Bugfixes
- Fixed an issue that cause astral slash, basic railgun, snipe and lightning to deal infinite damage
Changes to kosmogliphs
Flamethrower
- Damage nerf 5 -> 1
- Now bypasses immunity frames
Bugfixes
- Fixed an issue wherecertain damages could hurt and kill creative players
- Fixed an issue where damage types didn't have death messages if the player was wielding a special item
Changes to kosmogliphs:
Ray of frost ▼
- Reduced freeze ticks 500 -> 400
- Now sets frost frames instead of adding them
Jump, dash, dodge ▲
- Reduced cooldown increase from freeze ticks, 5 ticks/s -> 1 tick/s
Flamethrower ▲
- Complete changes. Instead of a raycast, it fires out projectiles that light entities on fire and deal damage.
Endurance ▼
- No longer reduces guardian and elder guardian damage
Capacitance ▲
- Now reduces guardian and elder guardian damage
- Now deals 20% of the damage as hard damage
- Track time 20 -> 35 ticks
Devastate ▲
- track time 40 -> 45
Orbital ▲
- track time 50 -> 55
Time bomb ▲
- active time 5 -> 40
Bleed ▲
- Effect time 15s -> 20s
- Can now be used with channelling
Reduce ▲
- Effect time 10s -> 20s
- Can now be used with channelling
Astral slash ↺
- Changed damage type Magic -> Plasma
Freeze ▼
- reduced freeze ticks added 400 -> 200
- reduced freeze ticks added by frost bolts 500 -> 200
Bugfixes:
- Fixed an issue where explosive dealt no damage or knockback to the entity directly hit
- Fixed an issue where explosive dealt no damage to the player
- Fixed an issue where ray of frost could deal 2x as much frost frames because of overlapping hitboxes.
- Fixed an issue where some sources of damage would completely drain movement kosmogliphs
- Fixed an issue where movement kosmogliphs expected damage values of 2 or more, rather then 5 or more
- Fixed an issue where Orbital, Devastated, Time bomb, lock off, Shotgun and Cannonball launcher would shoot projectiles that inherited the players movement
Notes:
Nothing to really note, dash, jump, and dodge all had problems with how much they'd be reduced by frost frames, and ray of frost was very broken.
As per usual, balance changes will continue to happen every week. If you feel something is too strong, or too weak, please contact me on discord in the #astral-arsenal channel on the Team Voided discord server. Additionally please report bugs to the Github repository.
Enjoy, and have a nice week!
- Made it so that Lava no longer reduces your movement kosmogliphs
- made the keeps_movement tag that stops damage types from reducing movement kosmogliphs
Changes to kosmogliphs:
Jump, dash, dodge ↺
- Increased cooldowns by 5 ticks for every second of freezing you have
- Cooldowns increase by 1 second every time you are hit for 5 damage or more(pre-armour) not including fall damage. If you have all three charges, one charge is removed with the full 1 second cooldown.
- Dash now boosts you 25% less when at 25% or less hp. Hard damage counts towards max hp, so if you have 10 max hp thanks to hard damage, you’d need to have 2.5 hp or less to count.
- after being airborne for 5 seconds leads to an increase in air movement speed.
- Jump is 70% quieter
- dodge is prettier
Cannonball, Mortar, Explosive ▼
- Reduced damage of the explosive railgun + cannonball/mortar 20 -> 17.5
Hard damage ▲
- Now stacks from multiple sources
Deep wounds ▲
- Now rewards the user with bonus absorption HP for each health removed from targets in hard damage
- Now gives a way to replenish lost absorption HP. Attacking with this weapon will restore a small amount of absorption.
Freeze ▲
- Increased freeze time of offshoots 400 -> 500 ticks
- Increased freeze time of sword 220 -> 400
Flame burst
- No longer requires fire aspect.
Shotgun ▲
- No longer requires multishot.
- Still conflicts with piercing.
- Made it so one of the arrows fired is able to be picked up, and always shoots in the middle of the crosshair
Basic railgun, snipe ↺
- Cooldown reduced 40s -> 15s
- Now deals 5 damage and hard damage to the user. Hard damage lasts 20 seconds.
Flamethrower ▲
- Damage increased 3 -> 5
Reduce ▲
- Damage vulnerability increased 15% -> 30%
Bleed ▲
- Time between damage 3s -> 1.5s
- Length of effect 10s -> 15s
Antidote ▼
- No longer speeds up hard damage
Beam of light ▲
- Now gives hard damage for 20s.
Orbital ▲
- track time 2s -> 2.5s
- now deals 2 hard damage
- 25% size increase
Devastate ▲
- 200% size increase
- now deals 4 hard damage
Lock off ↺
- damage 1 -> 0
- should no longer delete items
- Now starts draining the hp of those that enter for about 1hp/s. This draining is done as hard damage. This lasts 5 seconds once leaving the zone.
