soulland-3.8 Stable
Curse Maven Snippet
What's new
Abyssal Relic Rod (latest)
Added
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New Abyssal Relic Rod — a fishing rod that dredges up the drowned past instead of fish. Casts and reels like a vanilla rod (Luck of the Sea & Lure still apply), but the catch is a Soul Land relic pool:
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~45% crystals & herbs · ~30% spirit relics (bones, refined metal, pills) · ~18% ancient ruins gear (weathered, enchanted "Relic of a Drowned Age" arms & armor) · ~7% sunken region treasures.
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Luck of the Sea biases the roll toward gear & treasures.
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Craftable (soul crystal + sticks + string), custom texture, model, lang, creative-tab entry, conduit-catch sound.
Soul Land Main-Menu Screen
Added
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Custom title-screen aesthetic: a themed twilight panorama (indigo→purple→gold spirit-glow sky with stars) replacing the vanilla background, a painted Soul Land logo, rotating themed splash lines, and a footer credit — drawn over the menu without breaking button interactivity.
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Tang Sect — rebuilt as authentic pagodas: tiered upturned-eave roofs, crimson-pillar frames, paper-lit windows, raised stone foundations with steps, lantern-lit interiors.
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Slaughter City — hovels reworked to be brutal & oppressive: leaning broken blackstone walls, jagged roofs with holes, iron-barred windows, soul-fire braziers, impaled spikes.
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Shrek Academy — halls upgraded with hipped curved roofs + eaves, corner pillars, framed windows, paired door lanterns.
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Sea God Isle — ornate tiered pillars (prismarine plinths, fluted shafts, sea-lantern cores, flared capitals) and a stepped sacred dais for the central altar.
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Mount Haotian — enclosed quartz/gold sanctum with a tiered golden pagoda roof and upturned eaves.
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City houses — flat roofs replaced with pitched, eaved rooflines across every city.
Tang Sect Membership Gate
Changed
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The Tang Sect's hidden arts (Ghost Shadow, Purple Demon Eyes, Controlling Crane Catching Dragon) are now locked behind sect membership. Non-members must take the disciple's oath (Soul Crystal, rank 20+, can't already be in another sect); members gain the sect's technique-XP bonus and contribution. Joining nudges Spirit Hall reputation (rivals).
Quest Boards
Added
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Placeable Quest Board block — view active quests with progress bars, claim completed ones (rewards + reputation), and accept new ones (3-quest cap), all in one click.
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New QuestRegistry as a single source of truth for quest definitions (shared by the board, NPCs, and kill/gather hooks).
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Quest Boards spawn automatically near city centers. Full asset set + recipe-free placement + creative tab.
NPC Story Interactions
Added
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NpcInteractionManager — faction NPCs now fulfill their canon roles:
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Tang masters teach hidden techniques · Spirit Hall officials register rings for reputation + give cull quests · Shrek teachers train cultivation + set growth quests · Slaughter masters give bloodlust quests (→ Killing Intent Pill) · Blacksmiths report Tang forging mastery.
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Ambient role chatter — landmark NPCs occasionally call out role-flavored lines to nearby players.
Spirit Hall Bounty Hunt
Added
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Carrying a Spirit Hall bounty now makes you hunted: enforcer parties spawn and pursue you, scaled to your bounty level (2 enforcers every ~4 min at L1 → 6 every ~1.7 min at L5). Defeating a hunter restores reputation (+3 each); recovering your standing ends the hunts.
Heavenly Tribulation
Added
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Breaking through to the divine ranks (96 / 98 / 100 / 111) now triggers a Heavenly Tribulation — a survival ordeal of escalating divine lightning waves (5 at Hyper Douluo → 10 at God). Endure it for a divine reward (full heal, resistance, regen); falter and you're cast back down a rank with a heavy debuff. Manual updated with a warning.
Dragon Ruins + Spawn Tuning
Added
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Dragon Ruins — cascading ruined castles in the Dragon Realm with dungeon mechanics: a hollow keep, four corner towers stepping down in height, broken curtain walls, and a buried loot vault. Guarded by custom Ruin Warden NPCs (+ a boss Ruin Warden Lord) and ancient dragon-kin beasts. Tiered loot chests throughout.
Changed
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Dragon Realm structure density increased (grid 1100 → 900); ruins take ~18% of eligible cells.
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Overworld settlement rates raised: cities 10% → 16%, sects 12% → 18%.
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