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Beastly Beacons

Overhauled beacon system; Balancing and Enhancements

File Details

BeastlyBeacons(NEOFORGE)V2.0.jar

  • R
  • Nov 1, 2024
  • 2.75 MB
  • 1.0K
  • 1.21.1
  • NeoForge

File Name

BeastlyBeacons(NEOFORGE)V2.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:beastly-beacons-807960:5864529"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

  • Replaced purity effect with Speed II + Jump Boost I. When used with the original speed effect, it instead grants speed III.
  • The beacon interface now displays the current and maximum capacity of the beacon, and correctly displays indicator lights when 'require beacon EXP' is disabled.
  • Added new models and animations for sentinels and wards.
  • Improved the pathfinding and aim of sentinels and wards. They're now way harder to avoid.
  • Wards now avoid their target, attempting to keep a 10m distance at all times.
  • Polished up the sigil textures.
  • Made ward and sentinel spawning way more aggressive. Sinister wards now spawn more quickly relative to an intruder's proximity to the beacon. When an intruder is within a 24 meter radius, it overrides the normal limit on ward spawning.
  • Beacons now tick much quicker, and use NBT data to track their effect loop. Effect application is unchanged, but beacons will detect changes in sky access, pyramid composition, and deactivation far more quickly.
  • Beacon SFX now pause when no player is in range, and should thus resume when approached far more consistently.
  • Decreased experience draw for all effects, and increased energy multiplier. Beacons should now stay charged about four times as long.
  • Beacon capacity now maxes out at 820. (The amount at which every effect can be applied simultaneously.)