CorruptionCards-1.3.2.jar
Curse Maven Snippet
What's new
📋 Changelog - Version [1.3.2] - Minor Update
🚀 New Features
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Experimental Visual Settings: Added a new config option (disabled by default) that dynamically adjusts the world atmosphere, sky color, lighting, and fog based on your active permanent cards and endgame cataclysms. Endgame event sky colors are now tied to this setting.
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New Daily Blessing Card - [Shockwave Shot]: Ranged combat enhancement for bows and crossbows. Increases arrow velocity and grants a 15% chance for a non-destructive mini-explosion on hit. (Tridents excluded for now).
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New Permanent Card - [Zombie Gunslingers]: Zombies can now spawn wielding firearms (Doom-style). Defeating them has a very small chance to drop their weapon as a decorative trophy.
⚖️ Balance & Changes
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Catastrophe Timers Rebalanced: Significantly increased cooldowns for catastrophes in Standard mode. Events were triggering too frequently during testing, so pacing has been adjusted for a more balanced experience. (Use Custom or Chaos modes if you want total madness).
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⚠️ Important Config Notice: If you are updating from a previous version, you must delete your old config file (corruptioncards-config.toml). Otherwise, the new Experimental Visual Settings option will not appear in your old config, and the new balanced default timers won't take effect!
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[Tryhard Zombies]: Added an ultra-rare chance for these zombies to drop a Mace as a high-risk reward. A true trophy for the luckiest players!
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[Watchers]: Improved visually and functionally. Instead of a single one-time buff, they now continuously apply noticeable, ongoing buffs to nearby hostile monsters.
🐛 Bug Fixes
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[Escalation]: Fixed a scaling bug where stat increases were accidentally applying to peaceful entities (animals, villagers, etc.) instead of hostile monsters only.
⚙️ Technical Improvements
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Multiplayer Card Safeguard: Added protection against softlocks when multiple players attempt to activate cards simultaneously. Players now receive a fresh deck instead of inheriting a saved, already-selected card.
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Multiplayer Scaling Caps: Implemented hard stat caps for multiplayer mob scaling to prevent extreme stat inflation on servers with many players.
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Nightmare Difficulty Caps: Added balanced stat caps to Nightmare mode. Since multiplayer and Nightmare scaling stack together, this ensures cooperative play remains challenging without breaking game balance.
All Relations
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