Patch notes 1.0.5.1
!!REQUIRED!! Download resourcepack HERE --> Drive Download V1.0.5.1
Fixed:
-> Massive lag spikes and crashes with tree spawning -> Tree model has been replaced with 3 other models
-> Trees will now have a spawn animation and sound
-> Trees will now be rarer, but trigger more events
-> Hearts now have longer range, but spawn less
-> Reduced heart cap from 10 base to 4 base
-> Reduced player add to heart cap to from 8 to 4
-> Hearts now move around more.
-> Fixed an issue with crumpled dreadnoughts teleporting onto the player
-> Tweakers now kill duplicated items around them, to reduce lag
-> Fixed an issue with mobs being named "armor stand"
-> Fixed totems not working
-> Fixed anomalies not working
-> Fixed block mimic name and class
-> Fixed sleeping not giving harmony
Added:
-> Added meat sword recipe (obtained from encountering temple of greed)
-> Added new mouth cryptid. Spawns rarely around trees, or cursed mobs at low harmony.
-> Added new tape item. First of 10, more of a lore item. Obtained from finding harrow
Patch notes 1.0.5
!!REQUIRED!! Download resourcepack HERE --> Drive Download V1.0.5
(File is 770 mb, too big for Modrinth. Datapack will not function without resourcepack) FIXES
-> Worked on optimizing the tick function. Should be a bit less laggy
-> Reworked heart spawning algorithm to be less laggy and work in oceans
-> Nerfed player heart cap bonus per player from 8 --> 4
-> Nerfed particles from earthquakes and trees, should be less laggy
-> Fixed frog models bugging
-> Fixed corrupted mobs not showing correctly on radio
-> Fixed shotguns not dropping items
-> Glitch now spawns more
-> Reworked decimator spawns
-> Reworked Stagnant AI
-> Tweaked Eye AI
-> Tweaked flux application
-> Infinite bugfixes
-----NEW------
-> Hostile mob event now becomes much more common the lower your harmony
-> Re-added binary code event
-> Added new eyes event underground
-> Grabber can now trigger node event
-> Harmony now resets on death
-> Cloud now aggros less
-> Sky ray and vine now spawn more
-> New item, Bloodsteel Spirit Lantern.
-> Full release of Steel Torment, the machete item
-> Heavily reworked skull AI, they now roam around in the sky
-> Grabbers now check if they teleport above ground, and are then killed
-> Dopples now spawn if you kill their mimic host, instead of just dying
-> New title messages
-> New furnace and cobblestone event
-> New Altar cryptid, spawns only at low harmony
-> New event, groundvine. similar to skyvine
-> Clouds now warn with sounds when they will attack
-> New event, mole corruption
-> New event, spawntemple
-> Sleeping now recovers harmony
patch 1.0.4
!!REQUIRED!! Download resourcepack HERE --> Drive Download V1.0.4
(File is 770 mb, too big for Modrinth. Datapack will not function without resourcepack)
NEW
-> Completely reworked heart spawning
-> Changed how event cap system works, to be slower and less in your face
-> Worlds should start out slower
-> Fixed challenge modes not changing the world timer
-> Radio should now always update when not moving. This will be much less annoying hopefully
-> Added a new bonus events mechanic, where the longer you play, events will happen, even if at high harmony
-> This will only start to be a threat on days past 50+
-> Grabbers now only spawn below y = 50
-> Cut grabber spawns by 1/3
-> fixed grabbers not being killed by totems
-> Totems now give harmony, should help to manage harmony more!
-> Fixed challenge mode being bugged, now it will spawn mobs!
-> Fixed radio Z fighting!
-> Added a new hostile mob event, thanks BetYourLife for the suggestion
-> Mobs with random names will now be cursed
-> New mob, Occult. Peaceful until hurt, with some bonus interactions with terrain and vision
-> Updated textures for totem recipe
REWORKED HEART SYSTEM
Harmony will now matter much less when deciding events. A seperate daycounter system will role randomly, increasing based on how many days the player has played.
