File Details
requiem-2.0.0-alpha.13.jar
- A
- Nov 5, 2021
- 2.60 MB
- 1.5K
- 1.17.1+1
- Fabric
File Name
requiem-2.0.0-alpha.13.jar
Supported Versions
- 1.17.1
- 1.17
Curse Maven Snippet
Version 2.0.0:
Warning: this update is still in early alpha. Most new features are still unavailable in survival mode, some are still completely missing, and things may randomly break.
Really important warning: future alphas are extremely likely to break compatibility with worlds started with this alpha. Don't start using those versions on any world you care about.
Changes in Alpha 13
-
Added the Derelict Obelisk structure, which now generate naturally in soul sand valleys
- Morticians naturally spawn near them
- Added a soul stealing attack that morticians can use on non-player entities
- Added the
/requiem shell mergecommand, letting you merge vagrant players with an existing shell (surprising) - Rift-spawned morticians now have a different look
- Added the inflation ability for pufferfish
- Mobs that witness other mobs attacking you during possession will no longer join the party
- Added the
requiem:possessionDetectiongamerule to configure how sus you are during possession - Added a spawn egg for the mortician
- Made it more obvious that you can interact with rift runestones while incorporeal
- The area in which the obelisk searches for soul sand and soil is now square and not round
- Rifts now require a powered obelisk to teleport you
- Updated the penance spell particle texture
- Vagrant players no longer gain attrition when their body dies
- Remnant vessels now give back an empty container upon use
- Buffed soul capture chances on wounded mobs and mobs that have no attack damage
- Renamed the demon -> mortal conversion vessel to "pure soul vessel" (will keep being creative only though)
- Fixed obelisks allowing effects to be one level higher than intended
- Fixed a visual bug with rabbits not jumping properly
- Fixed some missing localization entries
- Fixed a desync with the "remnant -> vanilla player" mortician trade
- Fixed bats, squids, turtles, and most pets behaving unexpectedly while soulless
- Fixed creepers spreading soul effects when blowing up
- Fixed the possession icon not appearing for player shells
- Fixed
/requiem shell splitpreviously requiring emancipation to work
- Reverted Origins' power key triggering dissociation
Changes in Alpha 12
-
Mobs can now become hostile if you come too close ! (big thanks to SciRave for giving us this feature)
- this is an experiment, so please give us your feedback
- Renamed the
/requiem soulsubcommand to/requiem vagrant - Added the
/requiem soul <remove|restore>subcommand - Added a special mortician trade that turns remnant players into vanilla ones
- Added recipes for tachylite and rift runestones
- Recipes using a filled soul vessel now give an empty soul vessel back
-
Made morticians spawn near obelisks with active rifts
-
The above three changes mean that you can technically play this update in "survival" now, you just need to give yourself a soul vessel
- We're not done yet though, so previous warnings still apply
-
The above three changes mean that you can technically play this update in "survival" now, you just need to give yourself a soul vessel
- Added derelict tachylite, a block that drops a bunch of XP, and has a chance to drop a shattered soul vessel
- Added the ability to play dead when possessing a hurt axolotl
- Attacked morticians will now retaliate by cursing you with Penance
- Morticians will now try to stay close to their obelisks
- Revamped all Rift textures
- Revamped the possession icon
- Added a dedicated icon for when you are messing with endermen
-
Made obelisks that are behind you appear on the border of the rift screen
- please appreciate this, I had to do maths and stuff
- Morticians now do skeleton sounds (because they are hella dead)
-
Limited obelisks' height - obelisks' cores now have to be 20 blocks tall or less (22 counting the edges)
- Since it was not said earlier - obelisks' cores also have to be 5 blocks wide or less (7 counting the edges)
- Reduced Tachylite's strength to be halfway between obsidian and basalt
- Updated mob vision for 1.17 mobs, and gave night vision to bats
- Removed Emancipation requirement for possessing soulless mobs
- Fixed mobs regaining a soul when they converted
- Fixed penance not working properly without Pandemonium
- Held items should no longer randomly drop when repossessing a mob
- Shells spawned with
/requiem shell createshould no longer allow flight - Updated Mortician trades
- Made Origins' power key trigger dissociation
- Morticians' soul can no longer be stolen
Changes in Alpha 11
- Removed hardcore death free ticket
- Removed polished tachylite blocks
- Added the ability for horses and goats to do charged jumps
- Added the ability for goats to do ram attacks
- Tweaked tachylite textures
- Fixed origins compatibility causing unwanted remnant state resets
- Fixed a dedicated server crash
-
Now requires Fabric API >0.39
- This fixes a crash when dying or possessing a mob
Changes in Alpha 10
- Added (heavily WIP) obelisk rifts, a new way to travel between obelisks as a dissociated soul
- Added some particle effects for mobs that have been converted during possession (can be possessed without emancipation)
- Added the
soul_capture_blacklisttag to prevent capturing some mobs' souls - Added a texture for shattered soul vessels
- Added an empty tag for mobs that carry a hotbar but not a whole inventory
-
Undead mobs now have improved night vision - although not as good as dissociated souls
- Undead mobs also use the Haema vampire vision shader when the latter is available
- Baby zombies and piglins can now respectively ride chickens and striders
- Made the Mortician functional (still WIP) [Thanks Sekoia!]
