thehush-0.2.0.jar
Curse Maven Snippet
What's new
Sanity and Paranoia Mechanics
I overhauled the sanity system so it now drains dynamically based on darkness, how close you are to the entity, and whether you are looking directly at it. You can recover sanity by staying near bright light sources, and resting near a campfire or soul campfire doubles this recovery rate.
As your sanity drops, your vision will worsen through four distinct phases:
- 70% Sanity: A subtle breathing vignette appears around the edges of the screen.
- 50% Sanity: The fog densifies and the world loses its color saturation.
- 30% Sanity: The camera begins to tilt and sway, accompanied by sudden full-screen blackout flashes.
- 10% Sanity: Heavy visual distortion and intense chromatic aberration set in.
- Extreme Paranoia: At critical levels, you will start seeing fake player profiles briefly appear and disappear on the multiplayer tab list.
Additionally, I made losing night vision inflict 15 seconds of Nausea to make sudden darkness much more disorienting.
Sound Enhancements
- Realistic Acoustics: I moved the ambient whispers so they now play from a rear-arc offset just behind your head instead of directly on your coordinates. This allows Sound Physics Remastered (and other reverb engines) to calculate true, spatial acoustics.
- Acoustic Mimicry: I gave the entity the ability to replicate the sounds of chests opening or wood, dirt, and gravel breaking to trick you into thinking someone is nearby.
- Audio Pacing: I added faint off-screen clicks and creaking sounds to build tension when it is just out of sight. I also implemented a global audio cooldown to stop sounds from awkwardly overlapping during sudden jump scares + sound frequency should now scale better with attention and sanity.
AI and Behavior Fixes
- Adaptive Stalking: The distance at which the entity stalks, circles, or observes you now scales dynamically depending on how much attention you are paying to it.
- Movement Cleanup: I split the entity's movement into separate locomotion and body-twitch controllers, which completely fixes foot-skating and sliding. It also snaps perfectly to block centers when dropping from ceilings to prevent noclip issues.
- Spawn Protection: I added a safeguard so recently killed players are temporarily excluded from target selection and heartbeat sounds, giving you a chance to recover your items without being immediately hunted again.
- Goals improvements: The entity should now have better decision making in terms of what it wants to do.
World Events and Compatibility
- Mod Compatibility: I rewrote the multiplayer tracking to use persistent profile UUIDs, fixing compatibility issues with proxy networks like the Essential mod.
- Abduction Rooms: I added a backup system so if an abduction room fails to generate, the terrain safely reverts so your world doesn't end up corrupted. When they do generate properly, they will use dimension-appropriate blocks like Netherrack.
- Backend Tweaks: I did a massive internal cleanup of the AI architecture to significantly improve server performance. I also fixed shield-break detection, corrected death events for custom loot tables, and added a 10-second grace period upon logging in to block immediate achievement spam.
There is more stuff, that I have improved, but sadly I did not write all of it down nor do I remember all of it :D
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