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Prototype The Blacklight Virus

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protomorph-1.0.4.jar

File nameprotomorph-1.0.4.jar
Uploader
docbeykdocbeyk
Uploaded
Nov 2, 2026
Downloads
23
Size
3.1 MB
Mod Loaders
Fabric
File ID
9411431
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:prototype-bethesda-1767902:9411431"

Learn more about Curse Maven

What's new

### Accessibility: Flashbang Flash
- New switch under Options > Accessibility Settings: **Flashbang Flash**. Turn it off if flashing lights affect
  you: flashbangs then go off in a puff of smoke with no white-out and no burst of light, and their blinking
  light holds steady. It is also off while Minecraft's own Hide Lightning Flashes is on. Saved in
  `config/protomorph-client.properties`.

### Evolution: the Web
The Evolution menu is now laid out like Prototype's Web of Intrigue. Every power is a cell rooted in one great web
of dark red tissue around a burning heart, linked by fleshy tendrils to what it grows out of; evolved powers sit on
glowing orange discs with light pulsing down the tendrils into them, the ones you can afford right now throb, and
the rest wait dark. Drag to move around it, scroll to zoom (arrow keys pan, Home shows all of it). Point at a power
and the panel beside the web shows its silhouette, what it does, how to use it with your own key bindings, what it
grows from and what it costs. Hold the mouse button on it and a ring fills round it; when it's full the power
evolves, blooming with light that runs down its tendril. The panel shrinks its text to fit small screens.

### Seventeen new evolutions, and they cost
Upgrades can now need more than one thing first, and the new top tiers cost far more than the first evolutions
(400 to 3,000 EP; everything together is now about 18,000 EP).

- **Mastery** (sneak + R, each needs its form): **Spike Field** (Claws, 600 EP): a whole field of spikes tears
  up around you, ring after ring. **Blade Shockwave** (Blade, 750): an arch of force races 26 blocks along the
  ground, cutting through everything. **Quake** (Hammerfist, 750): a quake rolls out 13 blocks, throwing everything
  into the air, then an aftershock; from the air you dive first. **Whirlwind** (Whipfist, 700): the whip lashes
  round you twice at full length. **Boulder Throw** (Musclemass, 650): haul a knot of hardened biomass up out of
  the ground, heave it overhead and hurl it; it bursts apart where it lands. Mastery
  abilities share the form ability's cooldown, and the HUD's sweep shows how long is left.
- **Devastators:** **Black Hole** (1,500, needs Tendril Barrage and Whipfist; fired with Whipfist or Musclemass):
  a knot of biomass forms in front of you, its tendrils seize everything within 18 blocks, drag it all in and
  crush it together, then it tears itself and them apart. **Critical Mass** (3,000, needs all three other
  devastators): the biomass meter fills twice over, and a devastator fired from a full second meter is
  supercharged: more tendrils reaching further, more rings of spikes, a five-wide Critical Pain, a bigger Black
  Hole, all hitting harder. The HUD's vessel burns white-hot as it fills the second time.
- **Predator:** **Bio-Bomb** (sneak + G, 1,000, needs Rapid Consumption): pump a creature full of biomass instead
  of eating it; it swells, is flung where you look, then its tendrils drag everything nearby in and it bursts.
  **Brawler Pack** (H, 1,800, needs Bio-Bomb): three Brawlers with burning orange veins tear up out of the ground
  and fight for you for 45 seconds, going for whatever hurts you, whatever you attack, hostile creatures, soldiers
  and the wild strain, then collapse back into biomass. They never hurt you and your powers never hurt them.
- **Body and movement:** Vitality III and IV (+5 hearts each), Combat Regeneration (healing carries on mid-fight),
  Spiked Armor (spines tear anything that hits you up close while Armor is on), Triple Dash, Soaring (a faster,
  floatier glide), Overdrive (faster sprinting and wall runs) and the Elbow Drop (sneak in mid-air to plummet
  and land with a shockwave).
- New 3D effects for all of it (still no particles): the Black Hole's knot and its reeling, spiralling tendrils,
  the shockwave's racing crescent, the quake's rolling ring of spines, the whip's swing and smear, the
  Bio-Bomb's swelling, glowing lumps, the armour's spines, and the pack bursting up out of the ground.
- New silhouettes for every new power, and a "Call the Pack" key (H) under Options > Controls > Protomorph.
- Fixed: the cooldown sweep on the HUD and the power wheel was wound the wrong way round for the GUI and could
  be culled.

