tbatec-1.27.0.jar
Curse Maven Snippet
What's new
Version 1.27.0 Changelog:
- Added Beast Wills: S-class beasts and Shadow Panthers can carry a will that drops in place of their core
- Added will assimilation through meditation or strain training, with backlash episodes while dormant and an awakening at 100%
- Added the Beast Will key (N): Acquire, Integrate and a third phase, with Strain, overload, Mastery I-V and Insight
- Added eleven beast wills (Shadow Panther, Elderwood Guardian, Phoenix Wyrm, Glades Ravager, Iron Hydrax, Midnight Grizzly, Emperor Scourge, Lion Mutant, Venator, Metal Mammoth, Striped Fiend)
- Changed the Elderwood Guardian's Will from a relic into a beast will
- Added Sylvia's dragon will, given once to a worthy player: Static Void, Realmheart and the Third Phase
- Added the Assimilation screen, the will HUD, will rows on the character screen and a Beast Wills codex chapter
- Added /tbatec will to give, remove and edit a will: assimilation, stage, Mastery, Insight, Strain, cooldowns, unlock
- Added Virion Eralith, the will mentor, in Zestier
- Added Elder Rinia, the seer: hints, and readings that cost her life
- Added Windsom at Epheotus's arrival shrine: guidance and travel in his column of light
- Added Kordri's soul-realm trials in Lord Indrath's training cave, teaching lasting combat lessons
- Added the Adventurers Guild clerk: bounties by beast class, ranks E to SS with badges, core turn-ins
- Added the Helstea Auction House auctioneer: rotating sales of cores, rare materials and relics
- Added the emitter healer at the Wall, gate keepers, the mana assessor and elven guides through the Elshire
- Added the dwarven smith and beast-core smithing: cores as a piece's heart or in its slots
- Added beast-core elements from the beasts that drop them
- Added Sylvia's Mana Rotation training
- Added overfill backlash: drawing too much mana at once hurts, worse each time
- Added mana sensing and suppression (key J), tied into danger sense
- Changed Crushing Force's name to King's Force
- Changed named NPCs to appear in towns and sites from older worlds
- Added Alacrya, a continent across the sea with five dominions, six biomes and war gates from Dicathen's beachheads
- Added the Alacryan upbringing: choose Dicathen or Alacrya when your core awakens, and name your blood
- Added rune magic: 78 runes in four tiers on your spine, the Spine screen (K), five roles and glowing back runes
- Added bestowal at Maerin, Stormcove and the Obsidian Vault: offerings, sacrifice, deepening and dais trials
- Added the Alacryan bloods with favour, contracts, blood seats and your own Named or Highblood
- Added gold, the Runecard and bank tellers
- Added Maerin, Aramoor, Etril Landing, war camps, blood estates, Scythe seats, Taegrin Caelum and the Victoriad
- Added Alacryan soldiers in battlegroups, patrols, townsfolk and Vritra-tainted corrupted beasts
- Added war-camp escort and defence work and hired Vale battlegroups
- Added the Retainers and Scythes as phased bosses, Agrona's Wraith hunts, the Victoriad and Seris's rebellion
- Added the Lances as allies with duels, seals and the Unsealing; Olfred is a boss; Lance artifacts are worn rings
- Added the Relictombs: ascender registration, the assessment, principals, ranks, the Ascension and Descension chambers
- Added 16 Relictombs zones with djinn mechanisms, sanctuaries, ruins, the Ascent Satchel and simulet parties
- Added the Relictombs' creatures and guardians with accolades
- Added child asura in Epheotus's clan seats and asura bonds of equals: mind link, ask wheel, growth
- Added the rebirth: a White core with an asura bond who dies of backlash wakes in the bond's asuran body
- Added life on aether for the reborn: no mana, aether arts on B, a growing vessel and the bond's dormant egg
- Added keystone trials for every godrune and the Fate insight, from easy to hardest
- Added five godrunes, the strongest power in the mod: Destruction, God Step, Aroa's Requiem, Realmheart, King's Gambit
- Destruction's flame burns anything and spreads on to a set measure; only its caster can call it back (sneak and press Destruction)
- Changed the Spine screen to describe every rune's spell; the character sheet is redrawn and easier to read
- Fixed Alacryans missing the Silver and White core's body strengthening that Dicathen mages get
