prmtch-2.0.0-neoforge-1.21.8.jar
Curse Maven Snippet
What's new
Patch Notes:
Artillery rework:
Artillery shells merged from High-Explosive and Fragmentation into 1 type.
- New Shells:
Explosion breaks a small patch of blocks – this is not a standard vanilla Minecraft explosion
Shrapnel is shot out just like in previous mod versions.
Shrapnel now not only breaks folliage, but also damages the ground.
- Grass blocks and dirt are now turned into coarse dirt if hit with shrapnel.
- Podzol and Dirt Path blocks are now turned into mud if hit with shrapnel.
Larger shrapnel also turns logs into basalt, to give off an appearance of ashen, burnt trees.
Special shrapnel attributes are also added to each type, the bigger the explosive shell the more it’s impact zone is affected by shrapnel.
Mortars – damages the ground visually, breaks foliage blocks
Field Guns - damages the ground visually, breaks foliage blocks, turns logs into basalt, can break some stone-like blocks
Howitzers - damages the ground visually, breaks foliage blocks, turns logs into basalt, breaks hard stone-like blocks, polished variants of stone blocks, etc.
This new system makes sure that you don’t end up with as much ground destruction causing your world to look like a 1000 nukes just went off, allows players to dig into the ground for better protection, buildings are still affected, and areas of prolonged fighting are clearly visible with torn up trees, roughened up ground, etc.
Outside of the base mechanics being reworked, the Naval Gun has been re-skinned and re-textured, same for field guns and howitzers. The basic old field gun has been removed. A new Quick-Firing Naval Gun has been added.
New Munitions Feeding Racks have been added. The base variant takes cased shells and the heavy variant takes shells and bagged charges. These allow the feeding of shells/munitions from large inventories like chests or the mod’s crates, through this mechanism and into whatever artillery piece you attach it to. The feeding only works vertically and is meant for stationary installations like forts, permament firing positions, or ships built by the player. The heavy variant can also get jammed if shells are not inserted in the right order. (1st slot must contain a shell and the 2nd slot must contain a bagged charge)
Guns:
Guns now have removed animations, instead using basic vanilla bow aiming animations. This is done to simplify the mod, and it also allows the player to point their gun right where they are looking, making everything look more natural
Rifle and pistol rounds now apply a supression-like effect. If a round hits near any entity, including the player, it applies a momentary (0.5-1s) effect of Slowness and Darkness
The SMG is now improved:
- 40 rounds instead of 30
- Holding down the Right Mouse Button allows for a smooth, continous, stream of bullets at a constant fire rate of about 600 rounds per minute or 10 rounds per second
Rifle has a changed sound, it is now smoother.
Machine Gun has a different sound to distinguish it from the rifle and make it sound smoother at prolonged firing periods.
Soldiers:
The mod now features soldiers, both in terms of Villagers and Pillagers
The villager troops can be commanded by the player and have 3 different states.
State 1: Stand – in this state the soldier holds his position and doesn’t move
State 2: Wander – in this state the soldier wanders around the place. Depending on the specific type the soldier might try to close-in with the enemy in this state.
State 3: Follow – in this state the soldier follows the nearest player who holds an appropriate weapon – either a Rifle or an SMG
The villager troops also feature 2 combat states:
Passive – in this state the soldier stands at ease
Aggressive – in this state the soldier gets his gun up and is ready to fight. It automatically engages if either Villagers, Villager Soldiers or other hostile mobs are detected nearby (ranges vary by soldier type)
Villager Soldier types:
Infantryman – wearing a basic uniform and wielding a rifle
Heavy Infantryman – wears a helmet, a heavier belt setup and wields a rifle
Pioneer – Wears a Pith Helmet, a Backpack and a belt setup while wielding a rifle
Assault Trooper – Wears a helmet with netting, has a backpack, belt setup, and wields an SMG
Machine Gunner – lays down on the ground and provides a heavy stream of machine gun fire, created by giving a machine gun to a villager infantryman, and upon being right clicked will turn back into an infantryman and drop his machine gun on the ground
Partisan – wears a cheap bandolier, has no headwear and wields a rifle
Officer – passive unarmed soldier, applies Resistance, Strength and Absorption effects at level 2 in a 50 block distance away from him (applies to player and villager troops)
General – passive unarmed soldier, applies Saturation and Regeneration effects at level 1 in a 300 block distance away from him (applies to player and villager troops)
Troops except for the Machine Gunner, Partisan, Officer and General can be despawned by using the Wrench on them and then their spawn items can be inserted into deployment slots in the Armored Car, Landing Barge and Armored Transporter’s GUIs. This allows for immersive deployment of troops from the vehicles.
Troops do not require feeding, ammo, water or sleep, but just like their pillager counterparts and the player, are very fragile against bullets. Setting them up in good cover, behind vehicles, and with proper fire support, as well as the player engaging in fights, is recommended to increase their survivability. Troops drop their equipment upon death which can be crafted into their respective spawner items again, although the dropped items despawn which might cause massive equipment loses if the player is not careful and dies alongside his troops, far from his spawnpoint.
Officers can be created by buying Officer’s Commisions or General’s Commisions from a librarian villager. The former unlocking immediately and the latter upon the librarian reaching journeyman rank.
Normal troops are created by crafting their spawner item with proper equipment.
