protomorph-1.0.8.jar
Curse Maven Snippet
What's new
### The Supreme Hunter consumes
- **The Supreme Hunter feeds now and then, as you do**: once it's hurt, every half a minute or so (more often below
half health) it stops to consume something close by (a sailor, a soldier, an animal; never a player, a player's
pack, or anything named or tamed). Tendrils lash out and reel the prey in, pin it in front of it and coil round
it, then it's torn apart and drawn in, healing the Hunter (6% of its health plus the prey's). It stands still for
the two seconds it feeds, which is your opening.
- **It feeds on its own kind too**: the Infected, Hunters, Leaders and Brawlers (anything of the strain smaller
than itself, the pack it calls included). It doesn't have to wear them down first: it takes them at full health,
and they let it. Its kin never attack it, and whatever it has in its grip goes limp and can't fight back. The
pack it calls gets a few seconds to fight before it turns on one of them, so kill its pack quickly and it has
less to heal on.
### Giants break blocks
- **The Goliath, the Supreme Hunter and Elizabeth Greene's giant form break blocks** (with `mobGriefing` on):
they smash through what they walk into, their heavy blows (the Goliath's club, the Supreme Hunter's rake) tear
through what they hit, they dig their way on towards prey they can't otherwise reach, the Goliath tears a hole
in the ground for each boulder it throws, and the giant bursts up through any building it rises in and brings
its tentacles down through roofs. The blocks give way in a cloud of dust; nothing drops, and bedrock, obsidian
and the like, liquids, and blocks that hold something (chests, spawners, beds, signs, the strain's dormant mob
markers) are never broken. The Supreme Hunter still climbs up to you on a roof rather than knock the building down.
### The 2009 look: everything about the player
- **The powers redone after the 2009 [Prototype].** From the elbow down the arm turns to wet black biomass,
twisted strands with dark crimson flesh between them and black fins sweeping back off the forearm; nothing on
it glows any more (no orange veins, no glow maps), and the sleeve shows above the elbow as in the game. The
**Claws** are long hooked talons of steel grey (on your main hand, so they don't crowd the view); the **Blade** is a
broad scythe of pale bone-steel with a dark barbed spine and a white edge; the **Hammerfists** (now on both hands
too) are clubs of hardened charcoal biomass with red in the seams and bone knobs on the knuckles; the
**Whipfist** a chain of thorned black segments ridged at every joint, ending in a pale blade with two hooks;
**Musclemass** raw dark-red muscle running along the arm, bound with black; the **Shield** glossy charcoal
plates; the **Armor** charcoal plates like weathered stone with a hood-shaped helm, dark eye slits and short
blades instead of horns. In first person you see both fists.
- **Mercer's clothes as he wears them in the game**: the grey hood of his hoodie, a short black leather jacket
(no longer a long coat) open over a white T-shirt whose hem hangs out below it, two grey bands round each
sleeve, a crimson print across the upper back, faded blue-grey jeans. The item icons match.
- **The ability effects in the game's colours**: the orange glows are gone from the slam scars, the ground veins,
the Blade Shockwave and Whirlwind edges, slashes, the Bio-Bomb, the boulder, Black Hole and the evolve effect
(black tendrils now race up you as you evolve, nothing glows). Slashes and shockwaves carry a pale glint of
steel, scars and veins a dull red; groundspikes are charcoal horns with pale points, the biomass black with red
only in its creases, the consume tendrils darker.
- **The power wheel redrawn as the game's radial menu**: black silhouettes on soft white glows round a pale
see-through ring, the powers in use ringed in gold, the one you point at a solid red disc with its icon in
white, a red wedge reaching out to it from the inner circle, the name in white capitals. The power icons are
redrawn after the game's (the Claws' three prongs, a hexagon at the heart of every power, the Shield, the Armor's
honeycomb plate, Thermal Vision's flaming eye, the Disguise's soldier in his helmet). The disguise wheel matches.
- **The Web of Intrigue (Evolution) in black, crimson and white**: a crimson heart, thin red strands, evolved powers
shining pale white and ringed in gold, the ones you can afford throbbing red, white titles and EP.
- **The HUD closer to the game's**: a brighter red sheen runs along the health bar every few seconds (it still
hangs from your own skin's face, or your disguise's); the disguise circle shows a soldier's head;
the form circle shows Alex's hood with no form out and your form's icon in white on red while it's out; the
defence, vision and pack icons are red discs. The Classic panel loses its orange (crimson cells, cyan for a
ready devastator). Thermal vision now sinks the world into cold blue, as in the game, instead of an orange tint.
