Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your
input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added Zipline compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector: wall_jumpable tags.
Patch 1.10.11:
- Reduced zipline snap by 1m.
- Added Spirit Rune "Anchor": rail grinding lite.
Patch 1.11.0:
- HUD sprites now match core.
- Braking now has a sound cue.
- Footstool friends and enemies by jumping mid-air while intersecting their hitbox.
Patch 1.11.1:
- Replaced Cassette programmer art (thanks SnowboundCabin!)
- Fixed mixin conflict with my own addon :|
- Zipline jumps have 5-tick coyote time after releasing crouch
- Footstooling awards extra poise.
- Zipline has particles
Patch 1.11.2:
- Added wild magic rune.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.2+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your
input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added Zipline compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector: wall_jumpable tags.
Patch 1.10.11:
- Reduced zipline snap by 1m.
- Added Spirit Rune "Anchor": rail grinding lite.
Patch 1.11.0:
- HUD sprites now match core.
- Braking now has a sound cue.
- Footstool friends and enemies by jumping mid-air while intersecting their hitbox.
Patch 1.11.1:
- Replaced Cassette programmer art (thanks SnowboundCabin!)
- Fixed mixin conflict with my own addon :|
- Zipline jumps have 5-tick coyote time after releasing crouch
- Footstooling awards extra poise.
- Zipline has particles
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.1+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your
input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added Zipline compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector: wall_jumpable tags.
Patch 1.10.11:
- Reduced zipline snap by 1m.
- Added Spirit Rune "Anchor": rail grinding lite.
Patch 1.11.0:
- HUD sprites now match core.
- Braking now has a sound cue.
- Footstool friends and enemies by jumping mid-air while intersecting their hitbox.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.0+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your
input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added Zipline compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector: wall_jumpable tags.
Patch 1.10.11:
- Reduced zipline snap by 1m.
- Added Spirit Rune "Anchor": rail grinding lite.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.11+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your
input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added Zipline compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector: wall_jumpable tags.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.10+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your
input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added Zipline compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector: wall_jumpable tags.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.9+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your
input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added Zipline compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.7:
- disable old dancerizer dep.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.8+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your
input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added Zipline compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.7+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your
input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added Zipline compat: crouch over valid ziplines to grind.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.6+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your
input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.5+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your
input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.4+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.3+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.2+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Patch 1.10.1:
- Reordered spell input keys to match intended order
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.1+1.21.1
Major Update: Rune Matrix Spell Dimension
General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added kickoffs with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added slideover: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the Rune Matrix to manage runes and vector modes.
- Hold crouch + sprint on the ground to access.
- Alternatively, shift + right click with item in hand.
- Runes can be applied directly instead of through smithing.
- Bottom button toggles vector mode (see below).
Vector Expansion
Adds two new vector modes:
The Dream Vector is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The Burst Vector throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is massively increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
Spell Dimension
- With full poise, press crouch + sprint + jump to begin programming your Rune Matrix.
- Press directions to compose a spell.
- Spells are formed from pairs of direction inputs, and control the shape of the Materia you are manipulating.
- Imagine you are standing on a solid block of hyperdimensional "stuff."
- First input chooses a direction: up is forwards, etc.
- Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called Eidos based on your input.
- More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
- Try memorizing spells that work well with your style and gear.
- Eidos are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any materia you come into contact with will become tangible to others.
- Effectively, you can now create your own DBSV courses in real time and run them with your friends.
- Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback. VirtuaLilith killed it and everything around it with the new textures. And, of course, Nulb as always supplies my projects with the kind of sound that makes you think you just might be playing a good mod as long as you keep your eyes closed ;)
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.0+1.21.1
Added poise meter above hunger bar while equipped
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.9.5+1.21.1