- Updated Romanian translation [Thanks AwsAlex!]
- Removed some useless obelisk structure tags
- Removed crying obsidian from valid obelisk core blocks
- Increased natural player soul offense stat from 10 to 15
- Attrition now reduces soul offense
- Increased ichor vessels' effect duration to 10mn
- Tweaked the ichor vessel's use time and animation
- Tweaked the soul capture particle effects
- Ichor vessels and obelisks no longer give potion particles
- Added compatibility with BackSlot
- Made mounts also transfer in creative mode when possesion stops
- Soulless endermen no longer teleport you around when you try possessing them without emancipation
- Possession now ends when a player gets into spectator mode
- Made dolphins flop on land
- Optimized textures [Thanks RDKRACZ!]
- Optimized and fixed a couple bugs with obelisk detection
- Fixed empty vessels not being able to capture souls at all
- Fixed attrition not increasing on host death
- Fixed possessed ravagers breaking leaves clientside when mobGriefing was disabled
- Fixed axolotls going way too fast on land
Pandemonium
- Fixed the wandering spirit origin hopefully
- Moved the mortician to base requiem
Changes in Alpha 9
- Added recipes for all tachylite derivatives (tachylite itself is still unobtainable in survival)
- Fixed inability to right-click mobs unleashed mobs unless the players themselves are possessing a mob
Pandemonium
- Couple mortician fixes and tweaks - still no functionality there
Changes in Alpha 8
- Updated Satin - should fix the architectury crashes for real
Changes in Alpha 7
- Added little custom soul particles for obelisks
- Made Cool Kid Blending work on obelisk souls without canvas
- Tweaked the reclamation ichor vessel's texture
- Fixed player shells turning to pigs when reloading a world (goodbye Registry Circe)
- Fixed shell creation issues with Origins
- Fixed datapack errors caused by dialogue loading
- Fixed leads getting attached to your soul rather than to your host during possession
- Fixed possessed phantoms looking the wrong way
- Updated Automatone - should fix height-related crashes
- Updated Satin - should fix Iris crashes
Changes in Alpha 6
- Converted the shaders to OpenGL 3.1 because 3.0 wasn't enough apparently
- Fixed obelisks not refreshing their effects when toggling runestones
- Tweaked obelisk soul movement a bit
Changes in Alpha 5
-
Added the base Tachylite Runestone
- It can be imbued by an ichor vessel to create the other runestones
- Added cool glowing models for the activated runestones
- Made soul entities glow with canvas
- Improved the creative soul vessel's texture
- Made some of the souls pulled out by the obelisks actual entities
- Added some sound effects to the obelisks
-
Simplified the obelisk structure
- you now only need tachylite edges around a runestone core, no stairs or slabs required
- Updated Bumblezone compatibility
- Added subtitles for the sounds
- Added loot tables for all the blocks
- Converted all shaders to OpenGL 3.0
- Fixed missing automatone dependency
The "Cry of the Obelisks" update
Updated to MC 1.17
Additions
- Added more Soul Status Effects:
- Added the Emancipation status effect, letting you freely leave your current body
- Added the Penance status effect, getting you progressively further from the physical plane
- Added the Reclamation status effect, letting you cure attrition over time
- Added Tachylite blocks:
- Added Tachylite, Chiseled Tachylite (+slabs, stairs and pillars), Polished Tachylite (+slabs, stairs and pillars), and Scraped Tachylite
- Added Tachylite Runestone for all soulbound status effects
- Added obelisk rifts, a new way to travel between obelisks as a dissociated soul
- Obelisks with rifts can spawn ethereal morticians, mortician projections visiting through the rift
- Added Tachylite Obelisks, a new player-made structure
- Added Derelict Obelisks, a natural structure that spawns in soul sand valleys
- Derelict Obelisks often have a mortician hanging out near them
- Added Soul Vessel items:
- Added the Empty Soul Vessel, a rare item that is used to obtain most of the new content
