TragicMC 3

A more robust and challenging version of TragicMC 2

File Details

TragicMC3-1.10.2-0.51.4825.jar

  • R
  • May 7, 2020
  • 27.21 MB
  • 437
  • 1.10.2

File Name

TragicMC3-1.10.2-0.51.4825.jar

Supported Versions

  • 1.10.2

TragicMC 3 - v0.51.4825

 

Changes/Additions:
Updated formatting in notifications to use vanilla methods, this shouldn't break anything but just in case, it's noted here
Evolutionary weapons can now have a Complex Influence when they hit max evolution, this change was made due to an oversight regarding their Influence-based Enchantment when Evolution was made to use Simple Influences
Excuberance no longer has a higher than intended Toughness value
Claymation no longer has as aggressive of passive healing, in it's Prime form in particular, it could heal ~20 health per immunity phase which didn't feel fun to fight against so its reduced to ~6 now in that same time frame
Adjusted Echo to have less stun immunity time after being initially stunned and after being staggered, also adjusted its shield texture to make it more obvious that it is immune
Made it so that Summon blocks can't be spammed as quickly now, they have a buffer applied in their blockstate to prevent accidentally spawning too many in at once
The mod's Bosses can no longer be Stunned or Slowed by the mod's effects
Adjusted Bullet range dropoff on Guns to be harsher, it was using too linear of a scalar over too large of a range, resulting in barely any dropoff over the course of a huge range, adjusted a few Gun's dropoff stat to utilize it better now
Adjusted Claymation Prime to render with a darker color when hit since its texture is very similar to the normal "hurt" color
Removed Spiderbite's piercing damage and reduced its innate Range modifier to 0, reduced duration and amplifier of its Poison effect, added a small chance to inflict Stun on hit
Reduced Ammo count and reload speed for Corruption Vacuum, reduced its duration and amplifier of its Null Burn effect
Increased buff given from Trickster's Gamble when the player is below half of their max health
Added Efficiency III and a Fortune II Enchantment to Jack of Blades, these Enchantments apply as it gains Achromy infusion
Slightly increased Thundercrash's knockback scalar to make downward trajectories feel more impactful
Increased Useful Idiot's bullet damage to 5 from 2 and decreased reload time to 3 seconds from 9, also increased its durability to 744 from 544
Null Burn had its damage per damage tick output reduced
Additionally, Null Burn was unintentionally applying a Slowness debuff, allowing it to "stun" at a safe distance, this is removed now
Vampirism had its healing reduced to 0.33x per Enchant level with a buffer added to it activating
Actualizer had its bullet damage reduced to 4 from 9 and durability reduced to 450 from 650
Longshot had its base damage halved (40 to 20) with its durability doubled (30 to 60), reduced Dropoff range to 16 from 24
Spritzer, Firebolt, Shadowstream all had their bullet dropoff range reduced
Symbiote had its durability increased to 968 from 666
Adjusted Bleed to work with long damage over time rather than only inflicting damage once after the effect wore off, it now does very little damage over a long period of time and can be reapplied to maintain the damage, damage resets after hitting a certain amount and is built back up to that cap
Enchantments that inflict Potion Effects have had their effect application reduced, affecting duration and amplifier of effects that are applied
Made it so that Stun renders full bright past a few seconds and reduced a few applications of Stun that were set too long
[1.12] HUD elements now update at a fixed time rather than being bound to framerate, which resulted in inconsistent display times when framerate was unstable

 

Fixes:
Fixed Evolutionary Weapons not maintaining their Enchantments properly through branches, resulting in Evolutions having an Enchantment they aren't supposed to yet or resulting in a final Evolution not having an Enchantment that they were supposed to have
Due to the fix for Evolutionary weapons, Armor Sets now properly gain an extra Enchantment when Influenced and at final Evolution tier (and at max Achromy infusion)
Fixed Claymation Prime having improper triggers for it healing and failing its Bonus Objective
Fixed an issue where Enyvil's stagger damage was being counted improperly during its Attack phase, resulting in extremely easy stuns when using a ranged weapon against it (and in other, various situations)
Fixed an issue where Summon Blocks would count a client and server-side activation, causing weird interactions and then deleting more Stacks then they were supposed to
Fixed an issue where Summon Blocks were taking Cursed Tribute before checking if it was a Cursed Tribute, resulting in it never summoning the Challenge version of that boss
Fixed an issue where players that were in Corruption/Withdrawal could continue using Abilities
[1.10] Fixed Weapons not syncing their info properly to the Client when on a Server
[1.12] Fixed an issue with bounding boxes caused by an internal Vanilla change when updating from 1.10 to 1.12, this affected things like potion effects from Bosses and hit radius for AoE damage and addresses multiple issues with AI
[1.12] Fixed an issue where one of the capabilities the mod uses wasn't syncing to the Client properly, resulting in the Frozen effect overlay not fading out properly

 

Extra note:
Due to the amount of people actually downloading the mod for 1.10.2 (less than 5%), this may be the final 1.10.2 version unless some other major bug fixes are required.

Due to various reasons, this release wasn't tested as thoroughly as other releases, please report any issues you find or have.