File Details
sensoryabyss-2.9-1.20.1.jar
- R
- Jun 26, 2026
- 53.16 MB
- 14
- 1.20.1
- Forge
File Name
sensoryabyss-2.9-1.20.1.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
Fixes
- The Shattered can craft grimoires again. Because the Shattered carry every affliction at once, the grimoire rituals were checking for a single class and turning them away every time. The Shattered can now perform any class's grimoire ritual, as intended.
- Mod stability. A failed internal patch no longer brings the whole game down on startup — if one piece can't apply, the rest keeps running.
Changes
- Blinded vision reworked. The old breathing in-and-out pulse is gone. You now sit inside a steady black-and-white "bubble" — the world around you stays lit out to about 5 blocks and fades to black past that edge. Your tongue-click ping (G) pushes that edge out to ~10 blocks for a few seconds before it settles back in. Heat sources and exposed ore still read as colored cues on top.
- Unfed — Apex Predator reworked. The Apex Predator subclass moves off the old "Devour" kit onto a stance-based predator identity (Striker / Reaver / Drinker). All three pick tiers are new:
- Passive: Sanguine Sense (wounded enemies glow to you), Stance Memory (switching stance briefly boosts your melee), or Predator's Resilience (low on HP, switching stance resets your ability cooldowns).
- Spec: Adaptive (carry the last stance's bonus a bit longer), Lockstep (commit to one stance to double its bonus), or Flux (switch stances instantly).
- Mastery: Bloodflood (at full HP, run all three stance bonuses at once), Stance Anchor (lock into one stance for a big bonus), or Bloodforce (kills extend your current stance's bonus).
- Other subclass picks refreshed. Several subclasses had stale or weak picks swapped out — notably the Necromancer's mastery tier (new Fresh Recruits, Soul Vortex, and Phylactery, the last of which keeps part of your soul reservoir through death).
New
- Fuel & weather tweaks — rebalanced fuel types and lantern/brazier light, and the world now tracks wind across biomes (breezy / windy / stormy), which feeds into fuel behavior.
Improved
- Spell visuals — the Sight school's effects got a visual overhaul, with cleaner, more consistent casting feedback across spells. The sight school is the only one to get these changes as a trial for feedback before I adjust all schools.
Future Experimental Change
- Native shadows & lighting (early, work in progress). I'm building a from scratch shadow and lighting system that runs without an external shaderpack, real directional shadows from the sun and moon, softer light, and a cooler, more readable night. This is still under construction and rough in places. It stands aside automatically if you're using a real shaderpack, and Blinded players are unaffected. This will also be easier on performance since it isn’t general like a shaderpack but a specified look I am curating for the atmosphere of the mod. It is able to be enables in the configs but defaulted to off since it is in such early development. I thought I should get an update out to fix some of the other issues. I just wanted to let players know of a huge future update