- Added the Creative Soul Vessel, a creative-only soul vessel that succeeds every time
- Added Ichor Vessels, Soul Vessels filled with mysterious substances that act like potions
- When used on a Tachylite Runestone, they imbue it with their respective effect
- Added the Sealed Remnant Vessel, an item that acts as a replacement for the Cursed Opus Daemonium
- Added the Soul Capture mechanic, letting you store a mob's soul into a Vessel thereby making the mob fit for possession
- Filled Soul Vessels can be emptied to restore the mob's soul (provided the mob's shell is still alive)
- Added Souls, small environmental entities that are spawned when you release one from a Vessel
- yep, they use the same models as Illuminations' Will o' Wisp. What did you expect, they're souls.
- Added player shells, static bodies of soulless players (previously available in Pandemonium)
- Contrary to previous pandemonium versions, they are now tracked across dimensions
- Undead mobs now have improved night vision - although not as good as dissociated souls
- Added the /requiem soul <remove|restore> command to (you guessed it) remove or restore a mob's soul
- Added the /requiem shell <create|split|merge|identity> to interact with player shells
- create [player] makes a new shell that copies a player's current state
- split [player] splits a physical player into a shell and a soul
- merge <shell> [player] merges a vagrant player with a shell
- identity set <shell> <profile> sets a shell's name and skin
- Added a few mob abilities
- Added the ability to jump around and ram other mobs when possessing a goat
- Added the ability to play dead when possessing a hurt axolotl
- Added the ability to inflate and deflate when possessing a pufferfish
Changes
- Renamed the old /requiem soul subcommand to /requiem vagrant
- Some datapack things have changed
- Dialogues are now in the requiem:requiem/dialogues directory
- Requiem doesn't save you anymore in Hardcore - you will need to get the new stuff first to be able to leave your puny body
- Possessed pillagers can now ride ravagers
- Possessed horses can now do charged jumps
- The backgrounds for soul status effects have changed to reflect that they are no longer attrition exclusives
- The texture for Humanity enchantment books has been slightly tweaked, because why not
- Whether possessed entities can sleep is now controlled by the requiem:regular_sleepers tag
- This tag includes villagers, foxes and cats by default
- Possession now ends when a player gets into spectator mode
- Updated Romanian translation [Thanks AwsAlex!]
- Optimized textures [Thanks RDKRACZ!]
Mod Interaction - Updated Origins compatibility - Origins' power key now triggers dissociation - Updated Golems Galore compatibility - Updated Mod Menu metadata - Updated The Bumblezone compatibility - Requiem's API got breaking changes, if you are a modder doing compatibility with Requiem make sure to check things work fine ! - Added compatibility with BackSlot - Belt and back slots' availability are linked to the ability to carry armor - Undead mobs now use the Haema vampire vision shader when the latter is available - Fixed shell creation issues with Origins - Fixed crash with Iris
Removals - Removed the Opus Daemonium and its derivatives - Moved the Wandering Spirit alternative remnant type to Pandemonium
Fixes - Fixed possessed mobs sleeping standing up - Fixed leads getting attached to your soul rather than to your host during possession - Fixed possessed phantoms looking the wrong way - Fixed possessed ravagers breaking leaves clientside when mobGriefing was disabled - Fixed dolphins not going flop flop outside water - Fixed possession not transferring upon mooshroom shearing - Held items should no longer randomly drop when repossessing a mob
Pandemonium
Additions - Added the Wandering Spirit alternative remnant type previously available in Requiem - Added the Mortician, a new wandering merchant found in the warped forests of the nether
Changes - The "possess all mobs" config option is now off by default
see full changelog here

