dg-cultivation-0.85.26.jar
Curse Maven Snippet
What's new
Demons & Gods: Cultivation 0.85.26 (changes since 0.82.0)
New
- The Primordial Realm: one rift in fifty is a golden gate to a whole ancient land, generated fresh every time. Anyone may enter, for three hours.
- Huge: you arrive about 1200 blocks from its heart, and mist bounds the land 1600 blocks out. Beasts grow fiercer toward the heart (0-1 stars at the edge, 4-5 with elite traits near the centre), finer wild herbs grow as you go, and meditation is twice as fast.
- At the heart a Realm Lord and four guards hold a sealed Treasure Palace of essences, spirit stones, high-grade pills, strong spirit crystals, artifacts and sometimes a relic weapon.
- The rift you came by leads back; 3-5 hidden exits throw you out elsewhere in the Overworld, with no way back in. Beds work inside.
- Four kinds: the Primordial Wilds (vast biomes); the Shattered Sky (islands over the void; fall and a sky current flings you back); the Abyss Below (endless caverns and underground seas under a bedrock roof); and the Fallen Sect's Domain.
- The Fallen Sect's Domain: ruined pavilions, libraries and trapped vaults guarded by Sect Puppets and Ghosts, and at its heart a ruined harbour city some 400 blocks across: piers, a lighthouse, wrecked warships, sunken vaults, the Admiral's flagship, about 200 townhouses, warehouses, an alchemy hall, a library tower and the elders' mansions round the Sanctum, where the Patriarch's Remnant waits. Long abandoned: smashed windows, holed roofs, collapsed houses, and trees, vines and grass taking it back.
- New loot: Sect Manual Fragments (three readings of soul force, then they crumble) and Ancient Pill Formulas (teach one pill you don't know, once).
- Four new demon beasts and spirits:
- Sword Wisp (Gold): a glowing sword spirit of night skies. Ability Flying Swords: blades circle you, pointing out, and fly at foes. Passive Spirit Blade: stronger sword hits and sword-qi slashes.
- Jade Tongue Frog (Silver): a greedy swamp toad that snatches your held item. Ability Tongue Snatch steals a foe's weapon; passive Greedy: more spirit stones from beasts.
- Earth-Nose Mole (Bronze): a spirit mole of the caves with a pink star nose. It hunts anyone carrying ore, smelling them through rock and tunnelling through stone after them, and digs tunnels of its own. Ability Scent Trail smells out the finest ore nearby; passive Treasure Digger finds herbs and spirit stones in dirt.
- Azure Sword-Bill (Silver): a swordfish of the deep that hunts the Abyssal Squid. Ability Piercing Lunge; passive Squid Hunter (+50% against water creatures).
- Sunken Spirit Realms: the sea beasts' realms lie under water, in a prismarine basin under a glass sky, and give Conduit Power inside. Their rifts open only under water.
- Bounty Board on Glory City's plaza: up to 9 bounties shared by everyone, posted by the Ye, Duan and Shen families and the City. Hunts of named elite beasts, Dark Guild outlaws, rescues and gathering jobs, with ranks that follow the players online, maps to the target, and rewards of spirit stones, favor, pills, crystals and artifacts. Taken bounties leave an empty spot on the board.
- Dark Guild spies: every week or two an agent hides among Glory City's people. Gather three clues (overheard whispers, a courier's coded letter, a dead drop), question suspects with your Suspect Ledger, and accuse. Unmask the agent for rewards; left alone for 7 days, they sabotage the city.
- Combat:
- Elite traits: strong beasts, Dark Guild Elders and bosses carry 1-3 named traits (Vampiric, Qi-Shielded, Frenzied, Thorned, Blinking, Pack-Leader, Windwarded, Qi-Sapping), shown in their name, with richer drops.
- Dodge (Left Alt): a quick sidestep for a little spirit energy; blows pass through you for a moment. Better with every realm.
- Meridian injuries: a single blow taking a large share of your health may tear a meridian (heart: slower meditation; arm: less attack; leg: slower, no flight). They heal in 10 minutes (faster meditating or in a Healing Spring); a Healing Pill or Greater Healing Talisman mends one at once. Milk doesn't cure them.
- New weapon techniques (G): Venomfang's Web Snare (pins a target and pulls you in), Frostbite's Frost Needles (a fan of chilling needles), Thunderclap's Static Discharge (hits build static charges; G arcs lightning through every charged foe).
- Glory City (new worlds): rebuilt as a city of half-timbered townhouses of two and three storeys with smoking chimneys, flower pots and paved lanes; stone watchtowers under pointed spires; market stalls with striped awnings; walls whose towers all wear pointed spires with gold banners, roofed gatehouses, and gold banners along the walls.
- Cultivators sleep at night: families, sect members and friendly passers-by walk to a free bed and sleep till dawn (they wake if attacked). Each family manor now has six beds in the family's colour.
- Cultivators and villagers mingle: by day, cultivators stroll up to villagers and each other and stand together a while, and villagers now and then come calling at the family manors.
Changes
- Arrays run on qi instead of durability: 100 qi per tier, spent as they work; an empty array does nothing until refilled with spirit stones (10 qi each) or a Spirit Essence. Older arrays start full.
- Clear Sight Pill: each grade needs its own ingredient (carrot, golden carrot, glow ink sac, eye of ender, shulker shell) and lasts 40 s, 1:40, 2:40, 4 min or 6 min. It no longer makes monsters glow, and toxicity is higher.
- Mining ore now wakes an Earth-Nose Mole instead of a Stone Bear.
- Far fewer bats: they're off the Overworld's spawn lists, with at most 4 near you in caves.
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