4.5.2f
Reduced the maximum “tormentor level” to 100 instead of 200 and scaled all related functionality accordingly (e.g. maximum tormented wrath blast power is still the same, and you only need 100 tormentor levels to get it). This means that every ability related to tormentor levels is now twice as easy to power up (will apply from existing tormentor levels too). The Tormented Wrath is essentially twice as powerful (charges twice as fast and pierces armour more) WIP Spacetime armour boots flight ability is potentially now complete. Comparable to abyss ascendant Buffed Dagger of Dissolution to 3 attack damage (plus necrosis) - should be roughly equivalent to an infinite durability iron sword against enemies affected by the necrosis Trapdoor burrow blocks are now replaceable to get out, and dirt ones decay into regular dirt if they are exposed to air on any horizontal side Fixed potential obstructer crash issue Ascended cube repulsion no longer affects armour stands Spider moth chase trigger distance halved. You now have to be twice as close to the spider moth to trigger it to chase instead of stalk (without looking at it, which still triggers from much further away). So it’s a lot more likely to be your fault if you get chased down by it. Added a fix to funnel web spiders getting stuck on walls Added unset spacebar warning when wearing chitin, juggernaut, and spacetime boots Spider Obstructer now should always jump towards its target when coming out of the burrow, and its burrow now shouldn’t have exposed parts. Plus it won’t burrow in places where its legs will be exposed as much either - now it needs a 3x3 patch of blocks around the grass it replaces Added safeguards against crawling exit portals taking you to the nether roof Changed spider moth larvae texture to differentiate it more (people keep mixing it up with the real spider moth)
4.5.2e
- DOUBLED the default “random-system” spawn rates. More arthropods will be able to appear everywhere by default, especially in non-vanilla biomes. This shouldn’t affect existing modified configs
- Issue of spider moth flying backwards is decreased, along with the mantis mutilator’s flying when attacking targets
- Spider flat attack damage halved and reach nerfed substantially
- Added additional safeguard to prevent items from being lost in spider obstructer burrows
- Boosted moth moontracker spawns
- Crab Constrictor should no longer despawn if nametagged
- Obstructer-related nest blocks should no longer be able to drop themselves
4.5.2d
Decreased trigger range for Spider Obstructer, and randomises it to some extent so it is unpredictable Spider recluses now drop string like regular minecraft spiders Weather sensor removed - didn’t work reliably and I don’t feel it fits the mod anyway Fixed issue where feeding tamed Spider Goliaths with stacked “grub” buckets could use the whole stack of buckets at once Spawning spiders from jars no longer works unless you right click the top of a block When the obstructer is carrying you, it now rotates your view sideways for an additional feeling of helplessness Added limit of 15 maximum lines when crouching with chitin/juggernaut helmets, to reduce lag from particles and calculations Discord event ended, but roles are still obtainable
4.5.2c improves burrowing mechanics further and smoothens out animations
4.5.2b hotfix improves some Obstructer mechanics based on initial feedback
Spider Obstructer now requires spawning on the surface, not in caves Obstructor is no longer rideable by right clicking it, only when it grabs you Obstructor now runs away from players when it’s not attacking them Obstructor spawns are now fully specific to grassy biomes Made crawling compass recipe much cheaper Centipede evictors no longer as fast on water
4.5.2 (significant update also released today)
Another brand new spider added already, the “Spider Obstructer”! This trapdoor spider mob has complex mechanics - it builds trapdoors in grass and dirt (don’t worry, this won’t cause any long term griefing as it replaces them with blocks that turn themselves back into the normal grass/dirt after it is killed). When a player or chicken gets near, it springs out of the burrow, grabs them (forces them to ride), then runs back into the burrow and attempts to finish them off there. It won’t attack otherwise, only if triggered from its trapdoor or is attacked directly. If you’re wearing armour equivalent to full netherite or above, it won’t be able to grab you and pull you in. Drops crawling compost chunks, providing an alternative way to craft the crawling compost blocks outside of the dimension, if you accidentally broke the one from the crawling castle. Added a powerful new configuration option that enables you to forcefully disable spawns of any specific ArPhEx mobs. Badmobs longer needed if you want to disable specific entities. Simply add entries of their registry names into the list available under the new config option (no limit on how many can be added). If a player attempts to summon the mob at their position, it will notify them of the config having disabled that mob. Added another useful config option to disable mob griefing from all arphex mobs except for the Tormentor’s attacks - locusts (crop+grass breaking), plus minibosses, and bosses’ abilities to break leaves, doors, non-stained glass, etc can now be disabled without needing to change the mob griefing gamerule for all mobs Potentially fixed all issues with right clicking mobs to tame them or put them in jars, etc Fixed a major issue where the random spawn system and insanity mode spawning system would slow down mob spawning in all other non-overworld dimensions despite being overworld-limited Enhanced all staff designs, especially the ethereal staff Added a new parameter for the /arphex command that allows you to forcibly despawn any arphex entity (/arphex despawn (entities to despawn)) Majorly smoothened out all of the Tormentor’s animations with easing Added a new special ~1 in 30 rare spider goliath variant - blue metallic tarantula (highly requested variant!) - large variant and comes with two special advantages: strength (like the goliath birdeater variant, but not resistance as well), and a special bonus when tamed: you get night vision when riding it Spider Recluses are now darker variants more frequently Spider Funnel funnels are now a block instead of an entity, replacing grass blocks and turning into grass after being triggered (or on their own sometimes). Now overworld-limited You can now make spider jump and spider flat mobs “sit” - they have animations when doing so. No longer fully reliant on spider jars to prevent them from following you Increased event spawns, and fixed issue with sapphire variant spawning being overridden Fixed broken temporospatial transmitter recipe, now it is actually obtainable legit! Abyss Ascendant ranged damage buffed Spider flat spawns halved Majorly improved the animations of the beetle bulwark Centipede stalkers no longer spawn in the end dimension Added recommendation to splash message, encouraging users not to use Optifine with ArPhEx (breaks armour and tormentor rendering) Modified the demon aspect enchantment to work independently of the abyssal blade or abyss ascendant - can now spawn in loot tables potentially Completed Visionary Spear design, added right click ability effect (still not fully functional whatsoever, it will have time manipulation powers) Improved Crab Larvae growth mechanics, now slow as intended Significantly boosted crab constrictor spawns (30% more approximately) Added a hard limit on how close the spider moth can (naturally) spawn to a player Fixed an issue where the spider moth would sometimes create a lightning strike, even when it wasn’t allowed to stay spawned Nerfed scorpion striker latching ability Halved spider flat biome-specific spawnrate Nerfed Spider Funnel health to 60 Tormentor’s laser attack now turns a different shade of red when stationary, instead of white Increased ant arsonist hitbox to 0.5x All miniboss shard items are now immune to fire/lava Added tectonic tunneler pickaxe to ultra-tier dungeon loot, an alternative for those who don’t want to enable overworld structures Many more small bugfixes
4.5.2b hotfix improves some Obstructer mechanics based on initial feedback
