un_origin-1.4.0.jar
Curse Maven Snippet
What's new
UnOrigin 1.4 - The Player Update
+=Removed=+
-EMBER leader clothing crafting recipes.
-- The coat, hat, pants, and boots can no longer be crafted; each now drops from EMBER leaders at a 50% chance, so the set is earned by defeating leaders.
-The UniqueUnOriginPowers gamerule.
-- Replaced by a config option (gameplay.uniquePowers, default off) so the one-holder-per-power rule takes effect before anyone joins, which suits SMPs better than a gamerule that can be flipped after players have already awakened.
-Leftover potential-roll data for the Tempest Claws and Deadeye combinations.
-- These were unreachable values; both combos already take their potentials from their ingredient powers, like every other combination.
-The old vanilla advancement toast sound.
-- Replaced by the new custom advancement sound (see Added) so the two no longer play at once.
+=Added=+
-New power: Telekinesis - bend the battlefield with raw telekinetic force.
-- Pressure Control (held): seize the target you look at and crush it in place, drained against your aura; sneak for a wide Crushing Field that slows, grounds, and grinds everyone inside.
-- Force Manipulation: rip a target off their feet and hurl them where you look, or sneak to Levitate them helplessly in front of you and drag them wherever your gaze moves.
-- Telekinetic Orbit: a spinning ring of debris that shreds incoming projectiles, cuts and shoves anything that presses close, and locks your footing (toggle).
-- Absolute Dominion: wrench every hostile within 20 blocks into a frozen grip, then Cataclysm Slam them into the ground or scatter them to the horizon with Violent Expulsion.
-- Grabbed targets and lifted blocks follow your aim smoothly, and Pressure Control grips exactly what your crosshair is on.
-New power: Blademaster - forge and throw weapons of pure aura.
-- Energy Blade: manifest dual aura katanas (fast and sweeping), or sneak to forge a single heavy Greatblade with extended reach and immense knockback; summoned blades drain aura, cut through barriers, and glow with your aura color.
-- Aura Blades: hurl a hyper-fast aura knife (headshots cut deeper), or sneak for a Blade Volley that rains overhead and converges on your aim.
-- Crescent Slash: fire a long-range crescent that pierces ranks and shears barriers, or sneak for a Cross Slash that scissors outward in an X.
-- Blade Manifestation: erupt blades from your body to damage and repel everything adjacent and break free of webs, ice, and restraints, or sneak for Blade Step to surf a steerable cascade of blades in your look direction.
-- Thousand Blade Domain: at full mastery, summon a storm of blades that hangs over a target area and falls as a piercing rain.
-New combination: Sanctuary - combine Barrier and Healing into a protective stronghold.
-- Sanctuary Barrier: raise a living dome that heals allies sheltered inside and siphons aura from everything that strikes it.
-- Aura Redistribution: cycle how the siphoned aura is spent - hardening the dome, empowering the allies inside, or surging its healing and cleansing.
-- Shared Circuit: weave an aura network that tops up depleted allies from the sanctuary's reservoir.
-- Divine Bastion: spend the entire reservoir to ascend the sanctuary for a burst of overwhelming healing, siphoning, and protection.
-New power: Invisibility - a standalone stealth power, copyable by Aura Manipulation.
-- Optical Cloak: a complete vanish (body, armor, held items, and nameplate all disappear), drained against your aura, with no reveal when you attack. The full vanish is unique to this power and leaves vanilla invisibility potions untouched.
-- Shared Cloak: aim at an ally to cloak them as well (1 to 4 targets by level).
-- Cloaking also silences your own footsteps, so you cannot be tracked by sound.
-- Three passive boosts, including speed and jump.
-Group / Clan system - a persistent group system that survives server restarts.
-- Full command set: create, invite, accept, decline, leave, disband, list, info, and a group-chat toggle.
-- Founding a group requires all three of: Power Level 3.0 or higher, 5 hours of playtime, and at least one powered nether-born mob killed (blazes, piglins, wither skeletons, ghasts, and so on).
--- The requirement screen shows each condition with a live green check or red cross against your own current values.
-- A group takes its founder's faction color everywhere its name appears (EMBER gold, Spectre aqua, unaffiliated gray), and accepting an invite pulls the joiner into the founder's faction and its benefits.
-- Group members cannot damage one another; this traces through spawned entities too, so a groupmate's Barrier will not hurt you.
