Replaced the Eurythmic's Double Jump with a Wall Jump. Hold spacebar when pressed into a wall to run along that wall! [REDACTED] should be able to fly now! [REDACTED] nerfed armor from 20 to 16. Nerfed damage resistance from 20% to 10%. The Knight should no longer buff ALL entities near it when riding a horse Fixed some exploits Restored the Withered Wabbajack, Comet Spear, and Mjolnir from Soulslike! These items WILL have their right-click abilities disabled for the same reasons that they were banned in the first place, but now you can put them on display or use them in melee!
PATCH NOTES: DATAPACK VERSION 5.0.0
Aaracokra No longer takes increased damage. Now requires sky exposure to sleep. The extra damage taken, on top of the fact that you have to lighten your armor to fly, makes the aaracokra extremely squishy. While it’s never really going to NOT be squishy, this should make aaracokra combat less… deadly to the aaracokra. Elf Bow damage changed from 2x to +5. While I don’t want to nerf Elf too hard, at the extreme levels it is just broken. Now, an unenchanted bow will do more damage than it did pre-patch, but there will no longer be the cascading damage buffs causing in excess of 500 damage. Dwarf Now has hunger immunity. Now gets more nourishment from food. Just some small QoL buffs to make them more appealing! Kobold NEW SPECIES A small, digging-oriented species that knows its way around knives! Creepling Slightly less mining speed reduction, to make it mildly less painful to build. Now has a chance to randomly explode when on fire (um… watch that fuse). Through extensive outreach programs and good representation, villagers have learned the difference between creepers and creeplings! Villager hatred removed. Inevitable Now gets HEAVILY debuffed if struck by lightning and attracts lightning like a lightning rod. After having their internal law documentation updated, Inevitables will now follow proper procedure (mostly) and thus are welcome in villages! Villager hatred removed. Interloper NEW SPECIES The quintessential enderman, teleporting is your major upside! And also downside! And also sideside! Oh god, why wont he stop teleporti— Slime NEW SPECIES The slime makes its return after SO LONG, and the Changling makes its return here too! The best of both worlds, come together! Ogre Attack speed reduced Damage reduced Reduced jump height Increased step height Reduced entity reach Reduced bonus healing Removed Pants Prevented dolphin pickup Ogre gets absolutely hammered with nerfs, and is still likely the most powerful species there is. Mostly, the defensive capabilities were left untouched, while the offense was toned down. In addition, prevented the dolphin’s grace exploit. Heart of Avarice Now has the Pants ability from Ogre. It just fits Diver NEW ARCHETYPE Explore the ocean as never possible with an archetype before! Coded by Makowo! Knight NEW ARCHETYPE A mount and a blade and that’s all you need! Magic has no place in your foes! Mage NEW ARCHETYPE Potions, potions, potions! Please note: selecting this origin WILL make you hated by villagers. You’ve thrown your hat in the ring with the illagers. You deserve it. Soldier NEW ARCHETYPE Guns are all you need! That’s it. It’s just guns. Pillager Unchanged. Please note: selecting this origin WILL make you hated by villagers. You’ve thrown your hat in the ring with the illagers. You deserve it. Soldsoul Unchanged. Please note: selecting this origin WILL make you hated by villagers. You’ve sold your soul to an evil entity. You deserve it. Skeleton Same bow damage nerf as Elf. Vampyre Now has a dedicated button to bloodsuck. Can be held to drain further. Prevents some weird edge cases and, frankly, feels WAY more thematic All Undead Mob undead will now fight back when attacked. All with Daylight Blindness Umbrellas now work to prevent daytime blindness. Combo Powers Some Species/Archetype combos now have hidden bonus powers! These will never show up, but might provide a fun boost or just a bit of flavor!
PATCH NOTES
Eurythmic Eurythmic is super super overtuned. It's getting a super nerf hammer. Let's hope this is enough. No longer has extra jump height. No longer has extra move speed. No longer has a charge.