Spider Obstructer now requires spawning on the surface, not in caves Obstructor is no longer rideable by right clicking it, only when it grabs you Obstructor now runs away from players when it’s not attacking them Obstructor spawns are now fully specific to grassy biomes Made crawling compass recipe much cheaper Centipede evictors no longer as fast on water
4.5.2 (significant update also released today)
Another brand new spider added already, the “Spider Obstructer”! This trapdoor spider mob has complex mechanics - it builds trapdoors in grass and dirt (don’t worry, this won’t cause any long term griefing as it replaces them with blocks that turn themselves back into the normal grass/dirt after it is killed). When a player or chicken gets near, it springs out of the burrow, grabs them (forces them to ride), then runs back into the burrow and attempts to finish them off there. It won’t attack otherwise, only if triggered from its trapdoor or is attacked directly. If you’re wearing armour equivalent to full netherite or above, it won’t be able to grab you and pull you in. Drops crawling compost chunks, providing an alternative way to craft the crawling compost blocks outside of the dimension, if you accidentally broke the one from the crawling castle. Added a powerful new configuration option that enables you to forcefully disable spawns of any specific ArPhEx mobs. Badmobs longer needed if you want to disable specific entities. Simply add entries of their registry names into the list available under the new config option (no limit on how many can be added). If a player attempts to summon the mob at their position, it will notify them of the config having disabled that mob. Added another useful config option to disable mob griefing from all arphex mobs except for the Tormentor’s attacks - locusts (crop+grass breaking), plus minibosses, and bosses’ abilities to break leaves, doors, non-stained glass, etc can now be disabled without needing to change the mob griefing gamerule for all mobs Potentially fixed all issues with right clicking mobs to tame them or put them in jars, etc Fixed a major issue where the random spawn system and insanity mode spawning system would slow down mob spawning in all other non-overworld dimensions despite being overworld-limited Enhanced all staff designs, especially the ethereal staff Added a new parameter for the /arphex command that allows you to forcibly despawn any arphex entity (/arphex despawn (entities to despawn)) Majorly smoothened out all of the Tormentor’s animations with easing Added a new special ~1 in 30 rare spider goliath variant - blue metallic tarantula (highly requested variant!) - large variant and comes with two special advantages: strength (like the goliath birdeater variant, but not resistance as well), and a special bonus when tamed: you get night vision when riding it Spider Recluses are now darker variants more frequently Spider Funnel funnels are now a block instead of an entity, replacing grass blocks and turning into grass after being triggered (or on their own sometimes). Now overworld-limited You can now make spider jump and spider flat mobs “sit” - they have animations when doing so. No longer fully reliant on spider jars to prevent them from following you Increased event spawns, and fixed issue with sapphire variant spawning being overridden Fixed broken temporospatial transmitter recipe, now it is actually obtainable legit! Abyss Ascendant ranged damage buffed Spider flat spawns halved Majorly improved the animations of the beetle bulwark Centipede stalkers no longer spawn in the end dimension Added recommendation to splash message, encouraging users not to use Optifine with ArPhEx (breaks armour and tormentor rendering) Modified the demon aspect enchantment to work independently of the abyssal blade or abyss ascendant - can now spawn in loot tables potentially Completed Visionary Spear design, added right click ability effect (still not fully functional whatsoever, it will have time manipulation powers) Improved Crab Larvae growth mechanics, now slow as intended Significantly boosted crab constrictor spawns (30% more approximately) Added a hard limit on how close the spider moth can (naturally) spawn to a player Fixed an issue where the spider moth would sometimes create a lightning strike, even when it wasn’t allowed to stay spawned Nerfed scorpion striker latching ability Halved spider flat biome-specific spawnrate Nerfed Spider Funnel health to 60 Tormentor’s laser attack now turns a different shade of red when stationary, instead of white Increased ant arsonist hitbox to 0.5x All miniboss shard items are now immune to fire/lava Added tectonic tunneler pickaxe to ultra-tier dungeon loot, an alternative for those who don’t want to enable overworld structures Many more small bugfixes
4.5.2
Another brand new spider added already, the “Spider Obstructer”! This trapdoor spider mob has complex mechanics - it builds trapdoors in grass and dirt (don’t worry, this won’t cause any long term griefing as it replaces them with blocks that turn themselves back into the normal grass/dirt after it is killed). When a player or chicken gets near, it springs out of the burrow, grabs them (forces them to ride), then runs back into the burrow and attempts to finish them off there. It won’t attack otherwise, only if triggered from its trapdoor or is attacked directly. If you’re wearing armour equivalent to full netherite or above, it won’t be able to grab you and pull you in. Drops crawling compost chunks, providing an alternative way to craft the crawling compost blocks outside of the dimension, if you accidentally broke the one from the crawling castle. Added a powerful new configuration option that enables you to forcefully disable spawns of any specific ArPhEx mobs. Badmobs longer needed if you want to disable specific entities. Simply add entries of their registry names into the list available under the new config option (no limit on how many can be added). If a player attempts to summon the mob at their position, it will notify them of the config having disabled that mob. Added another useful config option to disable mob griefing from all arphex mobs except for the Tormentor’s attacks - locusts (crop+grass breaking), plus minibosses, and bosses’ abilities to break leaves, doors, non-stained glass, etc can now be disabled without needing to change the mob griefing gamerule for all mobs Potentially fixed all issues with right clicking mobs to tame them or put them in jars, etc Fixed a major issue where the random spawn system and insanity mode spawning system would slow down mob spawning in all other non-overworld dimensions despite being overworld-limited Enhanced all staff designs, especially the ethereal staff Added a new parameter for the /arphex command that allows you to forcibly despawn any arphex entity (/arphex despawn (entities to despawn)) Majorly smoothened out all of the Tormentor’s animations with easing Added a new special ~1 in 30 rare spider goliath variant - blue metallic tarantula (highly requested variant!) - large variant and comes with two special advantages: strength (like the goliath birdeater variant, but not resistance as well), and a special bonus when tamed: you get night vision when riding it Spider Recluses are now darker variants more frequently Spider Funnel funnels are now a block instead of an entity, replacing grass blocks and turning into grass after being triggered (or on their own sometimes). Now overworld-limited You can now make spider jump and spider flat mobs “sit” - they have animations when doing so. No longer fully reliant on spider jars to prevent them from following you Increased event spawns, and fixed issue with sapphire variant spawning being overridden Fixed broken temporospatial transmitter recipe, now it is actually obtainable legit! Abyss Ascendant ranged damage buffed Majorly improved the animations of the beetle bulwark Centipede stalkers no longer spawn in the end dimension Added recommendation to splash message, encouraging users not to use Optifine with ArPhEx (breaks armour and tormentor rendering) Modified the demon aspect enchantment to work independently of the abyssal blade or abyss ascendant - can now spawn in loot tables potentially Completed Visionary Spear design, added right click ability effect (still not fully functional whatsoever, it will have time manipulation powers) Improved Crab Larvae growth mechanics, now slow as intended Significantly boosted crab constrictor spawns (30% more approximately) Added a hard limit on how close the spider moth can (naturally) spawn to a player Fixed an issue where the spider moth would sometimes create a lightning strike, even when it wasn’t allowed to stay spawned Nerfed scorpion striker latching ability Halved spider flat biome-specific spawnrate Nerfed Spider Funnel health to 60 Tormentor’s laser attack now turns a different shade of red when stationary, instead of white Increased ant arsonist hitbox to 0.5x All miniboss shard items are now immune to fire/lava Added tectonic tunneler pickaxe to ultra-tier dungeon loot, an alternative for those who don’t want to enable overworld structures Many more small bugfixes