- Fixed a format error on the character sheet for Black-core Alacryans
- Fixed Sylvia's head spinning round while she sits on her throne
- Fixed a crash on loading resources (the convergence orb)
- Changed rocavids, wogarts, blood oxen and maw-bears to live only in Alacrya
- Fixed the Elderwood Guardian's advancement never being awarded
- Fixed two-block and jump steps on paths in Grandus Hold, Sylvia's Cave and the towns; outdoor steps are real stairs
- Meditation (M): sit cross-legged for triple regeneration, growing capacity and steady core refinement that slows as the core advances
- Mana Rotation, taught only by Sylvia in Sylvia's Cave: half again the regeneration, flowing while you move and cast
- Mana capacity grows as you spend it (up to +10% at Black, +35% at White)
- Mana Backlash: draining yourself dry leaves you weak and exhausted, and forcing magic through it hurts
- Character screen (I): race, class, core colour and stage, mana, regeneration, capacity, meditation and Mana Rotation
- Body Augmentation and Iron Skin can be held through a fight; Body Augmentation has a Strength slider
- Mana-arts key (B): tap for Body Augmentation, hold for Iron Skin
- Body Augmentation's extra hearts fill and regrow from mana, shown as mana flowing out from the core
- Iron Skin is a faint white film; Mana-Infused Strike wraps your weapon or fist in mana
- Added an Iron Skin indicator: its damage reduction in percent on the effect icon and in the inventory
- Burst Step is a real dash (about 6-10 blocks at Red, up to 40 at White)
- Blade Shroud only cuts with your own swings; Flash Strike rebalanced; Overdrive is asura only
- Burst Strike costs half and hits half again as hard; Mirage Walk hides armour, held items and effects
- Grown asura hold 400,000 mana (dragons 600,000)
- Changing race or path updates your mana pool at once
- Your respawn point follows your upbringing: leaving the Alacryan path stops you waking in Alacrya; joining it by command wakes you in Maerin
- Spell power drives size, blast, knockback, sound and screen shake; strong spells blast element-shaped craters (config spellsBreakTerrain)
- Spells and hard landings no longer damage TBATEC's structures, or blast ground when cast from inside one; the Destruction godrune is the one exception (config spellsSpareStructures)
- Casting poses in first and third person: bolts thrust, beams channel with both hands, cones push, slams, meteors and summons raise the arms
- Smaller trails, new wind and water looks; spent projectiles arc down or fade out; only gravity spells warp space
- Default spell names follow the spell when you change it
- Mending heals its caster only a quarter; Sanctuary and Fate Seal removed (saved ones convert)
- Remote Viewing: a new diviner art that sends your sight up to 96 blocks away
- Hover: the flight key (O) switches between gliding and a slow drifting hover; O also takes off from water
- Calm landings are harmless; very hard ones hurt a little and crack or crater the ground
- Riders sit properly on grown dragons and beasts
- Gates open a walk-through portal; gate sickness eases for frequent travellers; fixed gate lag, lost chunks and stuck saves
- Asura wake and respawn on their own clan's ground in Epheotus
- Castle Indrath is guarded by an Indrath ward; an Invitation of Indrath from the Indrath Steward lets others in
- Aether pressure in the deep below the castle; the castle grounds can't be broken; living grass in the Cerulean Savanna
- Dicathen's towns are full of townsfolk, guards, adventurers and mercenaries
- The Elshire mist stays out of cities and halls; Zestier and the Elven Tree Hall have living walls
- Construction pass on settlements: doors, windows, stairs, floating blocks, faction flags, lanterns instead of glowing orbs
- The djinn sanctuary is hidden, found with Virion's Map, guarded by an aether ward and home to refugees
- The flying castle always floats high above the ground
- Every barrel, chest and pot in structures holds loot fitting its room
- Weapons no longer cast spells on right click, except the Mana Launcher and the Rune Cannon; the Aether Blade is slimmer
- The Elderwood Guardian is reworked into a corrupted tree-centaur of vine and bark
- Many fixes and changes.
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