2.0.17
Compatibility
Required content
Changes
2.0.16
-
Experimental Dark World overhaul
-
Removed all of the hostile mobs from Dark Worlds
-
Added Procedurally Generated Darkners. WIP. These Darkners have their own names, and their own fights, using their item as visual and selecting from a group of bullet patterns. They procedurally generate bodies and such, of all different shapes and sizes.
-
Added Procedurally Generated Darkner Bosses. These ones look a little different. They guard the Fountain to prevent you from sealing it. They also select from a set of attack patterns, use their own colors and item as visual. They have their own personalities which come with their own dialogue, granted the dialogue is very basic right now and will be expanded later. I wrote it while a little impaired so it might not make perfect sense lol
-
Chests inside the room of a Dark World set which Darkners spawn there. Darkners are hostile, but future ones you can talk too are planned. If there is no chest or an empty one, no hostile enemies will spawn in the Dark World.
-
Added Dark Dollars (D$) which can be earned from fighting enemies in the Dark World. You earn more the higher your TP bar is at the end of the fight.
-
Added shopkeeper, he spawns around 15 seconds after landing in the Dark World, and no more than 30 blocks from the player whenever he shows up. He sets up shop, and if nobody interacts with him for a while, he packs up shop and leaves. His wares reset every 10 minutes.
-
Attempted to optimize Dark Fountain Manager. Dark Worlds seem to generate a little slower as a result
-
Added Area Level system. Instead of spawning based on the players, the further you are from 0, 0 the higher the area level becomes. You can fine tune this in the settings. No more people on servers hopping on and getting jumped by level 99 enemies
-
Mobs properly cannot aggro or try to attack you while you are in a battle
-
Added First Strike. Getting hit by a mob deals 1 bullet of damage to you. Hitting the mob does one bash of damage to them, on battle start.
-
Reworked Heart Locket. Nerfed, technically. Gets the final value of damage and halves it when you get hit.
-
Temporarily disabled 3d view while I work on it.
-
New UI for fountain sealing confirmation
-
New UI for receiving party invites
-
Fixed boss multi-battles, now only that boss loses their lives.
-
Fixed Last Stand Mend's heal
-
Tweaked multi-hit attack division, divides by 15% each hit instead of 30%
-
Armor stats got buffed just like weapon stats did. In terms of stats and defense given.
-
Changed Defense formula to 40% at 50 invested stat points, fallout towards 80% as opposed to 25%-50%
-
Fixed multiplayer spinning souls issue
-
Monsters raise the soft cap with each soul just like magicant boost
-
Added ability to see Area Level + D$ in the menu screen
-
Increased post-battle grace period to 12 seconds, was 5
-
Fixed water destroying darkness blocks
-
SPOILER MODE raised your level to the level of the current floor with each floor and the card pulls that come with it, basically its easier now
-
Buffed more skill damage values for early game and late game, barely touched strongest skills values though
-
Tweaked how offense scaling skills works
-
Changed current live combat combo detection to the server, so you dont "miss" hits. You can also hold Left Click to automatically swing on the first tick you're able too
-
Sleep is guaranteed to land on the first turn, then quickly falls off until 0% a good handful of turns later.
-
Made the animations for the bullet box spawning in and retracting more accurate to Deltarune, as well as the soul recall visual. Used Kristal as a reference.
-
UI changes to use Dark World borders when IN the Dark World. This includes the Proximity Chat bubble.
-
Fixed Weaken Aura and over defense nerfing skills.
-
Fixed guarenteed crits
((I am putting this as an alpha on Modrinth, because the new darkner stuff is very experimental))
((Not extensively tested. I am expecting issues.))
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:xpMUaXfK:7weLXRWW"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:xpMUaXfK:7weLXRWW"
}