4.5.1discord (special discord event included)
Added rare shiny mob variant searching challenge for members of the ArPhEx discord server to celebrate 1K members there (details available on the server - discord.gg/arphex - first people to find them get extra special roles) Added additional mechanism to forcibly limit bane blossom growth Improved abyss ascendant activation sequence Spider moth will no longer spawn larvaes by killing players. It has to kill another mob type now to spawn a spider moth larvae
4.5.1c
- Fixed potential issues with excessive mob spawning in bright areas
- Fixed some spider recluses being unable to deal damage in their attacks
- Hornet Harbinger giant health reduced from 90 to 45
- Changed vitality viewfinder recipe to require a regular golden apple instead of enchanted, but still requires a lodestone
B version: Spider Recluse mobs now limited to vanilla biomes, and halved in spawnrate B version: Improved boss summonig altar reliability Fixed issue with Tormentor rendering high in the sky during the day (it should only do so at night during full moon cycles) Added additional option to the /arphex command to set tormentor rotation (good for taking images of it) Added default model for the visionary spear, but still WIP Dragonly Dreadnought is now crawling-exclusive (crawling canopy), unless you use insanity mode Fixed a despawning issue with moth moontracker mobs In addition to the major recent 4.5 update:
4.5 - MAJOR BALANCING UPDATE. Although I enjoy having arphex as a very brutal mod, many of these changes intend to maximise fairness so that a wider range of players can enjoy the mod. Updated to all supported MC versions
Brown recluse spider mob added! This one only spawns in caves, but it can spawn in any vanilla biome (very widespread). Weak and easy to kill or repel (they run away from players if set on fire), but their bites give temporary necrosis effects, making them dangerous in combination with other mobs. Three texture variants, and continuous size variation from around cave spider to spider goliath size. These fill out caves much more than before. Their special ability is to produce “cave webs” and actually hang in the middle of them like real spiders. When they get an attack target, they’ll leave their web to attack. Added terrifying spider hallucinations that appear when underground (variable sizes, fast speed, two model variants). Major Spider Moth nerfs to ensure it is manageable in the early-game during thunderstorms, and easier than the Scorpioid Bloodluster. It no longer has a variable hitbox size, and can no longer squeeze through 1x1 spaces. This larger hitbox will make it much easier to attack from range. However, with teleporter minions, it can still get through walls towards you. Max health reduced to 300, and attack damage reduced to 13. Should more consistently have weakness when first encountered. Major Tormentor defense nerf means that you can now deal up to 10 damage to it per hit (or up to 50 still with Tormented Wrath attacks). If your weapon deals 100+ damage after armour, it will deal the full 10 damage in a single hit. Additionally, weaker attacks will now deal more damage than before, too. It is now very linear, i.e. 10 damage deals 1hp, 30 damage for 3hp, 50 for 5hp, 100 for 10hp. Additionally, I have reduced its default immunity frames even further to 1 second (20 ticks). Plus, it can no longer lifesteal when below 50hp. Drastically improved Crab Larvae mechanics. Crab Constrictor now only drops one crab larvae, and does so upon death. It no longer needs to be tamed, mirroring the mechanics of the termite tunneler queen dropping a tamed termite king. The crab will slowly grow bigger and stronger over time. It can reach a significant size, but still not as large as the original crab constrictor. It gets stronger over time as it grows and its max health increases. Crab jar retired, but left in the mod for now so that players won’t lose their pets. Crouch+right click with empty hand to toggle crab following mode, or if not crouching, it shows you the pet’s health All ArPhEx ground mobs should now swim faster Added spider hallucination entity, similar to the scorpioid chasers but for the overworld Nerfed Centipede Evictor attack reach Bosses summoned via summoning altars should no longer despawn upon killing a player Major improvements to many material item descriptions, adding their drop/loot sources to avert confusion (EMI/JEI loot no longer needed!) Significantly improved scorpion striker model, now with clear set of front legs Centipede Evictor now has a 5 second wait before spawning after you kill the larvae, and sends a warning message to nearby players Nerfed black widow bow damage, less than a power 5 bow now Mantle of vitality recipe no longer requires a lodestone or enchanted golden apple. Now it is 4 regular golden apples, 4 necrotic fangs, and a mangled spider flesh block Nerfed Solifuge Skulker attack damage from 16 to 10 Spider Larvae facegrab damage speed nerfed by 3X Massively nerfed the crawling fog’s “breathless” effect Significantly buffed Vitality Armour damage reductions and durability Tormented bosses now freeze in place for 2 seconds when attacked, making it easier to land combos on them Added an additional desaturation shader during the Tormentor’s spider rain tormenting ability Added a config option to disable tormentor’s particles for less powerful PCs Added a config option to disable tormentor’s shader effects Added new rosy maple moth, 1 in 20-ish texture variant of the moth moontracker Increased global weight of the random spawn system from 80 to 100. This will scale with existing configurations for the system, so you may want to turn the system down slightly if you wish to cancel out the boost Reduced Mantis Mutilator attack range and added a forced damage cancellation if its target is above it to prevent it from hitting through ceilings Spider Moth Larvae attacks are now all sourced, and weakened (slower) Spider Moth now has a chance to turn from its aggressive variant into its stalking variant if it hasn’t been attacked for a while When a wasp nemesis kills a spider Goliath, it turns the Goliath into another wasp nemesis - now this doesn’t just spawn a full new nemesis, but it starts off as a baby instead and slowly grows to full size (weaker and doesn’t fire projectiles as baby) Added new “despawn immunity” potion effect. If the spider moth, scorpioid bloodluster, or draconic voidlasher have it, they will not despawn as a result of killing a player. They obtain this effect when summoned from a summoning altar. Due to popular request, ant arsonist workers now drop burning glands (but not if tamed) When you have a full moon directly overhead, you can now see the tormentor drifting in front of it, if not already active - truly ominous Centipede Evictor’s tiny minions will now despawn upon hitting you, less OP Nerfed attack range of ant arsonist workers Bloodworms are now crawling-exclusive (especially due to not being arthropods) Torment cycle should no longer work on full attack targets Buffed the Spider Reaper. It now has a chance to spawn cobwebs around the locations of any targets it attacks. Moth Teleporter ghost entities now disappear if there’s no longer a spider moth nearby, and deal less damage Modified sealed scarab descriptions to clarify how the probabilities work Added message informing players that they shouldn’t attack the TORMENTOR unless they’re ready to face its explosive wrath, triggered upon its first natural spawn Untamed ant arsonist workers and alates should now be able to naturally despawn Reduced spider larvae + tiny variant attack reach Reduced Tormented Spider Moth flight speed and damage Crawling dimension spawners now break in one hit, rather than being a 1 in 20 chance per hit Soldier ants now regen health automatically Doubled moth moontracker spwanrates - these are important for finding the antennas for the arthropod antenna as early on as possible Increased locust hitbox size Many more bugfixes
