VoidPowers-1.27.0.jar
Curse Maven Snippet
What's new
Void Powers 1.27.0 Everything new since 1.10.0.
Transformations Herobrine and Entity 303 transform into giants. Once awakened (or any time in creative), press G to become a titan five times your size, about 9 blocks tall. Press G again to change back. Entity 303 becomes the Wither King: a horned, skull-faced titan in blackened, ember-veined bone armour, with flanking skulls on his shoulders and huge black-and-orange wings. Herobrine becomes the Void Monarch: a jagged, void-armoured giant streaked with glowing purple, with a crowned skull face and taloned feet. Both are converted part for part from Mine-imator rigs. They're symmetrical and face the way you do, and their glowing parts are self-lit in their true colours. Real joints: the giants have elbows and knees. Arms straighten as they strike and fold as they draw back. Knees lift through each stride, sink into a crouch and tuck in the air, and the planted foot stays on the ground. Every Herobrine and Entity 303 animation has a heavier giant's version. Everything scales with the body: while transformed, effects are drawn five times as big, and every ability's area, reach, hit width and pull grows to match. Beams are as thick as the body firing them, the dash covers five times the distance, and terrain destruction grows too (at most twice, so servers don't stall). Reach, step height and speed grow, and the third-person camera pulls back to fit. The body assembles over you piece by piece and dissolves when you change back. Dying ends the transformation. Ascension (new) The Chosen One, the Dark Lord and Nightmare can ascend with the same key (G), so they can fight on par with the giants: Bigger powers: every power is four times as big: areas, pulls, blasts, beams, dashes, combo reach and effects. Giant toughness: Resistance V and Regeneration VII (paused while wounded). Look: crackling energy in the character's colour plays around them. A pillar, shockwave and impact frame mark the moment they ascend. When: the Chosen One and the Dark Lord can ascend any time. Nightmare ascends once enraged (Nightmare Unbound), and while unbound he can fly. New weapons and dual-wielding Weeping King's Greatsword (Entity 303): a two-handed, five-blow combo: Molten Cleave, Burning Sweep, Rising Brand, Inferno Wheel and Earthsplitter. Swung in mid-air it becomes a falling cleave. Right-click: Searing Wave, a wall of flame rolling along the ground. Void Reaper (Herobrine): a five-blow reaping combo: Reap, Return Reap, Soul Hook, Death Whirl and Void Rend. Swung in mid-air it becomes a plunging reap. Right-click: Reaper's Arc, a thrown void crescent that drags what it cuts. Both weapons: shown as full 3D models in the hand, the inventory and on the ground. They leave glowing swing trails along the blade's real path while attacking, molten orange or void purple. A transformed giant holds the weapon itself. Herobrine dual-wields Void Reapers: you get two. With one in each hand he fights with a twin combo: Twin Rend, Rising Cross, Twin Hooks, Death Whirl and Void Rend, plus a two-bladed plunge. Twin blows reach wider and hit harder, and right-click throws a crescent from each blade. The Dark Lord dual-wields Vira-Blades: you get two. The twin combo is Cross Cut, Scissor Rend, Twin Thrust, Blade Cyclone and Rising Execution, plus a twin plunge. Right-click throws a blade from each hand. Twin-blade stances: both dual-wielders idle, walk, run, sneak and fly with both blades held ready. Animations Every attack rebuilt for realism. Each blow has the phases of a real strike: guard, load, an accelerating strike, follow-through and recovery. Contact lands on the tick the hit is dealt. Body mechanics: the hips and legs lead, the shoulder and arm arrive a beat later, and the head stays on the target. Weight sinks into heavy blows and rises with launchers. Covered: every character's combo, launcher, rush and air attack, the Mortal's boxing, and every weapon. Every other animation is more grounded: feet stay planted, leans come from the waist, and the cartoon exaggeration is gone. Characters and moves Herobrine: Accretion Storm is cast wherever you look, as far as your render distance. Event Horizon is a 20-block black hole that drags mobs in fast and tears up the ground, sucking the blocks in, before it collapses. Entity 303 is on par with Herobrine: Blast Wave: reaches 32 blocks and craters the ground. Hellfire Chains: drags up to 8 foes in from 32 blocks, and each one explodes. Phoenix Dive: an 11-block impact. Magma Eruption: a stronger, 28-block field of geysers. Supernova: drags everything in while it charges, then detonates across 40 blocks. Nightmare: red lightning crawls over his body (faster while enraged), snaps along his Heart Beam, arcs off his axes, and lashes Knockout Orb and Pillar of Light. Beams last as long as you hold the key, with no hold limit. Dashes: holding the dash key chains dashes for as long as you hold it, steered by your movement keys. Each character has their own dash sound. Beam clashes (new) Beams that cross throw off sparks in both colours. Two beams aimed at each other stop where they meet and grind together in a storm of sparks, with a shockwave and impact frame when they collide. Whoever holds their beam longer wins. Any beam can block any other. Player vs player Powers used on another player pierce Resistance, even Resistance V, so awakened characters can hurt each other. No single power hit can take more than 30% of a player's max health, beams included, so fights wear players down instead of one-shotting them. A hit from another player's power pauses the awakened Regeneration VII for 3 seconds. Flying or falling no longer protects you from other players; a dash still dodges. Players killed by another player's powers are "overpowered by" that player. Visual effects 3D orbs: the Chosen One's and Entity 303's fireballs, the Dark Lord's Explosive Fireball and Dark Orbs, and Nightmare's Knockout Orb and Energy Particles are real 3D models now, not particle clouds. New beam shape: every beam starts from the hand as a rounded nose that swells to full width. The outer layers carry long streaks flowing outward, and a pure white core runs through every beam. Fire Hand: crisp flames in yellow, gold, orange and red that wrap all the way around the arm and hand. Herobrine's void effects are purple and black only, with no red sparks. His black holes no longer throw up brown dust or debris. Compatibility Shaders (Oculus / Iris): Impact frames no longer turn the screen white. With a shader pack on they use a shader-friendly flash. Black holes still bend the light around them with shaders on. The Fire Hand's flames, dash afterimages and weapon trails all show up. Photon's own bloom steps aside for the shader pack's. Superb Warfare: every power can damage vehicles. A held beam destroys one in about two seconds, and no other single hit takes more than about a third of its health. Your powers never hit the vehicle you're riding. Performance Event Horizon and Accretion Storm lag far less: Every effect has a particle ceiling. Craters are capped at 24 blocks across. Fewer blocks fly through the air at once. Transformed dashes leave fewer, lighter afterimages, so they no longer tank your frame rate. Fixes Holding a weapon no longer freezes your idle, walk, run, sneak or flight animations. The giants' forearms no longer disappear after certain moves. One of the Chosen One's laser-vision beams no longer sometimes draws black. Weapons are held by their handles.
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