compoundv-mod-3.0.0.jar
Curse Maven Snippet
What's new
Compound V 3.0.0 - Cult of Whispers
Here we are.
It has been a while since 2.2.0, and this update ended up becoming much bigger than I originally expected.
3.0.0 started as the usual thing. Rework some powers, fix some rough systems, add a couple of new abilities, clean up visuals, move on.
That obviously did not happen.
Instead, we ended up adding an entirely new progression path, a new Compound V power, a complete Stormfront overhaul, a proper in-game configuration menu, a system that lets Compound V affect living creatures, a ton of new audio, and probably the strangest character ever added to this mod.
So yeah.
Basically, we added an ancient mommy to Minecraft.
Anyway.
Let's get serious.
CULT OF WHISPERS
The biggest addition in 3.0.0 is the Cult of Whispers.
While exploring, you can now find Whispers Groves and encounter the Veiled Witness.
The cult isn't just another structure with a chest at the end. It has its own progression.
The Witness can give you requests involving hunting, offerings, rituals and stranger acts of devotion. Some are simple. Some ask you to sacrifice things you probably would have rather kept. Others send you into places like the Deep Dark or ask you to stand wounded beneath the open night.
Completing these requests builds your standing with the cult through several stages.
Eventually, if you go far enough, you reach the final ritual.
At night, three living Witnesses gather and perform the Red Liturgy.
They create one golden vessel.
One.
Inside it is the Vein of Blood.
And this is where 3.0.0 becomes something very different from previous versions of Compound V.
VEIN OF BLOOD
The Vein of Blood is not a normal Compound V power.
It is a curse.
You drink it once, and your playthrough changes around it.
Your body begins storing Blood as its own resource. Feeding restores it. Hunger becomes increasingly dangerous. Injured living creatures become more important because the curse starts treating them as prey.
And instead of immediately handing you an entire moveset, the Vein develops over time.
Which brings us to another completely new system.
THE VEINS
The Vein of Blood has its own skill tree called The Veins.
And no, there are no shards, my friend. 😎
You do not grind another currency and buy everything from a menu.
The Veins reacts to your behavior.
You feed. You hunt. You fight. You use what the curse has already given you. You reach certain conditions.
Then something stirs.
A dormant vein can become ready to awaken, and only then can you open it.
There are 12 veins in 3.0.0.
Bite is where it begins. Feed directly from living, blood-bearing targets to restore Blood and heal yourself.
Feast makes feeding stronger, restoring more Blood and health while weakening anything unfortunate enough to survive.
Devour takes that further. Critically weakened prey can be finished through Bite itself.
Sanguine Swarm allows your body to dissolve into a flying blood swarm. Staying transformed continuously consumes your stored Blood, so flight lasts only as long as the curse can sustain it.
Then the other side of the tree starts getting stranger.
Curse Echo is Mary's presence beginning to leak into normal gameplay. A laugh where there shouldn't be one. Something physical following a violent moment. A glimpse that disappears almost immediately.
The Chase turns wounded prey into something you can actually pursue, allowing you to pounce toward targets while using Heartsight.
The Red Thread lets you infect a living creature. Once bound, that creature becomes hostile to everything except the person who placed the Thread.
Spreading evolves that corruption further. A Thread-bound host can begin passing Mary's influence into valid creatures it attacks.
Blood Fervor rewards aggressive kill chains. Several meaningful kills in quick succession can trigger a temporary predatory state that burns through Blood while it lasts.
Then there are the veins growing directly beneath the heart.
Heartsight lets you listen for wounded living bodies around you. Constructs and undead do not answer.
Predator's Scent is different. Wounded moving prey begins leaving private, fading blood trails behind it, giving you something to physically hunt rather than simply highlighting everything nearby.
And at the bottom of that branch is Shared Form.
We'll get back to that.
Because first we need to talk about Mary.
BLOODY MARY
The Vein does not come alone.