Fixed issue with Tormentor rendering high in the sky during the day (it should only do so at night during full moon cycles) Added additional option to the /arphex command to set tormentor rotation (good for taking images of it) Added default model for the visionary spear, but still WIP Dragonly Dreadnought is now crawling-exclusive (crawling canopy), unless you use insanity mode Fixed a despawning issue with moth moontracker mobs In addition to the major 4.5 update released yesterday:
4.5 - MAJOR BALANCING UPDATE. Although I enjoy having arphex as a very brutal mod, many of these changes intend to maximise fairness so that a wider range of players can enjoy the mod. Updated to all supported MC versions
Brown recluse spider mob added! This one only spawns in caves, but it can spawn in any vanilla biome (very widespread). Weak and easy to kill or repel (they run away from players if set on fire), but their bites give temporary necrosis effects, making them dangerous in combination with other mobs. Three texture variants, and continuous size variation from around cave spider to spider goliath size. These fill out caves much more than before. Their special ability is to produce “cave webs” and actually hang in the middle of them like real spiders. When they get an attack target, they’ll leave their web to attack. Added terrifying spider hallucinations that appear when underground (variable sizes, fast speed, two model variants). Major Spider Moth nerfs to ensure it is manageable in the early-game during thunderstorms, and easier than the Scorpioid Bloodluster. It no longer has a variable hitbox size, and can no longer squeeze through 1x1 spaces. This larger hitbox will make it much easier to attack from range. However, with teleporter minions, it can still get through walls towards you. Max health reduced to 300, and attack damage reduced to 13. Should more consistently have weakness when first encountered. Major Tormentor defense nerf means that you can now deal up to 10 damage to it per hit (or up to 50 still with Tormented Wrath attacks). If your weapon deals 100+ damage after armour, it will deal the full 10 damage in a single hit. Additionally, weaker attacks will now deal more damage than before, too. It is now very linear, i.e. 10 damage deals 1hp, 30 damage for 3hp, 50 for 5hp, 100 for 10hp. Additionally, I have reduced its default immunity frames even further to 1 second (20 ticks). Plus, it can no longer lifesteal when below 50hp. Drastically improved Crab Larvae mechanics. Crab Constrictor now only drops one crab larvae, and does so upon death. It no longer needs to be tamed, mirroring the mechanics of the termite tunneler queen dropping a tamed termite king. The crab will slowly grow bigger and stronger over time. It can reach a significant size, but still not as large as the original crab constrictor. It gets stronger over time as it grows and its max health increases. Crab jar retired, but left in the mod for now so that players won’t lose their pets. Crouch+right click with empty hand to toggle crab following mode, or if not crouching, it shows you the pet’s health All ArPhEx ground mobs should now swim faster Added spider hallucination entity, similar to the scorpioid chasers but for the overworld Nerfed Centipede Evictor attack reach Bosses summoned via summoning altars should no longer despawn upon killing a player Major improvements to many material item descriptions, adding their drop/loot sources to avert confusion (EMI/JEI loot no longer needed!) Significantly improved scorpion striker model, now with clear set of front legs Centipede Evictor now has a 5 second wait before spawning after you kill the larvae, and sends a warning message to nearby players Nerfed black widow bow damage, less than a power 5 bow now Mantle of vitality recipe no longer requires a lodestone or enchanted golden apple. Now it is 4 regular golden apples, 4 necrotic fangs, and a mangled spider flesh block Nerfed Solifuge Skulker attack damage from 16 to 10 Spider Larvae facegrab damage speed nerfed by 3X Massively nerfed the crawling fog’s “breathless” effect Significantly buffed Vitality Armour damage reductions and durability Tormented bosses now freeze in place for 2 seconds when attacked, making it easier to land combos on them Added an additional desaturation shader during the Tormentor’s spider rain tormenting ability Added a config option to disable tormentor’s particles for less powerful PCs Added a config option to disable tormentor’s shader effects Added new rosy maple moth, 1 in 20-ish texture variant of the moth moontracker Increased global weight of the random spawn system from 80 to 100. This will scale with existing configurations for the system, so you may want to turn the system down slightly if you wish to cancel out the boost Reduced Mantis Mutilator attack range and added a forced damage cancellation if its target is above it to prevent it from hitting through ceilings Spider Moth Larvae attacks are now all sourced, and weakened (slower) Spider Moth now has a chance to turn from its aggressive variant into its stalking variant if it hasn’t been attacked for a while When a wasp nemesis kills a spider Goliath, it turns the Goliath into another wasp nemesis - now this doesn’t just spawn a full new nemesis, but it starts off as a baby instead and slowly grows to full size (weaker and doesn’t fire projectiles as baby) Added new “despawn immunity” potion effect. If the spider moth, scorpioid bloodluster, or draconic voidlasher have it, they will not despawn as a result of killing a player. They obtain this effect when summoned from a summoning altar. Due to popular request, ant arsonist workers now drop burning glands (but not if tamed) When you have a full moon directly overhead, you can now see the tormentor drifting in front of it, if not already active - truly ominous Centipede Evictor’s tiny minions will now despawn upon hitting you, less OP Nerfed attack range of ant arsonist workers Bloodworms are now crawling-exclusive (especially due to not being arthropods) Torment cycle should no longer work on full attack targets Buffed the Spider Reaper. It now has a chance to spawn cobwebs around the locations of any targets it attacks. Moth Teleporter ghost entities now disappear if there’s no longer a spider moth nearby, and deal less damage Modified sealed scarab descriptions to clarify how the probabilities work Added message informing players that they shouldn’t attack the TORMENTOR unless they’re ready to face its explosive wrath, triggered upon its first natural spawn Untamed ant arsonist workers and alates should now be able to naturally despawn Reduced spider larvae + tiny variant attack reach Reduced Tormented Spider Moth flight speed and damage Crawling dimension spawners now break in one hit, rather than being a 1 in 20 chance per hit Soldier ants now regen health automatically Doubled moth moontracker spwanrates - these are important for finding the antennas for the arthropod antenna as early on as possible Increased locust hitbox size Many more bugfixes
4.5 - MAJOR BALANCING UPDATE. Although I enjoy having arphex as a very brutal mod, many of these changes intend to maximise fairness so that a wider range of players can enjoy the mod. Updated to all supported MC versions
- Brown recluse spider mob added! This one only spawns in caves, but it can spawn in any vanilla biome (very widespread). Weak and easy to kill or repel (they run away from players if set on fire), but their bites give temporary necrosis effects, making them dangerous in combination with other mobs. Three texture variants, and continuous size variation from around cave spider to spider goliath size. These fill out caves much more than before. Their special ability is to produce “cave webs” and actually hang in the middle of them like real spiders. When they get an attack target, they’ll leave their web to attack.
