2.2.0
Compatibility
Required content
Changes
Survivors Rework and some tweaks update
Medic: New action wheel for the injector: pick effects much faster. No longer has a backpack. The gas mask now gives 4 armor and 3 armor toughness. New unique item: Throwable Bandages, can be used as a projectile to heal others, or used on yourself to selfheal. Crafted with 1 wool. The injector now also cures the Dissolution effect and 1 amplifier of the Mangled effect. Can see entities within a 32-block radius with less than 90% HP through walls, color-coded by their HP%. 2 new unique skills: Defibrillate: applies the Delayed Defibrillation effect to the lowest-HP non-spore entity within a 4-block radius (entities with the effect show visible electric sparks as indicator). If that entity was going to die, instead of dying it triggers a shockwave (40 damage in a 3-block radius) and is healed back to full HP, receiving the Postmortem effect for 150s (reduces its attack damage by 5 and its speed/movement by 40%). 80-second cooldown. Self Defibrillate: only visible and usable below 30% HP. A last resort minigame: click the correct icon out of 75 fake ones within a 3-second timer. While the minigame is active, incoming damage is reduced by 80%. On success, the normal Defibrillate effect triggers. If the timer runs out, the wrong icon is clicked, or the user dies from another cause in the meantime, the shockwave still happens but the user dies anyway if they'd also recently been attacked by a spore infected before dying, instead of dying they turn into an infected Conductor keeping all their armor, and getting 60 seconds of the Delayed Defibrillation effect.
Ghost: No longer turns invisible while crouching. No longer applies Slowness III on backstab. Now requires a weapon to backstab. Now executes non-player entities on backstab if they're left with less than 20 HP after the hit; one-shotting a mob this way doesn't alert its allies, letting you clear a whole wave without being noticed. 2 new unique skills on the action wheel: Disguise: Ghost becomes completely invisible (including armor and items) and can move and jump freely, but has a visual bush disguise other players might notice. In this state, just like the old crouch invisibility, it's completely invisible to mobs unless they touch the player or get attacked by them. Backstab damage multiplier goes up from x2 to x3 and also applies the Critical Wound effect (reduces movement speed by 30% and outgoing damage by 40% for 30s); all ranged damage is increased by 50%, making the class exceptionally good at long range combat and crippling strong entities. Can be cancelled with the same skill; 20 second cooldown. Also cancels when taking damage if that damage comes from an entity, it additionally applies the Ambushed debuff for 10s (greatly reduces your movement speed and damage, and amplifies incoming damage by x2). Decoy: Ghost summons a bush-shaped decoy at its position. If a Ghost player with the bush disguise is detected by a mob within the decoy's 20 block radius, the mob aggros the decoy instead. The decoy is destroyed by any attack that hits it; if that attack was melee, the attacker gets heavily poisoned for 30s (amplifier 3). Up to 20 decoys can exist at once. Useful for avoiding the punishment when detected, or for distracting and ambushing players. Bucket of remains item now removes aggro from all the entities that were targeting the player on use.
(some) Kommandant changes: Biomass gained from eating other infected has been reduced to 2-3 (Infected) and 3-4 (Evolved), and now only gives 1 biomass for any infected summoned via skill 8 this was done to prevent infinite biomass. Now drops loot based on level and variant. Minor text fixes. Added a cooldown of 0.2 seconds for eating remains.
