Hah! Ueuh~ / v.2.5.1 [NEOFORGE]
Curse Maven Snippet
What's new
Hah! Ueuh~ / v.2.5.1
Bugfixes
- Fixed the spirit add/get commands
- Fixed spirit & normal magic not properly showing in Forge
- Fixed visuals for Morningstar & Guiltywhip in Forge
- Added in commands
- /rezero skill cooldown (player) (true/false)
- /rezero skill manacost (player) (true/false)
+
Hah! Ueuh~ / v.2.5.0
Added Spirit Contracting System
- You can now contract with various grade of spirits
- Spirits must be bound to anchors to be used (must use a glintstone item)
- If an anchor is lost, you can use /rezero spirit unanchor (name) to return it
- Contracted spirits lend their mana to help you cast spells
- Spirits will naturally drain mana from the air as they are in their anchors
- Spirits will prevent you from drawing from your Od, and offload your heat/strain from spell casting
- Spirits will grant you access to their magic type if you do not already have it
- You only gain access to certain spells, relative to their grade
- You cannot use your own mana to cast these spells
- You must have the spirit on/near you to use them
- Added a hidden Spirit Affinity stat
- Affects your chances to gain spirits when communing
- High affinity almost guarantees spirit contracts
- Low affinity almost entirely blocks spirit contracts
- Spirits also contain levels, and will evolve to the next grade over time and usage
New Spiritual Arts Category
- The Main GUI now has a Spiritual Arts section
- This contains both new skills for managing spirits, as well as any magic you gain from a spirit
- Added "Spirit Commune" skill
- This allows you to commune with nearby spirits, in attempt to form contracts
- Heavily prioritizes spirits of your same magic affinities
- Spirits are more likely to appear in high mana, no miasma chunks
- If a chunk is low in mana, or contains miasma, spirits will likely not be able to be found there
- Added "Anchor Spirit" skill
- Opens up a menu to place a glintstone, to bind a spirit to
- Added "Spirit Renaming" skill
- Allows you to name your spirits personally
Changes / Additions
- Magic Spells are now gated behind your Magic stat
- To obtain access to high cost spells, you must have the capacity and training to reach them
- Or alternatively, you must contract with a Great spirit of that type to access them
- Added Beatrice entity, contractable spirit (only through commands)
- Added Puck entity, contractable spirit (only through commands)
- Added Glintstone Ore & Glintstone, to store spirits
- Added new weapon, "Morningstar"
- Has a normal throw, and spin attack
- Normal attack deals damage based on distance, hurting more if hit up close
- Spin can be continuously inputted, allowing you to ramp up speed and momentum to deal more damage
- The weapon can also use and supports mace-specific enchantments
- Added new weapon, "Guiltywhip"
- Has a sweeping and straight attack
- Can grapple onto blocks for movement
- Can grab entities and items off the ground
- Deals more damage based on how direct the hit is (closer to the tip = more damage)
- Lion's Heart is now immune to Ol Shamak
- Al Shamak now ignores Ol Shamak trapped entities
- Door Crossing now spawns in the middle of the room
- Door Crossing now only lets you leave if you shift in the door (This way you can use doors generally without worrying about being forced out)
- Added Subaru's Armor
- Fixed issues with Witch Factors
- Fixed issues with Distant Horizons
This mod has no additional files

