sensoryabyssneo-2.5.0-1.21.1.jar
Curse Maven Snippet
What's new
# Sensory Abyss 2.5
The Shattered is rebuilt around ten gods. Creatures leave bodies, food keeps in real storage, and there are new ores, armour, crops and a lot of new blocks.
Take your free `/sa respec` when you log in.
## New
**The gods**
- **Ten gods, each with a hall** generated somewhere in the world.
- **Heralds.** Every god has one, and they turn up in the wild in their god's places. A fight with one has three phases, and a herald can drag you somewhere else to finish it. Die there and your things are dropped where you were taken from.
**The Shattered, rebuilt**
- **One number per god**, from −100 (denial) to +100 (belief). Doing the work a god asks of you raises it, and also raises the two gods it likes and lowers the two it hates. Killing its herald, breaking an effigy that isn't yours, or burning its materia lowers it.
- **Both ends change how you play.** Every step toward belief gives you something, and every step toward denial takes something away. Believe in the Tide and you need less air and swim faster. Deny it far enough and you sink, and no bucket will pour.
- **Find a god's hall and pray in it** to bind the god and take its effigy. Set the effigy down and the god stays awake: it talks to you, gives you work, and sends its herald, as a gift or as an attack depending on where you stand with it. You get a Lesser Effigy when the god first notices you, so a god can talk to you before you find a hall.
- **Ten new abilities, all from level 1:** Migraine, Intrusive Thought, Phantom Pain, Outburst, Déjà Vu, Compulsion, Suspicion, Amnesia, Hysteria and Projection. Drag gods onto them in the kit screen. How far you believe or deny a god (tiers start at 26, 51 and 76, and 100) decides what it adds.
- **Apotheosis**, the new ultimate. For one minute, the herald moves of the god you love most fill half your wheel, and the god you hate most fills the other half. The further you've gone with each god, the more of its moves you get and the stronger they are.
- **Ascension.** At +100 or −100, take three of a god's materia to its hall and pray. A believer is led into the herald's domain for a trial and blessed. A denier is dragged in to kill a bigger herald. Either way, that god is held at that end. You can ascend two gods on each side.
- **Episodes.** Every day your mind picks two afflictions and makes them true of you.
- **Repent in the hall of a god you deny.** Praying there moves it 10 back toward zero, once a day. Three new rites at the Ritual Altar: Offering, Unmaking and Binding.
- **24 new level-up augments.**
**The world**
- **Bodies stay where they fall.** A body rots over about three days (faster in heat, slower in cold), then crumbles. Sneak and right-click one with an empty hand to carry it. Anything bigger than you gets dragged. A rotting body left under the open sky at night can draw a zombie to it. Kill drops are the same as before.
- **Hearts.** Every creature you kill drops one. To most players it's poor food. To the Unfed it's the kill itself: eating it gives exactly what devouring the body would. Once a body's heart is out, the body can't be devoured.
- **Where you hit matters.** The head takes 1.5× damage, the body 1.15× and the limbs 0.85×. A blow that opens up something with blood in it makes it bleed.
- **Seven armour and tool sets**, one for each ore. Two of the ores are new: Gravemetal and Abyssal. Every set's weapon is different: Rock Salt Cleaver, Gravemetal Scythe, Echo Crystal Spear, Void Rapier, Gravity Maul, Blood Flamberge and Abyssal Greatsword. Each set has its own effect on a hit and its own armour bonus, which grows with every piece you wear. Most sets' tools also dig in their own way. (animations will come with the combat system)
- **Food storage:** the Icebox, Packed Icebox, Deep Freezer, Salt Barrel and Smokehouse. Salt food first and the Smokehouse smokes it.
- **Four crops and four berries.** Bittergrain, Hollowgourd, Sallowroot and Smotherleaf; Ghostcurrants, Palelight Berries, Sourthorn Berries and Waxberries. Plus a lot of new wild plants.
- **Quests.** Every player gets a line for their class and a line for the world. The hub (K) opens on them, and a tracker on the HUD shows what's next. Finished objectives pay class XP. If you're bringing an existing character, what you've already done is ticked off, without XP.
- **Blocks:** candles, candelabras and chandeliers in six finishes; mirrors that really reflect; each god's bricks and hall furniture.
- **Class skins.** Dress your HUD in any class's style, per world. You can mix them, too: one skin for the main HUD and another for a single bar.
## Changed
- **The Abyss Walk is a trip now, not a menu.** You drop into the dark. Every mark is an orb in the real direction of its place, and you can see the place itself as you walk toward it. To go, walk into the orb. Something comes for you while you're down there; if it reaches you, you're put back where you started. A walk costs much less: 2, plus 1 per 500 blocks, or +6 for another dimension (it was 5, plus 1 per 200, plus 15). You start with 8 marks instead of 5, and old saves get +3. The Threaded Fracture Stone is cheaper (an Ender Pearl replaces the Fracture Stone) and shows in the recipe book once you pick up an Echo Crystal. The journal's Echo Nodes page is now a chart of your marks.
- **Abyss Recall** is a new scene. Chains pull you apart, and a hand takes your heart back to your old body.
- **The HUD and every screen are redrawn.** In the HUD editor, every element has its own options, and parts of the main frame can break off into their own elements. Any element can be set to show only while you hold Left Alt.
- **The journal** has an index, real pages, chapter tabs and ribbons.
- **Choosing a class** shows your own character acting out each one.
- **Embeddium and Sodium:** the mod's lighting now runs alongside them instead of switching itself off.
- **Lighting:** every light casts its own shadows.
- **Maladies:** there are 40 now, up from 15, including phobias.
- **The cursed pets have bodies. (no ai yet, will be in a later update)**
## Fixes
- **A torch in your hand didn't stop the darkness sanity drain.** It does now, and so does another player's held light within 8 blocks if they can see you.
- **Sleeping zombies never looked asleep, and zombies never wound up before a hit.** Now they lie, sit and slump, and you can see a swing coming.
- **About 35 spell effects** were drawn above your head, pointing east, or at a fixed length. They now come from the caster and land on the target.
- **Some sounds were silent:** a failed spell, choosing a class, unlocking a proficiency, and stumbling or hitting the ground.
- **Dye mods (Dye Depot, Dye The World) crashed the game when a world loaded.** Modded dyes and candles now work with the mod's lights.
## Heads-up
- **Take the respec.**
- **The old Shattered is gone:** the essence slots, Take Eyes, Raise Instruments, the old abilities and Sensory Overload. If you're level 6 or higher you'll re-pick your augments on login.
- **Chests next to ice, barrels of salt and smokers over a campfire don't preserve food any more.** Use the new storage blocks. Food that's already salted or smoked stays that way.
- **Your HUD layout and ability keys are saved per world now**, so each world starts from the default.
This mod has no additional files