Cataclysmus SNAPSHOT4
What's new
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WARNING: THIS IS A SNAPSHOT OF A BIG UPDATE. SOME THINGS ARE INCOMPLETE AND/OR BROKEN
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Major Changes:
Movement:
- The player now has post 1.12.2 movement (swimming, crouching under slabs, one-block height movement)
Overhauled UI:
- Moved Health and hunger bar to the top-left of the screen
- Moved Light meter and Dodges to the top-left below the health and hunger bars
- Dodges and the hotbar now dissapear when not used
- removed block outlines when looking at blocks that are close enough
- Slightly shrinked the crosshair
Changed the names of every class:
- Hell-For-Leather --> Tremor
- Scoped Overseer --> Arcum
- Devout Mage --> Devout
- Heavy Warrior --> Furor
Invisibility rework:
- +50% visibility reduction; gets removed after hitting an entity or receiving any damage.
- Invisibility II: This amplifier is normally only achieved through the Assassin subclass. With the amplifier, Invisibility will also trigger Ghostly Shape (full invisibility) which will get removed for 3s if you hit an enemy. Killing the enemy or receiving any damage will clear Invisibility II.
Class Rework:
Tremor:
- There are now two subclasses (Assassin and Flailer)
Assassin:
Based on the former subclass, Death Rogue.
Build up Stealth by crouching in darkness (Light levels 0 to 5), inside leaves, or while exposed to the night sky.
Holding a light source in main/offhand will not allow Stealth buildup
Get Invisibility after five seconds building up Stealth.
Hitting an entity at a 1.5 block distance while Invisibility is active will activate Stored Stealth (potion effect that runs out if you are not completing any Stealth conditions). Crouch-jumping with Stored Stealth will trigger Stealth Mode.
With Stealth Mode active receiving any damage or killing an entity will remove it
Stealth Mode: Get Invisibility 2 but become slower (10s duration).
Madness Mode:
With Stored Stealth, crouch for another 5s while completing the Stealth conditions, then crouch-jump again.
Deal +200% damage (only at 1.5 block distance from a mob), but also Darkness and further reduced movement (Slowness 2 and Dodge Weight 255).
Madness Mode lasts for 5s
Getting hit will clear the effects and apply Vulnerability 2.
Flailer:
Based on the former subclass, Brisk Rogue.
By default, you receive more knockback (x2), but deal 50% less knockback
You receive further knockback relative to your percentage of health
Get more Attack Speed relative to the Adversity level (amount of bad things happening to you).
Things that count as Adversity:
- Health percent: 75% = +1; 50% = +2; 25% = +3; 10% = +4
- Hunger amount: 75% = +1; 50% = +2; 25% = +3; 10% = +4
- Debuffs and higher amplifiers: +1 per Debuff and/or amplifier of a Debuff
- Night/dimension: Night = +1; Nether = +1; Deep Caverns and End = +2; Erebus = +3; Midnight = +4
- Pitch black darkness: +1
- Weather: Raining +1; Thundering +2
- Boss fight: +1 (within 100 blocks from a boss)
- On fire/in lava: On fire +1; In Lava +2
- Sprinting: +1
- biomes: (Petrified Forest, The Void, Wasteland, Phantasmagoric Inferno, Undergarden, Visceral Heap) +1; (Volcanic Island, Corrupted Sands, Volcanic Desert, and Parasite Biome) +2
Attack Speed comes with a damage penalty until Adversity gets to 20. You will instead deal more damage afterwards.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