- Added terrifying spider hallucinations that appear when underground (variable sizes, fast speed, two model variants).
- Major Spider Moth nerfs to ensure it is manageable in the early-game during thunderstorms, and easier than the Scorpioid Bloodluster. It no longer has a variable hitbox size, and can no longer squeeze through 1x1 spaces. This larger hitbox will make it much easier to attack from range. However, with teleporter minions, it can still get through walls towards you. Max health reduced to 300, and attack damage reduced to 13. Should more consistently have weakness when first encountered.
- Major Tormentor defense nerf means that you can now deal up to 10 damage to it per hit (or up to 50 still with Tormented Wrath attacks). If your weapon deals 100+ damage after armour, it will deal the full 10 damage in a single hit. Additionally, weaker attacks will now deal more damage than before, too. It is now very linear, i.e. 10 damage deals 1hp, 30 damage for 3hp, 50 for 5hp, 100 for 10hp. Additionally, I have reduced its default immunity frames even further to 1 second (20 ticks). Plus, it can no longer lifesteal when below 50hp.
- Drastically improved Crab Larvae mechanics. Crab Constrictor now only drops one crab larvae, and does so upon death. It no longer needs to be tamed, mirroring the mechanics of the termite tunneler queen dropping a tamed termite king. The crab will slowly grow bigger and stronger over time. It can reach a significant size, but still not as large as the original crab constrictor. It gets stronger over time as it grows and its max health increases. Crab jar retired, but left in the mod for now so that players won’t lose their pets. Crouch+right click with empty hand to toggle crab following mode, or if not crouching, it shows you the pet’s health
- All ArPhEx ground mobs should now swim faster
- Added spider hallucination entity, similar to the scorpioid chasers but for the overworld
- Nerfed Centipede Evictor attack reach
- Bosses summoned via summoning altars should no longer despawn upon killing a player
- Major improvements to many material item descriptions, adding their drop/loot sources to avert confusion (EMI/JEI loot no longer needed!)
- Significantly improved scorpion striker model, now with clear set of front legs
- Centipede Evictor now has a 5 second wait before spawning after you kill the larvae, and sends a warning message to nearby players
- Nerfed black widow bow damage, less than a power 5 bow now
- Mantle of vitality recipe no longer requires a lodestone or enchanted golden apple. Now it is 4 regular golden apples, 4 necrotic fangs, and a mangled spider flesh block
- Nerfed Solifuge Skulker attack damage from 16 to 10
- Spider Larvae facegrab damage speed nerfed by 3X
- Massively nerfed the crawling fog’s “breathless” effect
- Significantly buffed Vitality Armour damage reductions and durability
- Tormented bosses now freeze in place for 2 seconds when attacked, making it easier to land combos on them
- Added an additional desaturation shader during the Tormentor’s spider rain tormenting ability
- Added a config option to disable tormentor’s particles for less powerful PCs
- Added a config option to disable tormentor’s shader effects
- Added new rosy maple moth, 1 in 20-ish texture variant of the moth moontracker
- Increased global weight of the random spawn system from 80 to 100. This will scale with existing configurations for the system, so you may want to turn the system down slightly if you wish to cancel out the boost
- Reduced Mantis Mutilator attack range and added a forced damage cancellation if its target is above it to prevent it from hitting through ceilings
- Spider Moth Larvae attacks are now all sourced, and weakened (slower)
- Spider Moth now has a chance to turn from its aggressive variant into its stalking variant if it hasn’t been attacked for a while
- When a wasp nemesis kills a spider Goliath, it turns the Goliath into another wasp nemesis - now this doesn’t just spawn a full new nemesis, but it starts off as a baby instead and slowly grows to full size (weaker and doesn’t fire projectiles as baby)
- Added new “despawn immunity” potion effect. If the spider moth, scorpioid bloodluster, or draconic voidlasher have it, they will not despawn as a result of killing a player. They obtain this effect when summoned from a summoning altar.
- Due to popular request, ant arsonist workers now drop burning glands (but not if tamed)
- When you have a full moon directly overhead, you can now see the tormentor drifting in front of it, if not already active - truly ominous
- Centipede Evictor’s tiny minions will now despawn upon hitting you, less OP
- Nerfed attack range of ant arsonist workers
- Bloodworms are now crawling-exclusive (especially due to not being arthropods)
- Torment cycle should no longer work on full attack targets
- Buffed the Spider Reaper. It now has a chance to spawn cobwebs around the locations of any targets it attacks.
