dg-cultivation-0.82.0.jar
Curse Maven Snippet
What's new
Demons & Gods: Cultivation 0.82.0 (changes since 0.73.1)
New
- Dragonrest City: a hidden city of Legends in a vast cavern of the Draconic Ruins (the Nether), one per world, 300-600 blocks from the Nether's centre. Nobody points the way; you have to find it.
- A white-marble city: quartz and calcite walls, jade-green roofs, gold trim, sea-lantern lamps. The Ruins' creatures can't enter, and the Nether's thin heavenly energy doesn't apply inside.
- The Dragon Plaza with its altar and Soul Gathering Arrays, the City Lord's palace, the market, the Alchemy Hall, Array Hall, Forge, Library and the Ember Inn (charged respawn anchors).
- 84 people: a Demigod City Lord, the City Steward, a Guard Captain and 14 guards, six shopkeepers and about 60 townsfolk (Legends, a rare Demigod). Anyone lost returns the next day.
- The guards defend everyone inside, and turn on anyone who attacks a townsperson.
- Residency costs 3 Spirit Essence, once, paid to the City Steward. Residents can trade at six shops, paid in Spirit Essence and spirit stones: Earth- and Heaven-grade pills, netherite spirit weapons and tools, tier IV-V arrays, greater talismans and storage rings, top artifacts, strong spirit crystals, and Nether goods. The Ruins Trader also buys Nether loot.
- Ops: /dragonrest shows where it is; /dragonrest rebuild redraws it in place.
- The Void Gate: the End is sealed. An End portal takes you only at the Heavenly Fate (1st Fate or beyond), and only after you've beaten the Void Sentinel. The Sentinel answers a Void Key, fused at a Law Shrine from three fragments:
- Dragon Guardian's Heart: from the Ember Drake guarding a Dragon Temple.
- City Lord's Token: won in a duel with Dragonrest's City Lord. Nobody dies; whoever drops low yields.
- Grandmaster's Seal: the Dark Guild Grandmaster hunts down whoever holds the other two.
- Use the key on an End portal frame to call the Void Sentinel (boss bar). Neither boss can flee with a Return Talisman.
- Law Shrines now need an Abyssal Law Pearl at their center (replacing the diamond block). Every Elder Guardian killed by a player drops one.
- Monument Charts, sold by Dragonrest's Librarian and seasoned wandering cultivators, turn into a map to the nearest ocean monument when used in the Overworld.
- On reaching Legend you're told once where the pearls come from. Tooltips, tribulation hints and wanderer tips mention it too.
- Perils of the wild: nowhere outside shelter (Glory City while its ward holds, Warding Arrays, Dragonrest) is truly safe.
- Meditating in the open draws demon beasts to your qi after half a minute.
- Mining ore can wake a Stone Bear; felling forest trees can drop a Venom Spider; fishing can hook an Abyssal Squid; sleeping in the wild can end in an ambush.
- Demon beasts roll for stars once per realm of the nearest cultivator, so they grow with you. Near a Silver-or-higher cultivator, 1 in 200 is Heavenly-born: at least 3 stars, triple health, a boss bar and rich spoils.
- Yin Moon: every 7 to 10 nights (warned at dusk). Beasts gather on anyone in the open with extra stars, the Dark Guild hunts, and no one can sleep. Inside Glory City you see them prowling outside the walls.
- Thunderstorms set Thunder Rhinos stampeding across open country and send Sky Wraiths diving.
- Sieges:
- Glory City has a Ward Stone on its plaza (integrity 0-100). Every 12 to 20 days a beast tide strikes in three waves; each beast inside the walls drains the stone. If it shatters, the city loses its protection until it's repaired with spirit stones (2 points each) or a Spirit Essence (full). Defenders are rewarded.
- Some nights a Dark Guild band attacks a Warding Array near you and wears it down.
- Venom Spider soul tools: Silk Grip, a 15% chance per level for a block to drop as with Silk Touch (full Silk Touch at level V).
- The sacred families talk about each other: the Ye are teased as greedy, the Shen as herb snobs, and everyone grumbles that the Duan are shady. From day 20 the talk turns to the Duan.
- The head of the Duan family drops a map to a woodland mansion.
- New guide book pages: Perils of the wild, Stronger beasts, Yin Moon, Sieges.
Changes
- Vanilla monsters in the Nether have 3.5x health and hit 2.3x harder, to match Legend cultivators.
- A worn-out Warding Array (durability 0) stops warding until it's repaired.
- The Duan cellar can't be opened before day 20.
- Cultivator ranks: no NPC is above Legend; only family and sect heads (and a rare wanderer) are Legends; everyone else is a mix of ranks below Black Gold. Dragonrest's people are the exception: Legends, and Demigods.
- A family's lost members all return each new day.
- Ember Drakes spawn about three times as often (most in the Draconic Wastes and Deity's Vale).
- New worlds: Glory City is placed with the land around it in mind, not just the ground under it, and trees across the edge of its plains are removed whole.
Fixes
- New worlds: Glory City could be sunk to sea level in a pit, with cliffs of land around the walls. It's now built at the ground's real height.
- Hill dirt, stone and trees could be left on top of Glory City's corner towers. Existing cities are cleaned up on load.
- The Ward Stone was missing in brand-new worlds.
- Nether terrain (basalt columns, lava) could grow over Dragonrest City. New cities are clean; /dragonrest rebuild fixes older ones.
- The Duan confrontation could loop, spawning ambush after ambush, and the family could vanish when it started. Their head could also flee with a Return Talisman.
- Friendly wandering cultivators in the End lost their Heavenly Fate rank on reload.
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