Compatibility
Minecraft: Java Edition
Platforms
Supported environments
90% of ad revenue goes to creators
Support creators and Modrinth ad-free with Modrinth+Creators
Details
Changelog
New kosmogliphs:
A new vanilla weapon joins the kosmogliph family with two new kosmogliphs
Pulverise: Hold right click to charge up a leap that causes an explosion on landing. Reduces fall damage to 0. Hold for longer to leap further and deal more damage. Size of the explosion increases with how far you fall. 10 second cooldown.
Wind eruption: Hold right click to charge up an explosion that launches you up and deals damage. Hold for longer to be shot up higher and to do more damage. 5 second cooldown.
Changes to weapons:
Nailcannon â–¼
- Decreased base damage of nails 2 -> 1
- Decreased nails gained per second 5/s -> 2/s
- Now has more distinct modes, Slow fire and Rapid fire. The nailgun switches to Rapid fire after 3 seconds unless you are sneaking.
- Rapid fire: 10 nails/second, 10.0 spread, 1.5 velocity
- Slow fire: 5 nails/second, 5.0 spread, 3.0 velocity
- Removed cooldown after using.
Changes to kosmogliphs:
Overheat â–¼
- Reduced bonus fire damage 1 -> 0.5
- Now reduces the nail damage from 1 -> 0.5
- Rapid-fire nails are set ablaze.
Capacity â–¼
- Increased how long it takes to recharge 1 nail, 2 ticks -> 7 ticks (now a 30% decrease from normal)
Static release â–²
- Now fires charged nails every 10th shot instead of at the end of a volley.
Bleed â–² Grants more levels on ranged hit, 1 -> 5
Dash â–²
- Added horses, skeleton horses, zombie horses, donkeys and mules to the mounts you can dash with
Parry â–¼
- Nails are no longer parryable
- Reduced multiplier for parrying melee attacks, 2x -> 1.25x
Slam â–²
- Now works differently so it should hopefully feel less clunky.
- Now prevents all fall damage when slamming
- Increased slam-jump window to 1 second.
Astral strike ↺
- Now hits 100% of the time
- Increased hits to trigger 3 -> 8
Astral slash ↺
- Now requires a 1 second charge up before firing
- Increased damage, 5 -> 6 (12.5 -> 15 for non-players)
- Increased how far it goes by about 40%
Deep wounds ↺
- Now requires a 2 second charge-up
- Decreased cooldown 90s -> 60s
- Increased how far the blade goes by about 50%
- Changed sound effect and particles to make it clearer as to where the blade is.
Snipe ↺
- Second shot no longer automatically fires. Instead you get a 4 second window, 1 second after the first shot, to fire the second shot. Cooldown starts after this window ends or you take the second shot.
Antidote â–²
- Positive effects now tick down half as fast, so time of effects is doubled.
Endurance â–¼
- Reduced how much it defends, 65% -> 50%
Rancid brew â–²
- Increased damage 5 -> 8
Descriptions:
- General changes to make descriptions more accurate.
Changes to effects:
Conductive ↺
- Changed damage share to be a flat 50% rather than being based on level.
- Now checks if an entity is living before sharing damage to it
- All levels of the effect are removed when plasma damage is dealt
- Now targets more targets when at higher levels, starting at 1 and maxing out at 10.
Bleed ↺
- Damage at level 1 reduced, 1 -> 0.75
- Damage per level increased, 0.25 -> 0.75
Bug Fixes:
- Fixed a bug where swapping off the nailgun caused it to not recharge nails.
Notes:
We have done it, that is every vanilla weapon with at least 1 kosmogliph, expect future content to be focused on new weapons and reworks for existing kosmogliphs.
A lot of reworks of this update, and that is intentional. Snipe has been needing to feel more fluid and dynamic, it was just hard to use before. Astral slash and deep wounds are also hopefully improved by this, making them a bit more than just throwing it out.
Quite frankly, the nailcannon needed some heavy nerfs, but I did like some aspects it had before, so it is keeping certain features it did have in its slow_fire mode while still making it worse than it was, hopefully I’ve not undertuned it.
This update will be the final update for a little while as I am off on holiday soon enough. There might be an update next week that will include balance changes, but unlikely to contain reworks. I hope this update is nice and fun for y’all for the next couple weeks.
As always, if you want updates on the mod as well as spoilers for upcoming content, join the Team Voided discord server and if you want to report issues please put them on the Github repository. There are likely to be issues with descriptions so the more eyes making sure it's all okay, the better.
Files
Metadata
Release channel
ReleaseVersion number
1.13.0Loaders
Game versions
1.21–1.21.1Downloads
12Publication date
October 19, 2024 at 10:51 AMPublisher
Mxz-Astatine
Project leader