Scientist: New item: Scalpel, crafted with 2 iron, and Scientist starts with one. A low damage weapon that unlocks data from spore infected: 1 data per hit, 10 data per kill with it. 2 new skills: Field Research: a book containing every spore entity killed by the user, the data gained from each, and the upgrades obtained that way. Entities are split into 4 rarity tiers; once an entity meets the threshold (tier 1: 20 kills/500 data, tier 2: 10/250, tier 3: 5/125, tier 4: 2/50) it becomes "prestiged" (see below). Accessible anytime, no cooldown. Expose Weakness: a 32-block radius scan that only works on entities the player has killed at least once before. Entities hit by the scan get the Exposed Weakness effect, which reveals weakpoints hitting them deals bonus damage based on the total data/kills earned by EVERY Scientist player on the server (soft-capped every 200 data; extra damage caps at 20). Additionally, killing a "prestiged" entity via a weakpoint hit drops double loot. 15-second cooldown. Berserker: (formerly Slasher) The Slasher class has been rewritten and renamed to Berserker. Reinforced Combat Chains is now, by default, Berserker's class item. 3 skills on the action wheel: Counter: on activation, the next hit taken within the following 0.5s is completely negated if it's melee, 50% of that damage is reflected back at the attacker; if it's a projectile, it's redirected straight back at whoever fired it at the same speed. If no hit lands in time, the skill fails and goes on a 5-second cooldown; if it successfully repels something, the cooldown scales with the damage repelled instead (minimum 1s). Claws of Brutality: a "Brutality" counter builds up from damage the Berserker deals to other entities (decays if 20s pass without a hit). Once it reaches 200 it can be activated: while active, every bare handed hit deals 12 damage and the counter drains on its own, deactivating once it hits 0 (120-second cooldown). Can also be deactivated manually early, keeping half the remaining counter in exchange for a proportionally shorter cooldown. Compounds: opens an inventory where the Berserker can slot up to 9 types of "syringes" that modify Claws of Brutality while it's active, with effects that scale by how many of each type are slotted: Reinforced reduces incoming damage, Skeletal grants movement speed and knockback resistance, Drowned grants water breathing and faster swimming, Vampiric heals on hit, Charred sets targets on fire and grants fire immunity to yourself, Calcified increases your hit's knockback, Bezerk adds bonus unarmed damage at the cost of draining the counter faster, and Toxic/Rotten apply Poison/Wither on hit.
Kommandant punishment system Kommandant now has (by default, configurable) a punishment system: while at least 1 living Proto exists in their dimension and the player ignores a distress signal whether because the Proto spots a player at its location, or because the Kommandant attacks the Proto or a Womb they gain a punishment tier. At tier 3, the player dies instantly.
Misc fixes & reworks Abyssal rain now applies Mycelium Infection. Fixed: carrier bombs from the summoning menu weren't working properly. Redesigned the charge bars for the Caustic and Gluttonous variants. Reworked Kommandant Caustic's skill 13 (previously the shared Tumoroid Nuke): instead of an instant explosion, it now summons a mound that burrows up out of the ground (with a screen shake and digging sound). Once it surfaces, a gas cloud grows around it up to a 50 block radius over 10 seconds, then slowly shrinks away over several minutes (much faster if the mound gets killed early). While active, the cloud spreads acid pools across the ground beneath it, and any entity fully inside it has Dissolution and Corrosion continuously applied to them, plus Blindness if they're not on the spore team. Abyssal's skill 13 now triggers a Mycelium storm. Reworked Kommandant's caustic skill 9: activating it now fills the charged shot's bar and switches it into a "Spray Mode" while it lasts, it fires a stream of acid projectiles with their own properties (leave acid pools on the ground, apply stacking Dissolution and Corrosion, damage the target's inventory durability, and can be blocked with a shield at the cost of its durability) until the ammo runs out, at which point it reverts to the normal charged shot. Reworked Kommandant's natural infection method, and its animation. Redesigned the cocoon model and animation. Origins is now an optional dependency the mod runs fully without it installed. Anything that used to require Origins (like syncing your Origin to your class) simply does nothing if it's absent, instead of failing to load. Added a new inbook class description system: a redesigned Training Book that works like a vanilla written book, with an index of every enabled class (showing how many players currently have each one) and a dedicated, paginated detail screen per class covering its abilities and unique items, plus a "learn this class" option right there. Alongside it, a large number of new configuration options were added across nearly every system in the mod, with this you can cap the number of players that get a certain class when dissabling the origin but keeping the book as sole obtention method.
Optional dependencies
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:lnPTFjoV:DNTHrYC6"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:lnPTFjoV:DNTHrYC6"
}