Basically, you can avoid events in the early game by managing harmony. After 20-30 hours of playing, events will begin to creep in no matter what At this point, you should have the gear to manage it. More sources and uses of harmony will come in the next updates
FIXED
-> Optimized several heart mechanics to cause less lag
-> Fixed heart cap for all players, starts at 10, and gains 8 for every player in the world
-> Fixed curator model being bugged
-> Reduced skull spawn chances
-> Fixed whales not spawning
-> Nerfed event growth per day
-> Skinned will now hibernate more often
-> Nerfed water sounds
-> Fixed radio typo
-> Fixed note typo
-> Fixed missing cryptid class for underground stalker
-> Note can now be rotated 180 degrees when held in offhand
!!REQUIRED!! Download resourcepack HERE --> Drive Download V1.0.3
(File is 770 mb, too big for Modrinth. Datapack will not function without resourcepack)
FIXED -> Reduced file size by a hundred mb or so for the resourcepack -> Fixed horse models bugging -> Heart max spawning range has been tripled -> Flux reduction penalty near hearts has been reduced from 60 --> 50 blocks However, penalties from being closer than 20 blocks have been increased -> Fixed anomalies calling for an undefined variable Anomalies will now spawn more events rather than just 2 Anomalies will also increase boss spawn chances for nearby players -> Radio interference event is now caused by specific entities, and goes away faster -> Radio interference event now has a visible audio cue -> Fixed radio still giving alerts at old harmony levels, now should use the +-20k system -> Fixed? A weird issue with the stalker not getting invis effect -> Increased chunktall event chance -> Massively increased flicker3 and flicker4 events -> Updated texture for crimson nylium -> Updated torn note to include ingredients -> Nerfed shotgun damage -> Nerfed skin damage (again) -> Nerfed dreadnought damage -> Griefing events should be far less common now. -> Armor stand noises NEW
-> Totems will now ward off cryptids when held, but will have a 1/2 chance of breaking for every cryptid repelled.
-> New sky based "enemy". Has interactions if you look at him.
-> Crafting recipe for radio (1 iron and 1 redstone)
-> Several hints will appear when obtaining an item for the first time
-> Starting book should have some more detail now
-> Updated licensing
-> Updating datapack image
-> Added a day based event cap system. By default, it starts at 3, meaning only 3 events can happen per day Every day onward adds another 3 to the event cap. Please note this does not affect the chances of events happening, its just a limit to how many can happen, so tons of players dont cause extreme amounts of world corruption
-> Added a better difficulty system. Its more self explanatory now and easier to understand
-> Added a new underground mob. Its more of an annoyance than an actual threat
-> dopple does a new damage type
Changelog
!!REQUIRED!! Download resourcepack HERE --> Drive Download V1.0.2
(File is 770 mb, too big for Modrinth. Datapack will not function without resourcepack)
This is a minor patch so I can get the game playable and hotfix all the glaring issues. Please report more to me in the discord
<<FIXES>>
--->>> Reworked skinned almost completely. They still dig around, but will latch onto the player when they find it. While latched on, skinned slow the player, doubling the slow if more than one is latched on. While latched on they also randomly alert nearby hostile mobs of the player, attracting more attention. If a skinned is too far away, it will "hibernate" digging in the ground and leaving a noticable trace on the surface. Spawn rates, damage, and speed have all been nerfed. Skinned also apply an onscreen glitch effect to the player
-> Fixed the infestation event happening to the player (Where the player would levitate and be instakilled) This was only meant to be applied to mobs, oops.
-> Flowers now spawn more and can trigger more events.
-> Fixed an issue with high tier deaths spamming the chat
-> Added more high tier death text
-> Nerfed Stagnant a lot and made him spawn less. I want to do a full rework but I don't know how to fix him yet
-> Nodes should trigger a lot less
-> Harmony should now go from -20,000 to +20,000, to encourage a more open playstyle
-> Heavily nerfed all spawns for all events, so your world gets corrupted slower by about 10x
-> Nerfed harrow spawn chances
-> Buffed barnacle spawn chances
-> Fixed radio double clicking
-> Condensed entry message
-> Made the starting book more useful
-> Added a texture to the starting book
-> Radio will now display on hotbar when not moving, even without clicking it. This should make using it less annoying
->IMPORTANT-> Reduced all filter effects in the resourcepack! Should be easier on the eyes now, thanks for pointing that out to me!
<<NEW CONTENT>>
-> Added the chunktall event. Similar to bedrock world corruption on xbox
!!REQUIRED!! Download resourcepack HERE --> Drive Download V1.0.1
(File is 770 mb, too big for Modrinth. Datapack will not function without resourcepack)
RELEASE 1.0.0
Looks like you can package datapacks as mods. I have done no testing with this.
Many entities and models are subject to rework/change. Right now, its a rough idea of how I want them to look and act in later releases.
This is about 1/2 of the content I originally planned for the final release. Got another two pages of things I want to add, but I want to get this version out to see what to fix/change before I get too busy.
!!REQUIRED!! Download resourcepack HERE --> Drive Download V1.0.2
(File is 770 mb, too big for Modrinth. Datapack will not function without resourcepack)
RELEASE 1.0.0
Wow, I finally released an alpha version! SOME testing has been done, but plenty of bugs to be found!
Many entities and models are subject to rework/change. Right now, its a rough idea of how I want them to look and act in later releases.
This is about 1/2 of the content I originally planned for the final release. Got another two pages of things I want to add, but I want to get this version out to see what to fix/change before I get too busy.