn in a new Air-based invasion event
- 3 new Creeped Lands structures
- Added a new creeped sub-biome: "Hexed Gardens"
- Includes some new structures
- Different mob spawns
- Spawns when biomes like jungles and swamps are creeped over
- Doubled decoration density
- Visitor changes:
- Now with new navigation code.
- Has interesting means of defense.
- Removed unused config options
- Fixed Soldiers and Primes destroying bedrock
- Optimized Gestalt to avoid lag issues caused by something hitting a wyrm
- Fixed Prime breaking blocks on wrong jar side, causing ghost blocks to be created
- Added Uberwyrm
- Added screen shake effects
- Can be toggled off through in-game configs
- Added to Prime steps
- Added to Soldiers breaking blocks
- Added to Creepwyrm roars
- Introducing the Saws, high-speed axes that double as good weapons
- Added new tools/weapons:
- Hivesaw
- Hivesteel Scythe
- Optimized Hive Creep block spread to have an invisible to virtually nonexistent impact on TPS
- Config: "Creep decay chance" default changed from 55 to 45
- Wyrmlings now grow as they age
- Config: Wrymling Knockback rate lowered from 0.15 to 0.0
- Config: Lowered Soldier speed from 0.5 to 0.35
- Configs: Renamed "Classic" preset to "Arcade", and "Death World" was replaced with the old Classic preset.
- Classic is now preset ID 1, and Arcade (the new default) is ID 0
- Dark Forest preset (ID 2) has not been modified.
- Classic config changes:
- Soldier attack: 4.0 -> 3.0
- Prober health: 5.0 -> 4.0
- Prober defense: 3.25 -> 2.0
- Prober attack (Non-Probe): 6.0 -> 5.0
- Prober KBR: 0.15 -> 0.0
- Worker health: 14.0 -> 8.0
- Worker speed: 0.35 -> 0.3
- Fungallid health: 12.0 -> 9.0
- Fungallid attack: 3.0 -> 2.5
- Wyrmling health: 4.0 - > 5.0
- Wyrmling speed: 0.55 - > 0.4
- Creepling attack: 3.0 - > 1.0
- Creepling speed: 0.6 - > 0.4
- Biter speed: 0.6 - > 0.3
- Rover speed: 0.6 - > 0.55
- Radi'wyrm speed: 0.55 - > 0.45
- Minos defense: 5.0 - > 3.0
- Minos attack: 6.0 - > 3.5
- Minos speed: 0.3 - > 0.28
- Prime health: 28.0 - > 30.0
- Warrior health: 14.0 - > 9.0
- Invasion config
- Time between events for Classic: 10 -> 15
- Time between events for Dark Forest: 9 -> 12
- Invasion starting day on Classic: 20 -> 10
- AI config:
- Rage Cooldown for Classic: 30 -> 25
- Gestalt Total Awareness range for Classic: 3 -> 2
- Gestalt Total Awareness range for Dark Forest: 6 -> 4
- Radiogenetics config:
- Uranium Variant Timer, seconds: 30 -> 20
- Added Forged variant to: Soldier, Rover, Warrior
- Currently a cosmetic variant
- Fixed Purged variants disappearing due to running checks on server and client, not exclusively the server.
- Variants framework re-worked to optimize RAM usage
- Added block: Deepleaves
- Reworked Evolution into Natural Selection
- Each variant saves its own genome to the world save
- Every day, all variants will randomly mutate
- After every day, if 7 or more wyrms of a variant died that day, they will gain 2 new mutations (if applicable)
- Added Stealth mechanic:
- Wearing leather boots, sneaking, and the invisiblity effect will stack their detection chance reductions
- The glowing effect and sprinting will cancel all reductions in detection chance
- de_us localization file (lutajuci_entropija)
- New Warrior hurt sound
- Added Meltdown ores
- Enhanced Radiwyrm textures
- All mob models converted away from Geckolib
- Rovers now have loot tables
- Added Nuclear Cores
- Rare drop from most wyrms
- Hive creep can now convert blocks up to 10 hardness by default
- New Hivesteel ingot texture by Identity Crisis
- Parasitic wyrms will adapt to damage types
- Currently, it does not save to the world, so it is not persistent. This is bound to change if persistence is desired
Credits:
Special Thanks
- Ronald
- nihil
- Minecraft Titans Battle
- x_o
- Carver
- That Kolbold
- Harbinger
- lutajuci_entropija
- TreeVirus
- Evan Wingerter
- Dez
Backend & Development
- CleanroomMC (MDK)
- Modrome (モドローム)
Sound Effect Credits:
- Mazellmi
- Modrome (モドローム)
Artwork:
- Modrome (モドローム)
- Carver
- Pecora
- x_o
- Identity Crisis
Dependencies
Files
wyrmsofnyrus-0.7.jar(3.44 MiB) Primary
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Release channel
BetaVersion number
0.7Loaders
Forge
Game versions
1.12.2Downloads
81Publication date
August 6, 2024 at 3:30 AMPublisher
Modrome
Owner