After drinking it, eventually you start hearing someone.
At first you don't know who she is.
Then she introduces herself.
Bloody Mary.
Mary is not just an announcer that says something when you unlock an ability.
There are more than 80 voiced Mary audio files in this build, covering progression, combat, hunger, locations, Bond changes and smaller contextual moments.
She reacts to you.
She can comment when you first burn in sunlight.
She notices when you're starving.
She has reactions for feeding, refusing to feed, eating normal food when blood is what your body actually wants, using a Totem, entering caves, walking into the Nether, finding a Nether Fortress, spending too long crossing an ocean, rain, sculk, pets and combat.
But the important part is that some of these situations are connected.
Mary can remember what happened.
Villages, pillager outposts and woodland mansions have their own story state.
If Mary wants something and you refuse, that doesn't necessarily disappear when you walk away.
Come back later and she can remember what you did.
Start something and leave halfway through, she can remember that too.
Finish it later and the response can change again.
The system is built around Bond.
Your relationship can move between Distant, Entangled and Bloodbound, and Mary's behavior changes with it.
A Mary who has grown close to you does not sound like a Mary who has spent the entire playthrough being ignored.
This is also where the curse starts becoming more than dialogue.
CURSE ECHO
Curse Echo is intentionally quieter than most abilities in the mod.
There is no giant attack button attached to it.
Mary simply begins reaching further through the curse.
Sometimes that means laughter.
Sometimes it means a physical manifestation around violence.
Sometimes it means seeing something for a fraction of a second after a kill.
And not every sound she makes is necessarily trapped inside your character's head.
Her presence can occasionally bleed into the world around you.
SHARED FORM
Shared Form is the deepest Vein currently in the tree.
With a high enough Bond, nearly full Blood and an overwhelming enough threat, Mary may decide that you're no longer the person best suited to handle the situation.
You do not get an accept button.
You do not vote on it.
Mary decides when the body is hers.
And when it happens:
"Let me take it from here."
Control changes.
When it is over, your Blood is depleted.
The point of Shared Form isn't to give you another ultimate you press every cooldown.
It is supposed to feel like the relationship between you and Mary has reached a point where the line between the two of you is starting to disappear.
SPLINTER
The regular Compound V pool has a new addition too.
Splinter.
Splinter divides one consciousness across multiple physical bodies.
The important word there is physical.
These are not holograms.
And they are not free copies of your health.
Your biological capacity is divided between your bodies. The more you create, the more fragile each individual body becomes.
You begin by learning to maintain another body, but the skill tree can eventually push the total all the way to five.
You can give your divided bodies actual orders including Follow, Attack, Guard, Stay, Scatter and Regroup.
You can switch your consciousness into another body.
You can merge bodies back together.
You can improve how well they coordinate attacks and how far apart the network can operate.
And eventually you can unlock Instinctive Transfer.
If the body you're currently controlling receives fatal damage, your consciousness can automatically move into the healthiest surviving body.
But there is a catch.
If one of your bodies dies, its share of your biological health is gone.
You don't get it back for free.
Splinter is powerful because you can be in several places at once.
It is dangerous for exactly the same reason.
STORMFRONT HAS BEEN REBUILT
Stormfront received one of the largest power reworks in 3.0.0.
The new version is built around white lightning, controlled chaining and extremely fast flight.
Stormfront now uses Storm Charge.
Flight and electrical damage build charge, with Lightspeed generating it especially quickly. Stronger abilities then consume that charge.
White Arc chains lightning between targets.
Arc Bind locks a target down.
White Surge delivers a heavier electrical attack.
Voltaic Shield gives you a charge-powered defensive layer.
Static Burst handles close pressure.
Judgment Storm turns stored charge into a much larger area attack.
Storm Dash gives the power another mobility option.
And while already flying, holding Ctrl activates Lightspeed, pushing Stormfront into meteor-fast movement while leaving a three-pronged white lightning trail behind you.
