CorruptionCards-1.3.1.jar
Curse Maven Snippet
What's new
📋 Changelog - Version [1.3.1] Hotfix
⚖️ Balance & Changes
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[Unstable Core]:
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Reduced the explosion radius. Previously, it was overwhelmingly powerful, requiring at least Blast Protection IV on armor to survive. While still formidable, it is now more balanced and less oppressive.
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Increased the explosion fuse timer to 3.6 seconds (up from 3 seconds) to give players a bit more breathing room to escape.
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Lowered the curse activation chance to 4%.
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[Mutation]: Added a couple of new mutations.
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🐛 Bug Fixes
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[Unstable Core]: Fixed a bug where triggering the "Nuclear" curse on a mob could occasionally cause a game crash under certain unfortunate conditions.
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[Mutation]:
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Fixed an issue where Creepers with certain mutations could leave lingering effect clouds upon death. Stepping into these clouds would grant the effects permanently, unintentionally breaking game balance.
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Excluded the "Regeneration" mutation for undead mobs, as regeneration natively damages undead entities.
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[Mystic Merchant]: Fixed a bug where rejoining the world while the card was active could spawn an additional merchant if one already existed, causing the duplicate merchant cleanup logic to break entirely.
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[Deadly Precision]: Fixed a bug where the critical strike effect would mistakenly trigger when shooting from a bow or crossbow.
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[Combo]: Fixed a bug where combo stacks and damage multipliers could be built up using ranged weapons like bows and crossbows.
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[Chain Lightning]: Fixed a bug where chain lightning hits and procedure could be accumulated safely from a distance using ranged weapons like bows and crossbows.
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What a surprise—I sometimes play my own mod as well, and stumbled upon these bugs during regular gameplay! It's definitely tough to keep track of everything, but I hope these fixes help if you've encountered similar issues. Have a great game!
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