Clown New Archetype This is not an archetype meant to be strong. This is an archetype meant to be funny. That is all. Powers include: Extra knockback with sticks. Pie throwing. Invisibility when standing perfectly still. Ability to squish in smaller spaces. Reduced damage.
Anura Increased lung capacity had a bug that wasn't fixable, so I swapped tactics. The small buff shouldn't matter much Now breathes underwater instead of having increased lung capacity.
Jellyfish Fixed a stupid bug. Also, made them move faster in water. Filter feeding works now. Added increased move speed while underwater.
Voidtouched Super jank, even for me. I can't accept that. Removed.
Nightsworn The speed of dark keybind was wrong, plus some confusion made it apply darkness to YOU as well, which isn't acceptable. Fixed both. Fixed keybind. Speed of Dark no longer gives you darkness.
Ogre Ogre's extra food bar proved far too big a strength in combat, considering everything else it has going for it. As a result, instead, the normal food bar is just larger now, effectively! Removed food bar Removed increased exhaustion Reduced benefit from food.
Lupin and Howler so, the blakc and white was extremely oppressive without night vision, and the original intention, desaturate, just up and quit on me with an InSize error. Therefore, no more color weirdness. Removed black and white vision.
Undead Apparently, Origins is really bad at telling if it's daytime. Currently, being somewhat close to a bright source of light at night but only when exposed to the sky also makes you burn. This is very inconsistant and janky. To simplify things, Sun Damage has been replaced with Light Damage, and it now occurs anytime you're in light level 15. This should drastically reduce unintentional nighttime burnings while letting it be fully understood WHY you might burn when directly next to, say, a beacon. Also, FYI, torches give a light level of 14. You're good there.
Anura Fixed a bug Anura now loses moisture as intended
ORIGINS PATCH NOTES
This patch brings with it a MAJOR overhaul of the origins. Instead of having a single layer of Species, we now have two layers, Species and Archetypes. This allows you to mix and match for a vast increase in unique origin power sets! This is a COMPLETE rewrite of the mod, removing just about every legacy origin and all secrets previously included.
Please note, in this version, elytra flying is disabled for all origins due to the apocalypse. This will be changed in 4.0.0 proper.
Without further ado: Human Unchanged
Elf Removed night vision. Replaced Dislike of Underground with an inability to use shields. The debuff was inconsistent and weird. An inability to use shields seems still thematic while being more simple and consistent. The night vision removal is due to archetypes being the ones to give night vision.
Dwarf Removed night vision
Halfling Unchanged
Tabaxi Unchanged
Viera Swapped reduced max health for increased damage taken. I know I keep waffling on this, but I am of the mind that this is the better route now
Scarecrow Unchanged
Changeling Removed temporarily while some complexities regarding archetypes are worked out Size changing is complex
Villager Moved to Archetype It was pointed out to me that pillager is more of a profession, and if pillager is a profession, so is villager
Aasimar Removed The last vestige of the angel falls. For something similar, try a Lightbringer Aaracokra!
Demon Removed
Aaracokra Added increased damage taken Aaracokra was still a little too good.
Noctua Removed The aaracokra variants are being removed and much of their power is being turned into archetypes. This essentially makes aaracokra variants more numerous, not less.
Corvid Removed
Hominapium Removed bad meat digestion Added damage in rain Added worse swimming The hominapium, for being largely unchosen, had almost no downsides. Also, the poor meat digestion reminded me why food restrictions are a terrible idea. Therefore, the debuffs now fit more with a common bee plight: water
Inevitable Made Judge Jury Executioner actually work Added Bane of Everything Added Close the Distance Added reduced fire damage Added a greater monster detection range Added villager hatred Added Immutable The inevitable was already very good, but it felt like it needed a bit more in the tank. Well, it got it now. Three different damage buffs that all stack and the ability to pursue much more. The extra debuffs may not even be enough to keep this monstrously powerful origin balanced.
Myconid Removed. A spiritual successor is an archetype.
Anura Now recovers hydration when in rain! Increased lung capacity may be bugged, will continue observation. ... how would you not get wet in rain???