### Bigger sites, medium sites and New York
- **The labs, outposts and military bases are twice the size**, rebuilt from scratch with more in them. The
field labs (abandoned and working) are 37 x 29 now, two storeys with decontamination showers, a generator
room, a medical bay, records, the director's office and safe, a plant room on the roof and a bigger
containment hall with three cells and the specimen pod. The infected lab is a 45 x 41 research lab on three
floors: a containment hall with four cells round the burst giant tank (the heart, with its hoard), the
quarantine ward, a canteen, an open-plan office, the archive, the pharmacy, the director's suite and vault,
a loading dock with its truck, and a helicopter wrecked on the rooftop helipad. The outposts are 47 x 47 with
two watch towers, the command bunker, two barracks huts, a mess tent, a container yard, a helipad and an
ammunition dump; the bases are 103 x 103 with six towers, a service gate, four barracks, two ammunition
bunkers, an infirmary, a vehicle park with tanks, a water tower, fuel and supply depots, a comms hut, two
helipads, a hangar with a jet, officers' quarters, and the containment block behind its own fence. More
soldiers, Blackwatch and Super Soldiers in the working ones, more of the strain (and spawners) in the infected.
- **Six new medium sites** between the minis and the full-size ones, each abandoned, working or infected: a
one-storey research station (21 x 17) with its quarters, lab and specimen cell, a generator, a dish and a
fenced supply pen, and a forward post (23 x 23) behind sandbags and chain-link with a watch tower over the
gate, the command hut, tents, a container, a mortar pit, a jeep and a radio mast. They share the minis'
placement grid, which is a little denser now so the minis turn up about as often as before.
- **The infected city is twice the size, with New York round Times Square**: an art-deco spire with its steel
crown of arches and needle; a setback tower with its mast, the tallest thing in the city, a tentacle wound
round it up to the observation deck and its crown glowing red; Broadway forking off Fifth with a wedge building
in the fork and Worth Square's obelisk beyond; a side street of brownstones with their stoops, the corner
bodega and a diner; a corner of Central Park with its wall, lamps, paths, the pond, a stone arch bridge and a
nest on the island; and four subway entrances with green globes whose stairs go down to a tiled station under
the street, where a three-car train sits with its doors open, the front car crushed into the caved-in tunnel.
A third Hydra waits in the park, the infected birds are twice as many, and a Brute walks the tracks.
### Prototype movement and HUD
- **Movement made to match the game** (the new Prototype movement style). Sprinting builds momentum and vaults
low walls on the way; a running jump is a long, high leap; jump again in mid-air for a flip into a second jump
(turned the way your keys point), and again for each air dash, which now goes where you look, up or down. Hold
jump to glide, steered by your view: dive to pick up speed, pull up to climb. Sprint or fly into a wall to run
along it where you look (up, across, or down it), vault over the ledge at the top, jump to kick off it in a back
flip, sneak to let go. Landings are heavy on one knee from high up, rolled out of when you come in fast, or a dip
at the knees.
- **The moves show**: everyone sees the body thrown into them (the lean of the sprint, the leap, the tucked flip,
the dash, the spread-out glide and the dive, the skydiver's fall, the wall run, the vault, the back flip, the
heavy landing, the roll, the crouch of a charged jump). Hands and feet streak dark red through the air in a dash,
a glide, a dive and up a wall; sprints, leaps, landings and wall runs kick up dust (no block debris); the flip and
the dash punch the air; footfalls ring off the wall you're running up.
- **A HUD made to match the game** (the new Prototype HUD style), keeping Minecraft's hotbar: the health bar top
left, hanging from your face (your own skin's, or while disguised the face of whatever you're disguised as),
growing with your health, with critical mass (your biomass) filling its cyan
end and glowing when a devastator is ready, your EP and what you just earned, hunger, armour and air beneath it;
the map bottom left, turning with you, buildings dark on lavender streets, soldiers, strains, your pack and other
players on it, with the disguise circle, the form circle (and its cooldown) and the alert iris: shut, yellow
while something hunts you, red under attack. Minecraft's hearts, hunger, armour and air rows give way to it, and
the chat moves over to make room for the map.
- **Switch between the old and the new whenever you like**: **J** switches the HUD between Prototype and
Classic, **O** the movement; both are also in Accessibility Settings (HUD Style, Movement Style) and are
remembered. Classic is the HUD and movement as they were.
### Submarines
- **Nine new sites at sea: submarines in three sizes, each live, infected or abandoned.** The small one is a
44-block diesel-electric boat on one deck, the medium a 76-block attack boat on two, the large a 140-block
missile boat on three, with sixteen missile tubes running up through all three behind the sail. Every one has
its rooms: torpedo room, berthing, the control room under the sail (periscope, helm, consoles, chart table),
galley and mess, sonar, staterooms and wardroom, the reactor, maneuvering and the engine rooms, pipes along the
ceilings and the name of each compartment over its door.
