bloodyhell-0.9.1.jar
Curse Maven Snippet
What's new
0.9.1
A polish release: casting and choosing spells is easier, the Pain Throne twists its victims with more weight, and the blood fire, the blood engine and the kills made with spells are fixed.
Added
- Cast bar above the hotbar for the spells that charge (10 or more ticks): it fills from the centre, shows the seconds left, turns gold when ready and fades after the cast. Spells that repeat (Blood Sphere) show none.
- Spell wheel: a tap on the key keeps it open until you click, press the key again or press Esc; holding the key and releasing it chooses, as before. Esc cancels without changing the selection. A hint line explains it, the Omnitome tooltip says how to open it and the key now has a name in the controls.
- Blood Fire Column: it leaves blood fire blocks on the floor around its centre.
- Gems: the quantity gem makes the Blood Nova throw more blood clots in its explosion.
- Pain Throne: the bones of its victim now snap past their angle, settle and sway, folding towards the body, and the whole body gets narrower and jolts a little with every hit. Everything eases back when the spell ends. The bone is chosen among the larger ones more often, and the effect also shows on vanilla mobs.
- The bone effects of the Pain Throne also show on the entities of other mods, GeckoLib ones included.
- Client setting
enableBoneEffects(on by default) that turns off the bone effects of the Pain Throne (the shaking and breaking of bones). They only change how entities look on your screen, so nothing else is affected. Turn it off if you see a glitch with another mod. Two more settings:affectOtherModsEntities(on by default) lets the effects act on entities of other mods, andexcludedEntitieslists entity ids that never get them. If an entity of another mod looks wrong, turn that setting off or add the entity to the list.
Changed
- The model of the Incomplete Staff of the Pure Blooded has a feather and four hanging ornaments that sway with the movement of the camera and the player, like the cloth of the other staffs.
- The mark that the Blood Slash leaves on the floor and on walls is drawn with a shader like the blood stain instead of a texture. It is lifted a few millimetres from the surface and cut at the edges of the blocks, so it no longer hangs in the air over a step, a ledge or the end of a wall. Its segments join with no seam, it is thinner, and it narrows and cools down towards the end of the path of the slash.
- Damage gems now add a percentage of the damage of the book (+10% to +50% each, the bonuses of several gems add up) instead of a flat amount, so a gem is worth the same on every spell. Gems you already have keep their roll and are now read as a percentage (a +2.0 damage gem is +10%).
- The duration gem on the Blood Fire Column and the Blood Fire Meteor now shortens their charge instead of making it longer (at least half a second is always left).
- The circle of the spell books always turns forward: it turns faster while the spell charges and gives a short burst on the cast, instead of turning back and blending into a quick spin.
- The fire of the Blood Fire Soul and the Blood Fire Meteor is placed on the floor with the same rule as the column's (a disc, searching up and down for the floor).
Fixed
- Kills made with the Pain Throne, Blood Sphere, Blood Nova clots, Impaler, Blood Fire Column and Blood Fire Soul now count for the caster (they were damage with no attacker), so the Staff of the Golden Sorrow kill streak sees them.
- Compatibility: the bone effects no longer write the initial pose into every bone of the GeckoLib entities of other mods. An entity with no effect is not touched at all, and what an effect changes is put back right after the entity is drawn.
- Bone effects of the Rhnull Pain Throne (shaking and breaking bones) no longer jump to another entity of the same type: each entity shows only its own effect, the effect no longer piles up frame after frame, the break no longer depends on the frame rate, and the shaking of vanilla mobs no longer gets multiplied on the child parts.
- Blood engine: breaking the engine or a pillar drops what was inside, an engine that was heating keeps heating after the world is reloaded, the soul tether no longer stays registered after the engine is removed, and a resurrected entity gets a new identity.
- The blood fire effect is now shown on every entity it affects (the Cinder Acolyte hit and the Blood Fire Soul aura did not synchronise it) and it is drawn upright and centred on the body from every angle, also on the GeckoLib entities of the mod. It had turned into thin or stretched shapes.
- The blood stain, the fire and the falling blocks of the Blood Fire Meteor floated above the floor; they now sit on it. The stain of the Blood Fire Column also goes to the floor when it is cast at a target in the air.
- A duration gem of less than a second added nothing.
- The spell wheel cleared the chosen spell when you clicked while the key was still held.
- Blood fire is placed on the floor and no longer floats over uneven ground.
- The key of the spell wheel showed its internal name in the controls.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