-- A [group] tag shows on nameplates, the tab list, and public chat, and group chat delivers messages privately to members only.
-- Founding a group grants the "Strength in Numbers" advancement.
-Royalty system - a config-toggled hierarchy (default off), also restart-persistent.
-- While enabled, the highest-power online player is automatically crowned King whenever the throne is empty.
-- Killing the King steals the crown: the killer becomes King and the former King drops to Jack. There is always exactly one King and one Jack.
-- The King gains +0.2x to every stat multiplier; Jack is purely cosmetic.
-- A dethroned King keeps the crown for 24 hours after logging off; if they do not return in time it passes to the highest online player and they drop to Jack.
-- [King] (gold) or [Jack] (gray) shows ahead of the group tag on nameplate, tab, and chat, and both render independently.
-Advancements and a milestone reward system - a full set of advancements that pay out spendable points.
-- Reaching milestones grants Ability Points and Stat Points you can spend to upgrade your power - awakening, hitting ability levels 2, 5, and 10, forging your first combination, earning your first mastery points, and reaching full mastery.
-- More advancements track world feats: unlocking every ability slot, enhancing yourself with amplified blood, binding a synthetic passive, defending an NXGen relay through every wave, raiding an EMBER tower, and slaying an Agent Leader.
-Custom sounds - three new audio cues, all obeying the in-game volume sliders.
-- Button clicks on every UnOrigin menu button and on EMBER / Spectre faction accepts.
-- A custom advancement notification on every UnOrigin advancement.
-- Looping NXGen lab music while inside the lab; it fades out as you leave and mutes the vanilla soundtrack while you are inside so it plays uncontested.
-A config file - the mod now generates one at config/un_origin-common.toml; earlier versions had none.
-- Toggles for faction agent spawning and ambushes (EMBER and Spectre), individual quest lines, cosmetic features (aliases, world structures, and the Royalty system), synthetics and enhancement, and the new one-holder-per-power rule.
+=Edits=+
-Ally definition unified across the mod - "ally" now means yourself, your group members, and same-faction players, applied through one shared check.
-- Sanctuary routes every ally effect (Restoration, Redistribution, Shared Circuit, Bastion) through a single filter, so only allies inside the dome benefit.
-- Invisibility's Shared Cloak and Time Manipulation's Ally Rewind only affect allies.
-- Same-faction players still receive ally effects, but friendly fire between them stays on; only group members are fully damage-immune to each other.
-Barrier overhaul - larger, tougher, and usable in a real fight.
-- Default size increased from 4.0 to 5.0 (about a 3-block interior).
-- Health roughly doubled (now scales as 40 + level x10 + defense x4).
-- The shell now only absorbs attacks from outside; if attacker and victim are both inside, damage passes through as normal so you can fight inside your own dome.
-- You can now cleanly hit entities inside your own dome - the shell no longer blocks your own attacks from within.
-- Contracting the barrier crushes and slows the entities trapped inside, scaling with level, and keeps crushing while it is held shrunk.
-- Containment hardened: trapped entities are pushed back and clamped inside so they cannot slip out at the smallest size.
-- Resizing and deploy timing tightened: growth/shrink cooldown lowered from 20 to 8 ticks, deploy cooldown lowered from 100 to 40 ticks, plus a 30-second per-slot lockout after a barrier is broken to stop instant re-deploy spam.
-Stat potential ranges retuned for Blademaster and Telekinesis, lowering some secondary stats to better fit their roles.
-Mastery now grows from any aura you spend - every power, and even command- or ability-driven aura use, contributes to mastery instead of only a handful of sources, so all powers progress consistently.
+=Fixes=+
-Healing's External Heal / Mark did nothing for Aura Manipulation users who had copied Healing - the check missed the copied form. It now recognizes copied Healing (and Sanctuary), and the mark is no longer wrongly cleared.
-Powers not turning off on logout - active states and mode tags used to persist, so a power thought it was still on at next login. A cleanup pass now clears all active and mode tags and forces the cloak off when you disconnect.
-Lingering particles and effects after switching powers by command - a per-second reconcile now strips any active or mode tags for powers you no longer hold.
-Predator's mark no longer sticks past 60 blocks (it now drops when the target gets too far, not only on death), and Predator Rush now deals its contact damage automatically on arrival instead of needing a manual swing mid-dash.
-Time Manipulation's Ally Rewind could heal enemies - it now only works on allies and refunds the aura if you are not aimed at one.
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