### No more particles: effects at the level of consume
Protomorph no longer spawns a single particle. Every effect is real geometry, built and animated on the client
like the consume tendrils (the server sends a small effect message; the client's effect engine builds the meshes):

- **Tendril Barrage:** the body knots up for a moment, tendrils crawling over it and biomass swelling round the
  torso, then dozens of tendrils spear out in every direction (stopping at walls), writhe and are dragged
  back in; a tendril skewers each victim, a dark shock rolls over the ground and veins split it open.
  **Groundspike Barrage** and **Critical Pain** split the ground with glowing veins.
- **Robert Cross's transformation:** tendrils tear out of his back, shoulders and arms one after another and whip
  about, masses of biomass swell under his gear and glowing veins spread over him in time with a quickening
  heartbeat, then the tendrils wind round him into a cocoon, and the Supreme Hunter erupts out of it in a burst of
  tendrils, flesh and split, heaving ground. Elizabeth Greene's change into the giant is drawn the same way:
  biomass sloughing off her and tendrils crawling over her as the ground heaves, until the giant erupts out.
- **Gore:** lumps of meat (black biomass from the strain and the infected) and arcing jets of blood that splash
  where they land. **Ground slams** (Hammerfist, heavy landings, Hunters, Super Soldiers, the strain's slams) crack
  the ground and roll a wave of dust (dark biomass for the strain). **Slashes** for the Blade and the dash, **lashing tendrils** for the Whipfist
  and Greene, biomass **flowing over the body** when you change shape, **coiling round your arm** when you grow a
  form, **veins racing up you** when you evolve, **spines** bristling from the Shield.
- **The military:** star-shaped muzzle flashes, tracers, a vapour trail behind sniper rounds, a plasma bolt and a
  crackling charge on the Super Soldier's cannon, dust and sparks off whatever is hit; the sniper's laser is a real
  beam ending in a burning dot; grenades blink faster as the fuse burns; frag grenades go up in a fireball and a
  column of smoke; flashbangs bloom white and glare across the screen of anyone looking.
- Strain creatures burst into biomass when they die instead of vanishing in a puff of smoke; soldiers just fall.
- Status effects the mod applies show no swirls, and vanilla's crit sparks, damage hearts and landing dust are
  off for the infected (the mod draws their blows itself).

### Disguises: a wheel of stolen shapes
- Consuming a creature now **keeps** its shape instead of putting it on at once. **Hold B** for a wheel of every
  shape you have stolen (your own form first): each is a black silhouette on its disc, the one you wear on an
  orange one, and the one you point at turns slowly in full colour at the centre. Let go to take it on.
- **Tap B** to drop the disguise or put the last one back on. You keep up to eight shapes; a ninth takes the
  place of the one used longest ago. Shapes are saved with you and kept through death.

### The power wheel and HUD, redone
- The power wheel now looks like Prototype's: one ring of black silhouettes, the powers in use on glowing orange
  discs, available ones on bone, locked ones dark; a red glow round the one pointed at and a red wedge reaching to
  it from a knot of biomass; its name in big letters across the bottom with a line about it. Thermal Vision, the
  stolen shapes and your human form joined the forms and defences on the ring. Darkness and fine veins close in
  from the edges of the screen while it is open.
- New hand-drawn silhouettes for every power and upgrade (also used by the Evolution menu), drawn at high
  resolution and smoothly filtered so they stay sharp at any GUI scale.
- The bottom-right HUD is now a frayed membrane of dark tissue studded with glowing cells: the form on its disc
  with the cooldown sweeping off it, defence / vision / disguise cells, EP on its own line, and a sinewy biomass
  vessel. "DEVASTATOR READY" no longer runs into the EP count.

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