- Moth Teleporter ghost entities now disappear if there’s no longer a spider moth nearby, and deal less damage
- Modified sealed scarab descriptions to clarify how the probabilities work
- Added message informing players that they shouldn’t attack the TORMENTOR unless they’re ready to face its explosive wrath, triggered upon its first natural spawn
- Untamed ant arsonist workers and plates should now be able to naturally despawn
- Reduced spider larvae + tiny variant attack reach
- Reduced Tormented Spider Moth flight speed and damage
- Crawling dimension spawners now break in one hit, rather than being a 1 in 20 chance per hit
- Soldier ants now regen health automatically
- Doubled moth moontracker spwanrates - these are important for finding the antennas for the arthropod antenna as early on as possible
- Increased locust hitbox size
- Many more bugfixes
4.4.9
Added two new crazy config options. One called “INSANITY MODE” that spawns far more arphex mobs than usual through the random system, including even crawling mobs and non-overworld bosses in the overworld! And another called “friendly mode” that attempts to make all arphex mobs passive (they won’t follow you to attack, and won’t be able to attack you in the usual way). Insanity mode is perfect for simulating an extreme frequency of arthropod encounters (especially spiders), like in Bizzle’s recent videos! The Tormentor doesn’t spawn easily in insanity mode, however - still requires manually summoning it, or beating the bosses before it can naturally spawn. Decreased rate of ranged attacks from spider moth larvae Increased default biome-specific spawnrates config from 1 in 8 to 1 in 5 (5 value).
4.4.8
- Fixed issue of randomly getting an achievement for taming a mob when attacked (was related to a small mistake in scarab seal summoning)
- Reduced default tormentor immunity frames to 1.25 seconds
- Centipede stalker no longer immune to arrows
- Renamed “Teleport Ghost” to “Moth Teleporter” for clarity
4.4.7
Improved centipede stalker design (simplified) All flamethrower damage should now be sourced from the player Added “Spawnrates are configurable, rare by default” to welcome splash message In addition to yesterday's 4.4.6 update:
Tormenting cycles improved and clarified, will now activate more reliably and bypass limitations if the Tormentor was spawned by a player. Now regularly warns players not to stand out in the open, or the torment will apply. Primary tormentor target can now be affected by torment, even if the tormentor isn’t near
4.4.6
Tormenting cycles improved and clarified, will now activate more reliably and bypass limitations if the Tormentor was spawned by a player. Now regularly warns players not to stand out in the open, or the torment will apply. Primary tormentor target can now be affected by torment, even if the tormentor isn’t near
4.4.5
Certain tools now give you additional attack or block placement/breaking reach! Firstly, the Temporospatial Transmitter now gives you +6 block placing/breaking reach when held in off-hand. Bonus +2 attack and block placement reach added for holding the crusher claw in main hand, +2 block reach when holding the abyss atomiser in main hand, and +1 or +2 attack reach added for holding spear weapons in main hand Added new WIP weapon, the “Visionary Spear”. Will be a very powerful endgame weapon. Just a placeholder currrently. Added the “Celestial Barrier”, a powerful upcoming item Added Spacetime shard and ingot items, crafted from combining the time prism and entropy matrix. Used for crafting a new Spacetime armour set that will combine space (entropy) and time powers. Spacetime armour set added, but this is a placeholder currently with only two abilities working (chestplate forcefield ability triggered holding jump and crouch keys simultaneously, and boots ability letting you fly upwards at any time) Crafting the Tesseract Transporter now gives you 2 of them! Increased Juggernaut Armour toughness to 6, matching other boss armours Significantly improved Eternal Armour design - was planning this for a while Added entropy matrix shard item Moths now have slightly thicker legs Tormentor now renders underneath the bottom of the crawling dimension when inactive. You can see it through the crawling barriers, or by looking down through a crawling altar Tweaked welcome message to add official discord link and author name Improved textures of the mangled spider, scorpion, and fly flesh blocks, and modified them to all have more similar mechanics Tormentor Summon can no longer be ridden into crawling containers Modified item descriptions of abyss atomiser to inform players that it can become powerful with a higher tormentor level Improved effects of tormentor heavy blast projectiles Fixed server kick issue from taking a prowler pack or singularity satchel from the creative mode menu Bonus enhancements to the new multi-line item descriptions Angering the spider flat now notifies you Ascended Cube forcefield now provides protection against other players’ ethereal staff usage, preventing them from entering your base with it Removed vanilla features from the crawling that could have cut through the layer barriers Arthropleura mobs are now immune to drowning Added additional safeguard to ensure the tormentor reliably drops the core and gives tormentor levels properly Ascended cube repulsion mode now does not repel creative/spectator mode players Increased scarab summon health to 1024 and defense to 100, but it despawns immediately when hit. This should prevent it from sending repetitive death messages in chat Reduced bloodworm attack damage to 1
4.4.4
- Added spheres to hitboxes of tormentor’s boss summons (clearer hitboxes), and killing them now damages the tormentor (deals a full 5hp of damage)
- Abyss Ascendant projectiles no longer pierce through multiple entities. This nerf will open more space for using other weapons like the Oblivion Ray In addition to the major 4.4.3 update that just released the other day:
ArPhEx 4.4.3
- Added new craftable teleporter blocks, the “Tesseract Transporter”. Waystone mods no longer needed! However, it is very expensive/late-game, requiring an entropy matrix (temporarily crafts from a void geode + gold scarab) and other items. With a tesseract transporter, you can teleport to any other tesseract by tethering it to a target using a new “Warp Connector” item (not expensive to craft). However, to use a teleporter, it needs to have at least 3 adjacent polished Blackstone blocks with 2 “scorched glass” blocks on top of each one (new material). Simply right clicking the teleporter block activates it, or alternatively it can be powered by redstone to activate.
- Added Scorch Torches (purple, strong lighting range, and special ability to attract weak arthropods when right clicked)
- Added new blocks: “scorched sand” and “scorched glass”! The scorched sand will be used for future planned summoning structures, while the scorched glass (smelts from the sand) provides a form of reinforced transparent material with comparable mining time and blast resistance to obsidian. The glass is needed for the teleporter’s structure.
- Added WIP time prism and entropy matrix blocks, no function yet but designs complete
- Drastically improved the Spider Moth’s tick performance, overhauling old code with entity variable storage
- Completely overhauled the mod’s item descriptions, making them multi-line and multicolour - much easier to read!