- windup 3.5s -> 2.5s
- track time 2.5s -> 2s
Time bomb ▲
- deals 25 hard damage.
- track time 55s -> 29s
- windup 60s -> 30s
Astral strike ▲
- hits to activate 5 -> 3
- Now deals 1 hard damage
Slam ▲
- Increased slam jump ticks so that it can be performed easier.
All explosions ↺
- Instead of launching entities directly upwards, they now deal knockback like any other explosion
All kosmogliphs ▲
- Items with kosmogliphs are now enchantable
Changes to weapons:
Astral greathammer:
- Now enchantable
Bugfixes:
- Removed a period in the bleed death message
- Jump now recharges when in fluids
- Vein mine no longer gains durability when it shouldn’t
- Hammer and vein mine no longer effect blocks outside the world boarder
Notes:
This patch I wanted to focus on making fights more interesting. PvP fights had a tendency to continue on and on, with one player backing out to eat and heal every 5 seconds. Im aiming to reduce the effectiveness of this strategy by making it harder to run, more rewarding to fight, and giving more ways to attack escaping players.
The increase in airborne speed is to just make moving feel more fun, that's it. Speed = fun :3
Railgun and snipe have been changed for a more PvP oriented design, rewarding good aim with high armour-piercing damage. To make this more interesting then a 1-click-delete half hp button once per fight, the hard damage mechanic has been introduced. This should make it a risky, but highly rewarding play.
Hard damage changes have been made to make it a more interesting mechanic overall.
Beams of light have been hard to use, or outright worthless. Changes to them are here to try and make them more usable.
Major update this week with a lot of changes, hope you enjoy. As per usual, balance changes will continue to happen every monday. If you feel something is too strong, or too weak, please contact me on discord in the #astral-arsenal channel on the Team Voided discord server. Additionally please report bugs to the Github repository.
Thanks for playing
- All protections have been properly removed
- Dash and Jump now have HUD elements
- Dash and Jump now recharge sound now plays only on client
- Dash and Jump now have better sound
- Recipes look better, they're the same recipes, but they just look better
- Kosmogliph command now requires you to have admin
- Removed Silk Touch from smelter disallowed enchantments
Changes to kosmogliphs:
ray of frost, explosive, rancid brew ▼
- Cooldown 20s -> 30s
Basic railgun, Snipe▼
- Cooldown 20s -> 40s
Ray of frost ▲
- Increased damage 5 -> 7.5
Endurance ▼
- Decreased damage reduction 90% -> 75%
Cannonball, Mortar ▲
- When shot with a basic railgun, explode for a strong explosion.
- When shot with snipe, explode for a weak explosion
- When shot with explosive, explode for an even stronger explosion that deals 20 damage
- When shot with rancid brew, explode dealing 0 damage but afflicting the same potion effects for twice as long
- When shot with ray of frost, explode dealing 0 damage but freezing everything for much longer.
- Fixed previous cannonball buff to function
Reflective ↺
- Damage reduction 90% -> 50%
- Now has a 70% chance to reflect a projectile back at the attacker
Astral slash▲
- Damage increase 3 -> 5
- Damage multiplier against mobs 1x -> 2x
Changes to recipes:
Lazulica blend
- 2x lapis dust, 2x quartz dust -> 2x lapis dust, 6x quartz dust, 1x diamond
Amerald blend
- 2x amethyst dust, 2x emerald dust -> 4x amethyst dust, 4x emerald dust, 1x diamond
Concentrated amethyst blend
- 8x amethyst dust -> 8x amethyst dust, 1x diamond
Amethyst dust
- 2x amethyst -> 3x amethyst
Greathammer and railgun
- Replaced 4x kosmic gem with 4x diamond
BugFixes:
Railguns, beams of light, explosions caused by kosmogliphs
- Should no longer delete items or effect non-living entities(aside from cannonball and mortar for railguns)
General
- Fixed an issue where leaving a server would cause a crash.
- Removed unnecessary prints that should no longer show in logs
Snipe, flamethrower
- Should no longer crash the game on client.
Notes:
The railgun changes are because simply they were too strong. Basic railgun and snipe both penetrate armour, so they have been given double the cooldowns while the others, aside from flamethrower, got a 50% increase.
Railguns now affecting cannonballs and mortars is to encourage more interesting gameplay and comboing certain weapons.
Recipe changes are to address the issues put forward by ender of kosmogliphs being too cheap. If you have a problem with this, then blame ender.
Balance changes will continue to happen every monday. If you feel something is too strong, or too weak, please contact me on discord in the #astral-arsenal channel on the Team Voided discord server. Additionally please report bugs to the Github repository.
Thank you for playing
- Hammer & vein-mine now increments blocks mined stat