- **Live**: surfaced at sea and running. Its crew works the boat: sailors go from post to post and work them,
officers stand in the control room and on the bridge, soldiers walk the deck. The galley stoves and the diesels
burn, the diesel boat smokes from its snorkel, the reactor's core glows and turns in its tank (you can see it
through the windows in the tunnel floor), the screw churns the water astern, the running lights burn on the
sail, the flag flies and dolphins play off the bow. Blackwatch guards something in the big boat's tube nine.
- **Infected**: adrift, flesh bursting out through breaches above the waterline and out of the hatches, tendrils
over the sail, smoke from a burnt-out hole in the deck; inside, dark and overgrown round the heart. On the large
one, whatever was in the missile tubes has come up out of five of them. Infected and their variants, birds on the
deck, Hunters, and on the large one the Leader Hunter and a Brawler.
- **Abandoned**: wrecks on the deep-ocean floor, half buried in sand, crusted with rust and dead coral, in kelp.
Some compartments flooded (sea grass, sand, fish, the drowned); others still hold air behind closed doors. Swim
down to the open hatch on top of the sail to get in. A few emergency lights still glow, and the captain's log is
on the chart table. Each boat's log tells its own story.
- New loot: the boat's stores, the captain's locker (spyglass, a chart to an ocean monument, now and then a heart
of the sea), and what's left in a wreck (a chart to buried treasure among it).
### The Navy
- **Navy Sailors**: submariners in blue coveralls with a pistol in a thigh holster. They draw it when they see the
strain and fire a double tap now and then. Between fights they go to their posts (levers, consoles, sonar, the
chart table, the stoves, the engines) and work them, a hand going out to the controls every second or two,
with the click of a switch, the turn of a page or the sonar's ping.
- **Naval Officers**: khakis, a peaked cap, binoculars on his chest. On the bridge or the deck he raises the
binoculars and sweeps the horizon; below decks he calls through on the intercom. When he sees the enemy he
sounds general quarters: a klaxon, and every man aboard within fifty blocks turns out.
- Both can be consumed and their shape worn, have spawn eggs, and drop a little (rations, a compass, an
officer's spyglass).
- New sounds: the pistol, the klaxon and the sonar ping.
- Mob slots can sit under water now, so the drowned and the fish wait in flooded compartments without leaving a
hole in the water.
### Density
- **Density I to X**, a new line on the evolution web growing out of Musclemass: everything you hit with hits
harder, from a bare punch and the forms' blows to every ability, mastery, devastator, thrown creature, the
Bio-Bomb and Spiked Armor's spines. +10%, +20%, +35%, +50% and +75% for I to V, then twice, two and a half, three,
four and five times as hard for VI to X, for 250, 500, 900, 1,500, 2,400, 3,600, 5,200, 7,500, 10,500 and 15,000 EP.
### Adaptation, more health and Clean Eater
- **Adaptation**, a new chain on the evolution web (it grows out of Regeneration), each evolution dearer than the
last and each needing the one before: **Poison Immunity** (150 EP), **Nausea Immunity** (250), **Fatigue
Immunity** (400: mining fatigue, slowness and weakness), **Night Vision** (600: switch it on and off with **N** or
the power wheel, and blindness and darkness can't take hold), **Wither Immunity** (900), **Projectile Immunity**
(1,400: arrows, bullets, tridents, spit and fireballs bounce off you) and **Total Immunity** (2,200: every harmful
effect there is). An effect you're immune to never takes hold, and any you already have is purged.
- **Vitality V to VIII** (1,600, 2,400, 3,400 and 4,800 EP): a whole row of hearts (10) each, for 80 hearts in all.
- **Clean Eater I to V** (120, 250, 450, 750 and 1,200 EP, on the predator side of the web): each tier makes a
consume heal you and fill your biomass 20% more, twice as much at tier V.
- The HUD's vision cell shows night vision when it's on, and a flashbang only flashes (no white-out) for eyes that
can't be blinded.
### One row of hearts
- With more than 10 hearts' worth of health, the hearts stay in **one row** instead of stacking up the screen, with
a multiplier in front of it saying which row you're on (x5 with five rows' worth, x1 on your last). Where the row
you're on has run out, the full row under it shows through, darker. Absorption gets a golden row of its own, the
armour bar sits just above, and hearts still flash when hurt, shake when nearly dead and change when poisoned,
withered or frozen.
### Climbing Hunters and Brawlers
- **Hunters, Leader Hunters, the Supreme Hunter and Brawlers (your pack's too) climb walls**, like the game's:
when the way to you runs into a wall (you're up on a roof, over a wall, on a ledge), they go straight up it,
about as fast as they run, and over the top. They only take to a wall when their path runs out, not whenever
they brush one, and a Brawler never climbs mid-charge or while stunned.
- **On the wall** they turn to face it and cling on: body upright, head thrown back to look up, arms spread
overhead with the claws dug in, legs splayed beneath, arms and legs taking turns to reach up as they climb.
Their claws bite into the wall as they go (you hear it).
