2.2.0
Compatibility
Required content
Changes
Base Defense v2.2.0 â The Defender's Almanac & Siege Overhaul
This major update introduces the in-game Defender's Almanac codex, completely revamps wave deployment pacing, integrates siege specialists organically into progression, and fixes advancement onboarding.
đ The Defender's Almanac (In-Game Interactive Codex)
- New Item: Added the
basedefense:defenders_almanactome (crafted with Book + Core Shard, provided as a starter kit item on join). - Antique Parchment UI (390x240): Clean map-style interface with 5 dedicated chapters:
- I. Basics: Kingdom fundamentals, territory claiming, upkeep, and realm tiers.
- II. Arsenal: Turret statistics, firing cadences, upgrade branches, traps, and kinetic weaponry.
- III. Bestiary: Threat profiles, resistances, and counter-tactics for all siege entities.
- IV. Bosses: Multi-phase breakdowns, anti-cheese alerts, and cataclysm mechanics.
- V. Intel: Live server telemetry tracking current world day, time, active siege state, alive mob count, and campaign roadmap.
- 100% Stat Accuracy: All numbers, ranges, and cadences in the book are strictly audited and verified against the backend Java implementation.
âī¸ Wave Pacing & Organic Mob Progression
- Instant Sunset Deployment: Waves now signal immediately at sunset (tick 13,000) with warning titles/horns and spawn battalions 5 seconds later in tight, aggressive formations.
- Armies Scaled by +60%: Major encounters and Blood Moons feature significantly larger battalions (35â55 units).
- Organic Siege Specialist Roster: Units are no longer locked to artificial day intervals:
- Day 7+: Demolition Sappers (40 HP, high-speed wall-breaching TNT).
- Day 12+: Mobile Siege Ballistas (80 HP, long-range boulder artillery).
- Day 15+: Corrupted Priests (50 HP, 12m Soul Flame ward healing allies).
- Day 18+: Gargoyles (35 HP, aerial wall-bypassing fliers).
- Every 10 Days: Blood Moon & Blood Behemoths (300 HP).
- Day 50+: Grand Eclipse & Multi-Phase God of the Undead.
- Clean Night Skies: Removed obstructive fog clamping and weather debuffs; clear starry skies are restored, preserving the deep crimson atmosphere exclusively for Blood Moons.
đ Onboarding Advancements & Command Tree
- Visual Texture Fix: Fixed the root advancement background checkerboard by utilizing high-contrast stone tiling.
- Placement-Only Triggers: Turret advancements now trigger strictly upon physically placing the block into the world (no more premature recipe unlocks).
- 9-Step Tutorial Path: Clean linear path guiding new players through realm claiming, mining magnetic copper, defenses, weaponry, and boss combat.
- Unified
/basedefenseCommands: Consolidated commands under/basedefense(wave start/stop/info,economy give/set,bloodmoon trigger/stop, and realm permissions).
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:mfmobPhi:B5SHbH5d"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:mfmobPhi:B5SHbH5d"
}