Satyr Unchanged
Piglin Removed Bastion Regular Added Necrophobia There was a bit of an oversaturation of origins that hated swimming. This replaces it with a slightly more thematic downside. Also, Bastion Regular was way too strong and got cut.
Pillager Moved to Archetype Fixed One of the Raiders Removed crossbow bonus Removed the extra golem, player, and villager damage Added the ability to hold a banner in the offhand for a damage boost Read Villager
Dragonblood Moved to Archetype No longer an evolving origin Can now use shields Gained the evolved version's dragon fireball Gained the evolved version's dragon egg duplication Gained the evolved version's dragon egg defensiveness Evolving origins are, almost by definition, stronger than the base. This results in either an OP evolution or a painful pre-evolution. As a result, the evolution is removed.
Star Reworked. Again. Thrust removed Wings now work in all dimensions Can now self-levitate Removed Sweeping Melody Removed Shabriri Grape Removed Fear of Silence Removed Off-Putting Now takes increased fire damage and cannot stop burning without water. Fifth time is the charm...
Modron Removed at least temporarily. I hope I can make the Modron work with archetypes, but I can't be sure.
Blaze Guardian Unchanged
Revenant Moved to Archetype
Stray Removed. Many powers reused in archetypes.
Wraith Moved to Archetype
Ogre Simplified and streamlines many powers, while updating description.
Vampyre Moved to archetype. Rewor... wait, vampyre wasn't reworked for once??? HALLALUJAH!
Lupin Added Species Powers are increased damage when bare-handed, short-range wallhacks, the Angel's regenerating pulse, and the inability to breed animals. Sees the world in black and white.
Creepling Added Species Powers are self-explosion, increased move speed and quiet footsteps, cheaper TNT crafting, explosion on death, cat fear, villager hatred, and reduced mining speed.
Jellyfish Added Species Powers are night vision, small size, slow fall in water, jump in water, poison on hit, filter feeding, aqua affinity, breathe underwater but not on land, reduced melee damage, and increased damage taken.
Atlas Moth Added Species Powers are built in elytra, small size, night vision, paper and book eating, blindness in bright light, inability to fly in water or rain, and increased damage taken.
Lightbringer Added Archetype Powers are photosynthesis, resistance in the sun, and fear of pitch black
Howler Added Archetype Powers are a pounce, a howl, buffs under the night sky (currently bugged), weakness to silver and gold, and color blindness
Heart of Avarice Added Archetype Powers are a bottomless stomach, increased hearts in binding armor, and an empty inventory debuff
Cobblebone Added Archetype Powers are night vision, increased mining speed, and fear of open spaces
Colony Added Archetype Powers are exclusively tied to being around others of the colony, with the downside being increased fire damage and the need for water to put it out.
Eurythmic Added Archetype A mobility based archetype. Powers include midair jumps, a dash, fall immunity, increased move speed, ender pearl, passive endermen, reduced melee damage, blindness when wearing a helmet, and inability to swim.
Husk Added Archetype Powers include rotten flesh for food, hunger on hit, undead peace, being undead, increased fire damage and the need for water to put it out, and inability to breed animals
Nightsworn Added Archetype Powers are night vision, invisibility in shadows, speed in darkness, and blindness in sunlight.
Voidtouched Added Archetype Main power is a phasing ability that includes creative flight but severely reduces what you can see. Als includes inability to breed animals and damage in water.
Soldsoul Added archetype Powers are fire immunity, ignite on hit, and villager hatred
Banshee Added Archetype Powers are a dash, throwing away all nearby entities, undead immunity, night vision, being undead, sun damage, and inability to breed animals
Steelskin Added archetype Powers include varied potion immunities, bad night vision, and rusting.
Coldheart Added archetype Ice-based!!! Powers include giving self snowballs, freeze on hit, immunity to freeze except by your own hand, built-in frost walker, the ability to freeze everything including yourself to regen, enderman immunity, fire vulnerability, sun damage, and water damage.
Skeleton Added archetype Powers are bow buff, increased move speed, night vision, undead immunity, being undead, increased damage taken, sun damage, and inability to breed animals.
