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Cataclysmus

Tales of a shattered sky
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Cataclysmus SNAPSHOT 6

File nameCataclysmus-SNAPSHOT_6.zip
Uploader
RCalosenaRCalosena
Uploaded
Nov 26, 2024
Downloads
21
Size
220.5 MB
Mod Loaders
Forge
File ID
5937827
Type
A
Alpha
Supported game versions
  • 1.12.2

What's new

This is the final Snapshot for update 2.0. Lots of changes were made so not everything will be covered in this changelog.

Soundtrack: Apprehension is now separated in chapters:

  • Apprehension - The Howling Wind (original version)

  • Apprehension - Paranoia (New calmer variation that plays after the first night when you are indoors)

  • Apprehension - Necromancy (New Variation that plays after the first night when you are outdoors)

  • Areolis: Simple improvised song for when you are close to spawn

  • Frozen Home (Song made by kairii_ , inspired by Frozen Heart)

  • Cosmic Delusions (Song made by kairii_ , inspired by Dark Space)

  • Nature’s Grace: Plays during the Stagnant Sky (more on that later)

Gameplay:

  • The disappearing hotbar now has other parameters like metadata changing, picking up items, and durability changing to avoid having the hotbar disappear when the player doesn’t want it to.

All early game armors have been reworked, having very dynamic abilities that sometimes even expand upon the new critical strike system

  • Copper: Plays a sound effect when the player is getting, and gets electrified; The player will now get electrified when dealing 3 consecutive Critical Hits instead of randomly like it was in previous versions. While electrified, the player will have higher attack speed. If hit while electrified, the player will get instability (the same instability from the previous version).

  • Slime: Plays a slime sound when hit; the player receives 5x knockback. The player can enter stealth mode (but not madness mode) (while hiding in leaves, darkness, etc.).

  • Leather: Arrow hits have a 50% chance of granting the arrow back. Mounting a horse increases draw speed (While moving).

  • Chain: Increases arrow damage based on the player’s distance from the mob. Arrow hits at atleast 50 blocks guarantee the arrow back. Plays a gunshot sound when the player hits a mob from 50 blocks away.

  • Spider: Reduced Jump Height

  • Bronze: The player can now enrage; Critical strikes deal 1.5x more damage

  • Steel: The player can now enrage; Critical strikes, only with a weapon, cause an explosion that doesn’t damage you or the terrain around you, but damages your weapon’s durability.

  • Gold: Crouch-Jumping with any spell-casted buff will consume it and give you SoulSight instead. The length of SoulSight depends on the amount of spell-casted buffs that are active.

  • Prometheum: Changed Recipe; Crouch-Jumping with any spell-casted buff will consume it and give you Ghostly Shape instead. The length of Ghostly Shape depends on the amount of spell-casted buffs that are active.

  • Critical strikes now have a combo system, meaning that damage increases per consecutive hit. The catch is that now critical strikes can’t be done by jumping, but through other means like: dodging, bobbing in water, hitting your head on a ceiling, and basically any other ways of making the player fall without first going up above 1 block of height, I encourage you to find the best method :).

  • When defeating the first bosses, the sky will freeze at sun-set, (In-game this is called the “Stagnant Sky”) until the next set of bosses are defeated (this is more of a lore addition that makes the gameplay loop less repetitive).

  • The Deep caverns got a visual overhaul with new structures and ground decorations

  • Many items now have custom tooltips that represent their tier of loot (this doesn’t necessarily mean that one item is better than the other, but it rather means that one is found later in progression)

  • Added custom loot tables to many structures.

  • Stone and iron weapons are now not craftable. Instead, stone weapons are now more commonly found as loot, and iron weapons are now treasure loot found in progression dungeons.

  • Added Nightmare mode: A sort-of arcade mode that gets unlocked after the final boss (Amalgalich). In this mode, difficulty will initially increase (I think it’s like twice the amount there was before), then, every day will add more points of difficulty until it is basically impossible to survive. In this mode, some previously disabled enchantments become obtainable

Buffed/nerfed enchantments that respectively were either too bad or too OP

  • Lifesteal: The more you hit an entity the least it will heal you (after 15 hits on the same entity, you won’t heal).

  • Corrosive: Mobs that hit you with the debuff will transfer it to you.

  • Golem Soul: Hitting enemies in the ground launches them (higher per level); can be countered with levitation immunity.

  • Deep Wounds: Suppendously nerfed! This enchantment is a joke! Funny enough, it is still kinda OP

  • Added a new End Dimension skybox.

  • Reworked Villager trades, professions, and careers to include more relevant item trades