- They fall 12 blocks unhurt (they drop off the walls they climb), and they no longer charge or leap at you
while you're up out of reach (the Juggernaut doesn't charge at you up there either); they climb instead.
### Shared keys
- **Protomorph's controls can share keys** with other controls and both work: Minecraft normally hands a key to
only one of the controls on it, which is why Grab on right-click did nothing. Now, for any key a Protomorph
control is on, every control on that key gets it.
- **Grab on right-click** (or wherever Use is): right-clicking a creature you could grab grabs it instead of using
what's in your hand; right-click works as usual on everything else, and sneaking right-clicks a creature
normally (trading with villagers, say). While you hold a creature, right-click doesn't use items or raise the
Shield; with Grab on it, right-click throws the creature.
### Grab, and the game's black tendrils
- **Grab (C):** tendrils snatch the creature you're looking at into your hand and you carry it about, held up by
the throat and struggling (off to the side in first person, so you can see where you're going). It can't hurt
you while held. Attack or press C again to hurl it where you look (it flies far and hurts whatever it hits),
G to consume it straight from your hand (no snatch: it goes straight into the finisher), sneak + C to drop it.
Anything you could consume and can lift can be grabbed. Others see you carry it.
- **Consume looks like the game's:** the tendrils are wet black biomass now (this goes for all the biomass
tendrils: consume, shape-shifting, morphing), and the absorbing is a dense mass of thin black strands winding
every which way round the body, loose ones lashing out of it, bursting out over it in a spray of blood and
biomass. The body turns black as they take it, crumbles away, and leaves a pool of blood on the ground that
lies there for half a minute. Big creatures get the same swarm over their whole body.
### Consume animations, after [Prototype]
- **Grab first:** tendrils lash out of your hand, hook the creature and yank it into your grip (same 5-block
reach), instead of stabbing it from where you stand and dragging it in at the end.
- **A finisher for each power,** like the game's: none out, it's caught by the throat, lifted off its feet and
absorbed, kicking and clawing at your hand; **Claws** crush the held head; **Blade** stabs three times through
the chest (out of the back) and slashes up through it; **Hammerfist** smashes the held head from the side;
**Whipfist** throws it up and away, spears it with the whip and reels it back in; **Musclemass** uppercuts
through the chest and lifts it off your other hand, spitted on your fist.
- **Absorbing:** tendrils swarm down over the body, it turns red, crumbles away into your hand and its flesh
streams into you. Soldiers drop their guns when caught.
- **Too big to lift** (Hunters, Brawlers, the Juggernaut, Super Soldiers, golems...): pinned by tendrils from
both hands and your chest, wrapped up and collapsing into you where it stands.
- Your arms play it all, in first and third person (others see it too), and you can keep moving: the prey goes
with you. In first person it is held up in front of you, so it stays in sight. What you hold can't hurt you.
- A consume now takes 1.5 to 2 seconds depending on the finisher (half with Rapid Consumption).
### Shield, Musclemass and weakened enemies
- **Shield:** hold right-click to raise it: your off arm comes up across your chest with the plates square to
the front (in first person they rise in front of you, under the crosshair). While it's up it blocks every hit
from the front, slows you like a raised vanilla shield, stops you sprinting and you can't strike. Sneaking still
blocks too, and raises it the same way. Other players see it raised.
- **Musclemass** punches with both fists: each attack swings the other arm, left, right, left, in first and third
person; a pause starts the next combo with your main fist.
- **Weakened enemies:** once a big creature (one that has to be weakened before it can be consumed: Hunters,
Brawlers, the Juggernaut, Super Soldiers, big vanilla mobs) drops below 35% health, [Prototype]'s red DNA strand
pops up over its head and pulses: it can be consumed now. Never over players or ordinary enemies, and only
infected players see it.
### Graphics check: your powers
- Textures now line up on every model in the game. Minecraft placed each box's texture by the box's exact
size, the generator painted it on whole texels, and on about half of all faces (forms, the Armor, the
clothes, every creature and soldier) the texture slid off and left see-through gaps. Every face of every
model has been checked against Minecraft's own model code.
- Nothing flickers any more where pieces meet: the tendrils crossing on the forms' arms, the Hammerfist's
knuckles, the Armor's legs, and forms worn with a chestplate, the Armor or Mercer's and Heller's sleeves.
- The Blade, Hammerfist and Whipfist sheathe the arm right over the shoulder, like the Claws; the Shield's
sheath covers the hand; the Armor has no gap at the knees. With the Armor out, a form takes the arm's place
under the pauldron (no more patchwork of plates and muscle with Musclemass), and armour you're wearing is
hidden under it (it still protects you) instead of poking through.
- Big groundspikes no longer vanish when their base leaves the screen, and the air dash and Spiked Armor
effects stay drawn when you move far while they play.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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