Partisans are created by giving a rifle to any standard villager you might find in the wild.
These can still listen to commands but are laughably weak and die much quicker than most troops and also don’t leave their equipment behind.
These villager soldiers also change their appearance depending on what biome they are spawned in. Those in the jungle will have open collars in their shirts and shorter pants with tall boots, while those in cold environments will have thick jackets and fur hats.
Pillager troops:
Pillagers now have soldiers as well. Some of these spawn in the wild, others are for now creative only but fully functional and can be used in player-made scenarios
Pillagers also can now be captured as prisoners of war. If you manage to get close to a pillager soldier of any type, or just a normal vanilla pillager, you can right click him with a chain, which causes him to drop his most valuable equipment and a random amount of ammo. He is then completely unable to hurt anyone, can be pulled around with a lead, and will follow you if you have an SMG or a Rifle in your hand.
Pillager Soldier Types:
Soldier – basic infantryman with a rifle, wears a hat and a basic belt
Defender – Heavy infantryman with a bunch of pouches, helmet and a backpack that wields a rifle. These come with damage resistance and much more health but also move really slowly
Raider – Fast and aggressive type of pillager. They have a distinct look with dynamite on their belts, a bone ornament on their helmets, and they wield an SMG. They massively lack in medium to long range firepower, but up close can decimate Villager Heavy Infantry that has buffs from Officers or Generals, so be aware of these. In large groups they have a massive chance to hit you even at distance so take cover.
New Feature: Conflict
The conflict between the player/villagers and pillagers is now formalized, and you can monitor the casualties of both sides, by using a Conflict Map. It is a large 3 blocks x 3 blocks map that can be right clicked, which will show you how many perished on both sides.
This gives the player data to make engaging in fights with the pillagers more immersive.
New Player Items:
Backpack - slows the player down but gives the Saturation effect, allowing for better sustainment during long trips and expeditions
Equipment Belt – Belt with pouches that is perfect for combat scenarios. Redistributing the equipment of the player allows for higher movement speed (Gives Speed 1)
Item Tweaks:
Helmets are now slightly re-sized to look a little wider on the player’s head, giving the feeling of an actual helmet instead of a skin-tight shell
Helmets now give Resistance 2 instead of Resistance 1 to allow for slightly better survivability in combat, as firearms and shrapnel are brutal.
Helmet with netting is now retextured.
Vehicles:
New Vehicles:
- Excavator: extremely fuel hungry industrial machine that allows the digging of 5x5 spaces horizontally.
- Armored Car: Fast wheeled vehicle with decent amounts of armor. Has a machine gun for fire support and can hold 4 Villager Soldiers onboard
- Armored Transporter: Can hold 8 troops, moves faster than a tank and slower than an armored car, features a large amount of armor points, has no armament
- Landing Barge: Can carry 32 troops, has a tiny bit of armor, and moves decently fast but features no weaponry
- Cargo Barge: Can carry 184 slots of cargo, moves at a good speed.
- Steel Boat: Can carry 54 slots of cargo, moves very fast, uses no fuel (rowboat)
- Steel Boat (Machine Gun): Has no cargo space but features a machine gun, moves extremel fast, uses no fuel (rowboat)
- Zeppelin: Slow air vehicle with extreme fuel capacity, has no armor, no weaponry and cannot carry troops but has 108 cargo slots
Vehicle Tweaks:
The Plane is now retextured
The Tank is now retextured, the player now becomes invisible when riding the tank and is sat a little bit inside of the top portion of the turret, this still gives some immersion but also allows for much better view without having to be crammed into the depths of a tank and having to look out through tiny slits.
The player now receives Resistance 5 when inside of armored vehicles to be as resistant to damage as the vehicle itself.
Other changes/features:
Removed some assets like textures to make the mod slightly lighter where possible.
Changed Crafting Recipes.
Added advancements.
Changed some item registry names to fit the modern version of the mod.
Added Bamboo Fibers: these can be made from bamboo and can be used to make string
Oily Sludge now can be used to wax copper blocks
Added Sandbags and Sandbag Walls
Elevator Keypad – how much player moves up and down when clicking on it can be adjusted with right clicking on it with a Wrench. Right click empty handed to move up and shift right click empty handed to move down. Elevator keypad will not only teleport you but also nearby entities.
Crafting recipes can all be acquired by interacting with the world, items, etc. Picking up a piece of iron should give you the steel recipe, then steel should give you recipes it uses
Machete clears a 1x3x3 flat area of any foliage, bamboo, leaves, grass, etc.
New banner patterns added if the player wants to make a banner for his villager units
Sound changes to machine gun, rifles, and artillery.
Some sounds were turned down due to being awfully loud and too harsh on the ears
A new game rule is added: pillagerPatrols
The game rule decides if Pillager soldiers should spawn naturally in the world, enabled by default. Can be turned off if the player doesn’t want to fight all the time, or simply wants to LARP and prefers to set up his own scenario instead of having these mobs
spawn everywhere.
This also ties into conflict mechanics:
20 Pillagers dead – Soldiers start spawning in the wild
200 Pillagers dead – Defenders start spawning in the wild
1000 Pillagers dead – Raiders start spawning in the wild
The Soldiers spawn in small recon teams (4), the defenders in large formations (12), and the raiders in small sized assault teams (4) in very specific types of environments and also very rarely.
This mod has no additional files