Creators
Details
0.3.3-beta
Compatibility
Required content
Changes
Changed
- A Viltrumite's strength is rolled, not written down. They carried fixed attributes set once for the whole species. A hand-written number is right on the day it is written: the player climbs, the Empire stays where it is, and conquering the universe becomes paperwork. Each one now takes a level between 100 and 500 when it spawns, and its health, damage, armour and speed follow from it, with the same age tiers a Viltrumite player gets — same biology, same numbers. The roll leans low, so a patrol is mostly soldiers and the one at 480 is a story. And the whole curve sits higher than the old fixed numbers: the weakest of them starts at 340 health and 32 damage, the strongest reaches 2782 and 190. Health and armour climb faster than damage, on purpose — something that takes a beating is a fight, something that kills in one hit is a death screen.
Fixed
-
Viltrumites come back on Viltrum, at any hour and any light. They were registered as
CREATURE— the animal category, which the world populates when a chunk is generated and then effectively never again. Kill them and none ever returned, however long you waited. Their class is a monster and the biome lists them under monsters; only that one line said otherwise. They are monsters now, and their spawn rule is written down rather than inherited: no darkness required, because the Empire does not wait for night on its own world. -
Viltrumites attack again. They ignored any Viltrumite player at level 10 or above, which is reached in the first hour — so the Empire stopped seeing you, and soldiers patrolled past without ever striking. They were not broken; nobody was weak enough to be a target. The threshold is 100 now, which is also the floor of their own strength: a Viltrumite spares only what he recognises as an equal.
-
Hit one Viltrumite and you have hit them all. They only ever answered for themselves — the one you struck fought back and the others carried on patrolling, which is wrong for an empire whose whole doctrine is that you never take on just one of them. Kin within earshot turn on the attacker now. Not the ones already fighting, who do not drop an opponent because someone shouted, and not for a fall or a fire, there being nobody to point at.
-
The antenna pins a Viltrumite instead of merely weakening one. It halved their striking power and nothing else, so a jammed Viltrumite charged you exactly as before and hit softer — which reads as a broken weapon, not as a jammer. A player under it loses flight and abilities; a mob has neither to lose, and its speed is what stands in for them. It is nailed in place now, and let go the moment the field does.
-
No clouds where there is no air. The cloud deck was already switched off, which the game on its own respects — it checks for that and moves on. A shader pack does not: it overrides the player's cloud setting to draw its own, and the switch never reaches it. Space and the Moon now refuse clouds through the hook the game asks first, before anything a pack has forced.
Français
Modifié
- La force d'un Viltrumite est tirée, plus écrite. Ils portaient des attributs fixes, posés une fois pour toute l'espèce. Un chiffre écrit à la main a raison le jour où on l'écrit : le joueur monte, l'Empire reste où il est, et conquérir l'univers devient une formalité. Chacun prend maintenant un niveau entre 100 et 500 à son apparition, dont découlent ses points de vie, ses dégâts, son armure et sa vitesse, avec les paliers d'âge d'un joueur viltrumite — même biologie, mêmes chiffres. Le tirage penche vers le bas : une patrouille est surtout faite de soldats, et celui à 480 est une histoire qu'on raconte. Et toute la courbe est au-dessus des anciens chiffres fixes : le plus faible part de 340 points de vie et 32 de dégâts, le plus fort atteint 2782 et 190. La vie et l'armure montent plus vite que les dégâts, volontairement — un adversaire qui encaisse est un combat, un adversaire qui tue en un coup est un écran de mort.
Corrigé
- Pas de nuages là où il n'y a pas d'air. Le plafond de nuages était déjà coupé, ce que le jeu seul respecte — il le vérifie et passe son chemin. Un pack de shaders, non : il force le réglage de nuages du joueur pour dessiner les siens, et la coupure ne l'atteint pas. L'Espace et la Lune les refusent maintenant par le hook que le jeu consulte en premier, avant tout ce qu'un pack a pu forcer.
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:TbMEy6RR:5XZCwuFH"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:TbMEy6RR:5XZCwuFH"
}