Fixed Changling not resetting debuffs
Modified Changling values for different sizes. Other sizes should be more usable now!
Fixed people keeping modified sizes when changing from changling to another origin
Made clear that Wraiths cannot use Elytra
Fixed the trident recipe (oops)
Added overflow food bars to Halfling, Blaze Guardian, and Ogre.
From this point forwards, there will be detailed patch notes.
For use with the VisionSteps modpack 3.3.0.
PATCH NOTES Removed Angel, Ork, Demonblood, Star Spawn, Zerai, Arbacia, Cloaker, Golem, Shadow, Acolyte, and Dryad. (are any of you even going to miss them? Okay, maybe angel, but hear me out and read the rest.)
Monarchs and Blessings have been removed! This was due to a couple realizations. First, the concept of having people group by species and blessing is great for servers with thousands of people, but with a server our size... it's better to only have one unifying characteristic. Second, monarchs are HARD to balance, especially with blessings. Their removal allows me to go a bit more daring with species. The layer will be left in, now called silly, for future stuff.
Modron: Removed Diver Mode Bugged, and frankly kind of clunky. Better to not bother with it.
Corvid: Removed Stormcrow Removed inability to fly in rain Removed flap Stormcrow was thematic, but annoying. The inability to fly in rain in return for still having a flap was, frankly, unfun. This brings them into a better spot.
Scarecrow: Removed Nourishment Added the ability to grow crops by crouching Nourishment was exploitable and generally bad. The ability to grow a field faster is much more thematic.
Demon: Removed wings and boost. Removed hunger and damage increase in dimensions other than the Nether. Removing a lot of wings due to an oversaturation of them. Elytra in the end SHOULD have a purpose.
Vampyre: Added Blood On Hit ability Added TP/Dash Ability Removed Dust/Flight Removed Totem Ability Added Blood Rage Ability Added Darkvision Added Immunity to Undead Mobs Added Inability to Breed Animals Vampyre STILL needed help to be decent. This is an attempt at a full rework to make them fun. The last three entries are part of the undead standardization.
Aasimar: Removed all previous powers. Added Angel outline Added inability to swim Added healing pulse Added increased damage in overworld Added effect immunity Aasimar is basically angel with clipped wings.
Wraith: Added Darkvision Added Immunity to Undead Mobs Added Inability to Breed Animals Undead standardization
Villager: New Origin Added Iron Golem summoning and allyship Added better deals ability Added reduced melee damage The remnants of the Lord of Commerce's power is in the villager species
Myconid: New Origin Added Trippin Added Group Effort Added Communal Added Burning Myconid has a triumphant return! Now it is basically the Lady of the Colony, with a fiery downside
Pillager: New Origin Added increased crossbow damage Added Omen ability Added increased player, villager, and golem damage Added golem hatred Added illager immunity The remnants of the Lord of Strife go into a Pillager origin, along with the return of the Bad Deals power from the goblin! Remember that? Crak getting attacked by iron golems? Good times...
Revenant: New Origin Added Totem Added Soul Shield Added Darkvision Added Immunity to Undead Mobs Added Undead-ness Added Burning in Sunlight Added Inability to Breed Animals The remnants of the Lady That Laughs Last merges with the undead standardizing! An extraordinarily difficult to kill species!
Inevitable: New Origin Added increased illager and player damage Added increased melee damage Added effect immunity Added glow-on-hit Added rusting in water Added inability to breed animals The relentless hunter of lawbreakers, the Inevitable. Mercy is not in its programming.
Stray: New Origin Added increased bow damage Added cold immunity Added powdered snow walking Added slow-on-hit Added Darkvision Added Immunity to Undead Mobs Added Undead-ness Added Burning in Sunlight Added Inability to Breed Animals At long last, an ice-themed species. It's only been requested for like 4 months :D
Changling: Removed Blindness and Poison from random rotation. Made negative potion effects more common.
Added crafting recipe for Orb of Origin and a few other things Did some keybind changing for species with a lot of powers. Added two new secrets!