- Improved the design of regular scorch flame, making it more transparent and removing blockiness from the animation. Blends in more with crawling barrier layers
- Fixes Tormentor displaying as a small spider (leftover glitch from April fools update)
- Vitality viewfinder instant damage/health measurements now only work through lens mode being enabled, rather than simply from being in offhand
- Staff of Vitality is now more expensive to craft (due to how strong it is) - recipe is now a fire opal, a mantle of vitality, and a copper rod. Therefore, it is now a scorpioid-related tool (makes sense given how much the scorpioid regens)
- Reduced spider larvae aggro range
- Centipede Stalker now drops necrotic fangs instead of venomous appendages, but scorpion strikers now drop 2 instead of 1 to compensate
- Added limitation to abyss atomiser, it can’t break into crawling containers now
- Fixed issue where Spider Prowlers could float when in a warning posture
- Fixed issue where block updates next to scorch could make it disappear
- Removed duplicate achievements for mantle of vitality and vengeful voidseeker
- Abyss Ascendant now instantly breaks cobwebs (with short cooldown)
- Vitality Viewfinder now looks more directly at mobs when scanning them
- Added bonus convenient command to broadcast the ArPhEx wiki link (clickable) to all players (/arphex broadcast_wiki_link)
- Scorch Charges can now be used as fuel (equivalent to a lava bucket)
- Ascended Cube now flashes (animated texture) and has a slightly smaller block hitbox
- Fixed issue where scorpioid chaser hallucinations could spawn on every crawling dimension layer. Now should be limited to layer 4 spawns (but may travel upwards to higher layers still).
- Abyssal dagger no longer gives necrosis immunity
- Reduced particles for eternal armour
- Tweaked fire opal block texture
ArPhEx 4.4.3 (another huge update already!)
- Added new craftable teleporter blocks, the “Tesseract Transporter”. Waystone mods no longer needed! However, it is very expensive/late-game, requiring an entropy matrix (temporarily crafts from a void geode + gold scarab) and other items. With a tesseract transporter, you can teleport to any other tesseract by tethering it to a target using a new “Warp Connector” item (not expensive to craft). However, to use a teleporter, it needs to have at least 3 adjacent polished Blackstone blocks with 2 “scorched glass” blocks on top of each one (new material). Simply right clicking the teleporter block activates it, or alternatively it can be powered by redstone to activate.
- Added Scorch Torches (purple, strong lighting range, and special ability to attract weak arthropods when right clicked)
- Added new blocks: “scorched sand” and “scorched glass”! The scorched sand will be used for future planned summoning structures, while the scorched glass (smelts from the sand) provides a form of reinforced transparent material with comparable mining time and blast resistance to obsidian. The glass is needed for the teleporter’s structure.
- Added WIP time prism and entropy matrix blocks, no function yet but designs complete
- Drastically improved the Spider Moth’s tick performance, overhauling old code with entity variable storage
- Completely overhauled the mod’s item descriptions, making them multi-line and multicolour - much easier to read!
- Improved the design of regular scorch flame, making it more transparent and removing blockiness from the animation. Blends in more with crawling barrier layers
- Fixes Tormentor displaying as a small spider (leftover glitch from April fools update)
- Vitality viewfinder instant damage/health measurements now only work through lens mode being enabled, rather than simply from being in offhand
- Staff of Vitality is now more expensive to craft (due to how strong it is) - recipe is now a fire opal, a mantle of vitality, and a copper rod. Therefore, it is now a scorpioid-related tool (makes sense given how much the scorpioid regens)
- Reduced spider larvae aggro range
- Centipede Stalker now drops necrotic fangs instead of venomous appendages, but scorpion strikers now drop 2 instead of 1 to compensate
- Added limitation to abyss atomiser, it can’t break into crawling containers now
- Fixed issue where Spider Prowlers could float when in a warning posture
- Fixed issue where block updates next to scorch could make it disappear
- Removed duplicate achievements for mantle of vitality and vengeful voidseeker
- Abyss Ascendant now instantly breaks cobwebs (with short cooldown)
- Vitality Viewfinder now looks more directly at mobs when scanning them
- Added bonus convenient command to broadcast the ArPhEx wiki link (clickable) to all players (/arphex broadcast_wiki_link)
- Scorch Charges can now be used as fuel (equivalent to a lava bucket)
- Ascended Cube now flashes (animated texture) and has a slightly smaller block hitbox
- Fixed issue where scorpioid chaser hallucinations could spawn on every crawling dimension layer. Now should be limited to layer 4 spawns (but may travel upwards to higher layers still).
- Abyssal dagger no longer gives necrosis immunity
- Reduced particles for eternal armour
- Tweaked fire opal block texture
ArPhEx 4.4.2af
- Added two new highly useful items, finally ArPhEx has a form of backpack storage! Firstly, the “Prowler Pack” - an item that you can obtain exclusively from high level dungeons, letting you store up to 27 items inside. Comes with a bonus item-grabbing ability, toggled with shift+right click. Secondly, the “Singularity Satchel”, an upgraded version of the prowler pack letting you store up to 93 items, including specialised slots for sealed scarabs and inventory boost items like the mantle of vitality, retaining their abilities without needing to take up inventory slots! Provides the same toggleable item-grabbing ability, with longer range
- The new Tormentor Laser attack is now limited to only activate under 200hp. It also now won’t target players with respite, and moves slightly slower.
- Added yet another new armour set - Juggernaut Armour. This set serves as a final, ultimate upgrade to tier 3 Chitin, stretching its capacity into the range of the boss armours. Finally, the “heavy chitin” item has a direct use - smith it with tier 3 chitin pieces to create juggernaut armour set pieces, featuring all the chitin set’s abilities, plus much higher defence and some bonus abilities: Resistance 2 when crouching, total damage blocking from behind (with 5s cooldown after each block, and particles to make you aware of the attack).
- Decreased the health of the dragonfly dreadnought from 150 to 100, and reduced its movement speed. Less overly OP
- Removed the included Mantle of Vitality and Bane of the Darkness bonuses from the Abyss Ascendant, due to the fact that you can now store these items without taking up extra inventory space, through the new Singularity Satchel. Still provides immunity to Terror effects
- Small hornet harbinger variants are now slightly bigger, with a noticeably larger hitbox, making them easier to fight against
- Fixed rare issue with Spider Moth spawning, limited to cases where it spawns very far away
- Improved Tormentor Summon mechanics and hitbox visibility, reduced lag when attacking
- Double jump ability of chitin and juggernaut armour now overrides fall height when used
- Doubled spawnrate of moth moontracker. These were too common when first added, due to being registered as animals, leading to excessive nerfing in addition to changing to hostile mob spawning.
- Performance improvements
- Bonus major improvements, potentially the best ever added to arphex:
- New message on player joining world “Welcome to Australia simulator 2025, playername. G’day mate, you’ll need these!” *gives bug spray and pole gun
- Abyssal tools renamed to Abysmal, and now have debuffs (rename them in an anvil to fix)
- Tormentor high-health model replaced with Giant Enemy Spider, and new no-AI “Small Enemy Spider” mobs will spawn everywhere.
- Giant enemy spider music will now play at random intervals when the Tormentor is present
- Spider Moth is now friendly, hugging instead of damaging mobs/players.
