- Added a block blacklist to sp and tw grab and throw abilities in the advanced config, this should help pack devs avoid issues relating to the move and obscure mod conflicts, and balance modpacks better if you want to prevent ore grabbing. Ancient debris and crying obs are blacklisted by default.
- The World's assault move now becomes more powerful if it is charged up for longer (not gradual, but rather it has checkpoints, so if you swerve it around you for some seconds you can earn a little more damage
- Star Platinum and The World now go on attack cooldown after throwing, so toxic grab/left click spamming against new players who cannot counterplay is less of a problem
- Added a block blacklist to sp and tw grab and throw abilities in the advanced config, this should help pack devs avoid issues relating to the move and obscure mod conflicts
- Prevented grabbing ores to skip progression, this prevention was always intended but a bit of an oversight that it wasn't fixed earlier, should help balance modpacks more
- The World's assault move now becomes more powerful if it is charged up for longer (not gradual, but rather it has checkpoints, so if you swerve it around you for some seconds you can earn a little more damage
- Star Platinum and The World now go on attack cooldown after throwing, so toxic grab/left click spamming against new players who cannot counterplay is less of a problem
- Walking Heart using mobs are now in the natural stand user mob pool, and they now have the ability to resist knockback in addition to their 3 block step height
- Increased priority of gravity code, possibly increasing mod compatibility with wall walking
- There is now a walking heart block blacklist in the advanced config file to prevent it from walking on certain blocks, barriers are disabled by default now (this paves the way for other block blacklists in the future)
- Walking Heart now resists fluid pushing with heels extended
- Assault now is between the change and where it used to be in shield disable time
- Reverted the world assault knockback change due to it having the inverse effect intended
- Magicians Red is tweaked to lower the focus on damage over time and in exchange put the focus back on reduced cooldowns like before, may have to reload config for this to kick in fully
- :rat:
- Fixed cinderella crash on some servers
- Fixtry compatibility with two performance mods (optifine and c2me)
- Fixed critical pvp bug where holding an axe let Walking Heart users disable shields with their spikes
- Fixed being able to switch gravity directions on path blocks' microscopic y level gaps
- Achtung baby damagingorhurt config is now split, and by default it only reveals you when damaging now, not when hurt
- Finished Walking Heart, it is now obtainable in survival! :partying_face:
- Walk on walls and ceilings, launch heel spike attacks and manipulate knockback in either direction, avoid knockback, nullify ice slipperiness on demand, and get crits on the ground
- It is now a main stand instead of a secondary stand and is balanced as such
- Fixed bugs surrounding it and improved game feel, added cooler visuals
- You can now disable individual stands in the config in case you have mod issues with them or just want to turn them off in general
- Soft and Wet's power overall increased again (punches and explosive bubbles), the blindness bubbles last slightly longer on players as well
- Added new sub-ability to Star Platinum, Star Blitz, activated by left clicking while impale is charging. It does low damage but comes out instantly, and can disable shields.
- Magician's Red now has slightly longer cooldowns for hurricane like before (may have to reset config to kick in) due to the shifting viability of the flame update, the attack string also does a little less damage against players
- The world's assault puts down shields for less time (40 ticks -> 30 ticks)
- Fixed some problems with a couple of stand skins on certain angles
- Fixed unreported bug that made achtung baby users not turn visible after attacking players (while it worked on any other mob in the game)
- Fixed unreported bug where matches didn't work against players who were doused in gasoline with a direct hit
- /roundaboutreplenish now sets your saturation up as well to golden carrot level
- Fixed scissors inflicting bleed when you use a projectile attack and hold them
- Updated translations (thank you)
- Fixed Ankh not dissapearing issue
- Finished Walking Heart, it is now obtainable in survival! :partying_face:
- Walk on walls and ceilings, launch heel spike attacks and manipulate knockback in either direction, avoid knockback, nullify ice slipperiness on demand, and get crits on the ground
- It is now a main stand instead of a secondary stand and is balanced as such
- Fixed bugs surrounding it and improved game feel, added cooler visuals
- Soft and Wet's power overall increased again (punches and explosive bubbles), the blindness bubbles last slightly longer on players as well
- Added new sub-ability to Star Platinum, Star Blitz, activated by left clicking while impale is charging. It does low damage but comes out instantly, and can disable shields.
- Magician's Red now has slightly longer cooldowns for hurricane like before (may have to reset config to kick in) due to the shifting viability of the flame update, the attack string also does a little less damage against players
- The world's assault puts down shields for less time (40 ticks -> 30 ticks)
- Fixed some problems with a couple of stand skins on certain angles
- Fixed unreported bug that made achtung baby users not turn visible after attacking players (while it worked on any other mob in the game)
- Fixed unreported bug where matches didn't work against players who were doused in gasoline with a direct hit
- /roundaboutreplenish now sets your saturation up as well to golden carrot level
- Fixed scissors inflicting bleed when you use a projectile attack and hold them
- Updated translations (thank you)
- Fixed Ankh not dissapearing issue
- Major work on walking heart  - It now has stepup on top of stepdown  - It now has the heel extension move allowing you to toggle knockback resistance and whatnot  - It now has sfx  - Made progress on the Z ability (see power inventory)
- Granted some of the world's moves some additional knockback (assault and final kick) to slightly aid escaping its reach, but also provide tw with more knockback tools
- If someone with a stand that has guarding (humanoid stand) uses a vanilla shield to guard instead, the basic stand punch string disables their shield for one second longer
- Soft and Wet punch strength is no longer overnerfed, should feel better to use now
- SIgnpost damage adjusted (very slight nerf) for those running massive iron farms to not get the wrong impression
- Updated FR translation
- Fixed endermen gravity change crash
- Improved mob attack hitbox in gravity flips
- Fixed assalt ability grab cooldown cheese
- Fixed damage redirect bug for survivor
- Fixed obscure saturation gravity bug
- Fixed encasement bubble spyglass bug
- :rat:
- Walking Heart disc is now in the creative WIP inv
- It can now use wall latch, when facing the direction of a wall beside you you will latch onto it and flip gravity. Gravity returns when you jump or fall without a block being immediately beneath you. You can slide down doors and trapdoors incredibly fast as well as step-down recognizes them, this is intentionally left in for neat base building.
- In the future, it will have step up like horses and knockback immunity, and the x button will let you exit walls/the wall climb state without jumping, the stand will also have more fall damage preventing tools
- Fixed gravity issues and improved the feel of things related to it
- Improved bubble scaffolding so it can be used while standing on paths
- Fixed potential mod incompats causing justice minions to waste blocks sometimes
- Fixed bug where magician's red's giant ankh didn't work during the rain
- Fixed bug where Hex's heart curse mechanic didn't work
- :rat:
- Stand fire now doesn't instantly go away underwater. Instead, it ticks down way faster. This is because of the high skill curve instant turn down + instant double click bucket trick that kind of ruined the point of the stand's active threat
- Fixed unreported bug where, under some conditions, crossfire hurricane would start charging while crossfire hurricane special is active
- Fixed magician's red's life tracker having some weird button press interactions if z is held or tapped repeatedly
- Added new skin to cinderella, "Face Off", from Jorge Joestar
- Added fog trap block to justice (thank you lock), if a mob steps on it and you have some corpses nearby that are not set to hunt anything in particular or aggroed, they will aggro to those who step on it. If you want something highly technical for a build there is also a command to type to raise the detection range of your held trap
- Work on gravity related stuff, stand projectile attacks now all orient properly in gravity