Wet targets also conduct electricity differently, allowing controlled jumps between targets.
At the top of the kit is Tempest Execution.
It spends six Storm Charge, lifts multiple enemies into a white storm cage, chains electricity between them and builds toward the final vertical strike.
The Stormfront skill tree was rebuilt around all of this too, with upgrades for chaining, Storm Charge, Lightspeed, shields and overall storm control.
The old identity was basically replaced rather than patched around.
COMPOUND V CAN NOW AFFECT MORE THAN PLAYERS
One of the quieter additions in 3.0.0 is also one of the systems with the most potential later.
Compound V can now be used directly on living entities.
Different kinds of creatures have different compatibility profiles, and the result is not guaranteed to be the same every time.
A subject can produce a Stable V response.
It can become Highly Unstable.
It can produce a Mutation.
It can develop a Mixed Expression, gaining both a power and mutation.
Or the serum can simply be Rejected.
The system tracks things like V exposure, compatibility, stability, power expression, mutation and control.
Different kinds of living creatures can respond differently to the serum.
3.0.0 is the beginning of Compound V being treated like an actual substance inside the world instead of only being a bottle that rolls a player power.
THE COMPOUND V CONTROL CENTER
Configuration was another thing that desperately needed attention.
3.0.0 now adds a proper Compound V button to the game's menu, opening the new Control Center.
Settings are separated into Content, Gameplay, Powers, Visuals, Audio & Subtitles, Accessibility and Advanced pages.
You can search settings directly instead of digging through a file.
Compound V and Temp V rarity can finally be configured separately using understandable options like Common, Uncommon, Rare, Very Rare and Ultra Rare.
There are settings for power damage, cooldowns, progression, flight speed, knockback, power griefing, Cult generation, Blood hunger, Red Thread, Sanguine Swarm presentation, subtitles, voice volume, VFX quality, reduced flashes, reduced motion and more.
There are also Content Profiles.
You can run the full mod, focus on The Boys universe content, use Compound V originals only, use external crossover content or build a custom setup.
And there are separate balance presets including Default, Survival, Competitive, Cinematic and Chaotic.
Server gameplay settings are server-authoritative, so a server can actually decide what version of Compound V it wants to run instead of every client quietly doing its own thing.
THE THING
One thing from 2.2.0 is not coming forward in this build.
The old The Thing implementation is gone.
Its old entity, hunting AI, noise investigation, nest behavior, ambience, presence system and exposure system were removed rather than dragged into 3.0.0 unchanged.
That doesn't mean every idea connected to it is dead forever.
It means that version of it is.
I'd rather remove something and revisit it properly than keep an old system around just because it used to exist.
For now, the horror side of 3.0.0 belongs to the Cult of Whispers, the Veiled Witness and whatever exactly you invited into your bloodstream when you drank that golden vial.
EVERYTHING ELSE
There has also been a lot of cleanup around the rest of the mod.
Rendering has been expanded to deal with the increasingly ridiculous amount of VFX some of these powers are producing.
Existing powers have received fixes and polish across their HUDs, effects, balance and general presentation.
Audio has become a much bigger part of the experience, especially with Stormfront, the Blood Path and Mary.
The configuration system is finally large enough for servers to actually shape the mod around their own rules.
And 3.0.0 moves Compound V from Minecraft 26.1.2 to 26.2.
But the biggest difference between 2.2.0 and 3.0.0 isn't one specific power.
2.2.0 was mostly about getting a power and seeing what it could do.
3.0.0 is trying to make those powers feel like they actually belong to something bigger.
Compound V itself can interact with living creatures in new ways.
A cult can pull you into an entirely separate progression route.
That route can completely change the way you play.
Your abilities can develop based on your behavior instead of a shard count.
A character can remember what you did somewhere else and bring it up later.
And in one very specific case, the voice in your head can decide that she would rather use the body herself.
That's Compound V 3.0.0: Cult of Whispers.
See you in the Veins.
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