- Added “Pole Gun”, perfect for shooting metal poles at giant enemy spiders
- Added bug spray, 100 armour piercing damage to any arthropods it is used against happy april fools
ArPhEx 4.4.1
Fixed issues with the updated ascended cube forcefield functionality. A registry error was happening for some users on servers. Added fix that improves functionality overall as well as fixing the error and adding a message letting you know when attacks are cancelled by forcefields. Abyss Atomiser now gives you haste effects when held if you have a high Tormentor level. Level 100+ gives haste 1, and level 200+ gives haste 2. Added 1 in 50 blue tiger variant of the centipede stalker
All in addition to the major 4.4 update released the other day:
ArPhEx 4.4
Tons of major improvements to existing mod elements, many being well-overdue. Added a brand new powerful weapon, the Oblivion Ray. This is craftable from the Entropy Matrix (mineral that will be dropped by one of the two planned upcoming bosses) - The Entropy Matrix is now temporarily craftable by combining a void geode with a golden scarab. This weapon is extremely powerful, capable of destroying many enemies at once over long distances. The longer you use it for at a time, the higher its damage output becomes (but also the longer it needs to cooldown). A weapon to surpass the Judgement Blaster, approaching the level of post-Tormentor weaponry. It is effective against the Tormentor if you can avoid any attacks while using it. Added another brand new powerful item, the “Warp Staff”! This staff enables you to teleport in whatever direction you’re moving! It cannot teleport through walls, so it serves more as a powerful mobility item. Since it lets you teleport in any direction, that includes upwards and downwards. This is where its bonus ability comes in. If your teleport location is midair, it will automatically place a temporary platform beneath you that lasts until you jump off it (or right click to place that platform at any time, enabling you to place blocks midair). You can actually use this item as a substitute to the Abyss Ascendant in fighting the Tormentor, enabling use of weapons like the oblivion ray as a viable alternative. Brand new well-overdue /arphex command added! For now, it can let you set your tormentor kills to any value up to 200, seal the Tormentor even when the entity is not spawned fully, set tormentor health to a specific value, and reset other registered boss kills/moth wards. Many more useful functions will be added to this command to make life easier with arphex, but it won’t replace configuration settings. Greatly improved the Tormented Wrath weapon/tool. Now it is affected by the amount of times you’ve killed the Tormentor, just like the Tormentor summoner item. When charging it up, it now works more like a bow, as the longer you charge it for, the bigger the explosion and the more damage it will deal. The more times you’ve killed the Tormentor, the longer you’ll be able to charge the Tormented Wrath for, enabling some truly earth-shaking explosive potential if you’ve killed the Tormentor up to 200 times! Lets you know how far you’ve charged the explosive power in hotbar while charging, with an option to cancel by switching to another item slot. The maximum damage a fully charged blast can deal on direct impact with an entity (level 200) is 1050! Plus, it can even deal up to 50 damage to the tormentor in a single hit, giving it a unique advantage if you can make it land. For some fun, try using the new command /arphex set_tormentor_level @p 200, then charging the weapon to level 100 and firing it for nuclear level destruction! Tormented Wrath blast now does not slow down as it travels, but despawns after a shorter period of time. Spiders, centipede evictor variants, and solifuges now play a walking animation when going up walls instead of just floating up! Very long overdue, as I finally figured out an effective way Added a global entity tag for all arphex entities. You could use this to do things like teleporting all arphex mobs to yourself: /tp @e[type=#arphex:arphex] @p Tormentor now has a new gigantic beam attack when in its “splay” animation! A huge red beam shoots out of the boss, occasionally sweeping towards its nearest target in an attempt to destroy them. Deals heavy damage, but can be avoided by hiding behind walls. Ascended Cube massively upgraded. It now blocks attacks from the Tormented Wrath unless they were fired by the block’s owner. Plus, it now emits a huge red forcefield (by default, you can change the colour with light colour dyes) to signal its area of effect. Any entity outside of a forcefield cannot attack any entity inside a forcefield, and vice versa. Plus, if you right click it with an abyssal crystal (consuming the crystal), it will expel all entities from its radius that are not its owner, mobs with 200+HP, or tamed mobs. It can do this for up to 2000 seconds depending on the Tormentor level of the player who uses the crystal. Forcefield colour changes to white while using this ability. Resistance effect given to owner is nerfed however, only gives continuous resistance 1 now (when in the forcefield). Added cool glowing sphere effects to explosions caused by the Tormentor’s main blasts and projectiles from the the Tormented Wrath - variable size and they wither entities inside them Tweaked spider infester and spider ambusher mechanics/animations Added dramatic messages sent to players in hotbar upon warding off the spider moth enough times for the scorpioid and voidlasher to activate Changed how tormentor kill registration works. Now it doesn’t matter how far away you are from the Tormentor when it dies. As long as you’re in the same dimension as it, and are an active target (regardless of respite, tormentor can target unlimited amounts of players), you’ll get the level up at the moment that it dies. Plus, new golden particles show around you, along with a chat message notifying the server of who was levelled up. Increased Tormentor horizontal hitbox size to match its vertical height. Plus, instead of glowing white particles, it will now be indicated by a glowing red sphere that is more visible the more directly you are positioned in front of the Tormentor Fixed crash issue related to the sky stalker moth entity Increased teleport ghost hitbox. Added more large dramatic effects when the Tormentor dies Abyss Ascendant now gives you slow falling if you use another item while it is in your offhand. Makes it combine better with other weapons Doubled millipede spawn rates (easier chitin) and improved their model/animations/texture Many performance enhancements Improved Tormentor model Modified Tormentor fight. Tormentor boss summons now have a limited lifespan (5 minutes), instead of hanging around indefinitely and building up over time - plus, their hitboxes are now easier to find, marked with core of suffering particles. However, Tormentor larvae last twice as long now before despawning (when summoned by the Tormentor). Tormentor’s maw now can damage and blind across its full vertical length Significantly buffed some of the Tormentor’s attacks, such as the solar sphere. Holding a Core of Eternal Suffering now shows your Tormentor level Tormentor tendrils are now massively more likely to spawn when the Tormentor takes damage Fixed issue where arphex bosses/minibosses could break iron doors and modded door types Added three bonus config options. One to add a chat message of your own choosing for the Tormentor to say (this will only modify one of the thirty potential messages it can say in response to its name). Another to let you limit the maximum charge power of the Tormented Wrath. And another to disable natural spawning of the Tormentor initial entity, limiting the Tormentor to only be able to appear through being summoned. Improved the client-side performance of the Tormentor significantly Fixed issue where abyssal blade lifesteal projectile could steal from non-living entities like boats Improved abyss ascendant long range attack projectile effects Some weapons with left click attack abilities will now no longer be able to be used in spectator mode Bow animation should no longer charge unless you’re charging that specific type of item