New kosmogliphs:
Ricochet: A kosmogliph that shoots a ricocheting beam that deals 1 damage per hit.
Changes to kosmogliphs:
Reduce effect â–¼
- Reduced the increased damage from 30% to 5%
Rancid brew ↺
- Now applies reduce 10 on entities hit, increasing damage taken by 50%
- Now applies reduce 20 on the user, increasing damage taken by 100%
Reduce â–²
- Now applies +6 levels of reduce per hit, a 30% increase as before
- Now applies +1 level of reduce when hitting a melee hit.
Bleed â–²
- Now applies +1 level of bleed when hitting a melee hit
Basic railgun â–²
- Now deals 30 damage to non-player entities
Snipe â–²
- Now deals 22.5 damage to non-player entities each shot
Explosive â–²
- Now deals 30 damage to non-player entities
Time bomb â–¼
- Increased cooldown 5s -> 20s
Brand new kosmogliphs
Ankle guard: Prevents falling below 1hp when falling. Helmet exclusive
Parry: Holding up the shield at the right time lets you parry attacks. Parrying projectiles sends an explosive beam forwards. Parrying other attacks deals the damage to the attacker.
Frost thorns: When the shield is hit, spew out a set of ice bolts.
Changes to kosmogliphs
Protection kosmogliphs â–¼
- Changed it so that damage reduction is done after armor. This should mean you take more damage overall.
General changes:
- Changed/added some damage types to type tags. This has various effects.
- Bleed and drain now properly ignore armor, drain now also ignores effects
- Plasma damage does not trigger thorns on guardians.
Bugfixes
- Fixed an issue that caused explosions from astral arsenal to deal damage based on difficulty, they should now do the appropriate amount of damage in all difficulties. Note that this does not effect vanilla explosions. Creeprs, ghasts, TNT, crystals, etc. should still do the appropriate amount of damage.
Notes
There are no proper balance changes in this version because 1.9.0 was never properly tested by me, and nobody came forward with any suggestions. With new kosmogliphs being added, there are likly to be more balance changes to shape the mod into a new meta.
However, it is likly that balance changes will be fewer and further between and new content will by my focus. 2.0.0 is going to be a rework of the code, and aesthetical switch-up. But until then, expect new kosmogliphs and such. I am likly to leave things be a little more to let the meta settle.
As per usual, feel free to join the discord for sneak peaks on newer features, and to talk about the mod. Otherwise, enjoy Astral Arsenal 1.10.0.
Changes to kosmogliphs
Endurance â–¼
- Damage reduction 75% -> 65%
Bleed ↺
- Now deals damage every second
- Every level above the first causes bleed to deal 0.25 damage extra instead of reducing time between damage ticks.
- Hitting an entity with bleed adds a level to it
Alchemist â–²
- Increased max charges to 64
Capacitance â–²
- Strikes now instantly strike
Reduce â–²
- Hitting an entity with reduce adds a level to it.
Changes to vanilla
- Increased damage reduction of feather falling from 12% per level to 20% per level. This is to compensate for the removal of protection enchantments
- Added a new mechanic - Crimson time. Crimson time works as a coyote time for melee attacks. This takes heavy inspiration from Enchancement which has the same mechanic. Crimson time, when activated, will change the crosshare to red. Credit to blur for the implementation, and Moriya for the inspiration.
Bugfixes
- Fixed an issue that caused reduce to not work or scale
Notes
Hey y'all, This might be the last update with balance changes for a while as I feel like this is nearing a good point of balance. If you disagree, please do let me know over on the discord. And as always, if you find any bugs please report them over on the github.
Changes to kosmogliphs:
Astral slash â–²
- Mob damage multiplier 2.0 -> 2.5
FlameBurst ↺
- When attacking a player, no longer shoots projectiles
- Projectiles no longer affected by entity velocity
Freeze ↺
- When attacking a player, no longer shoots projectiles Increased freeze ticks 200 -> 340
- Projectiles no longer affected by entity velocity
Air speed â–²
- Reduced time in air with movement kosmogliphs needed to start moving faster 5s -> 2s
- Now plays a sound when increasing speed
- No longer increases when climbing
Deep wounds â–²
- Killing an entity now grants you extra absorption hp depending on the hp of the entity.
Bug fixes:
- Fixed an old buff to work so astral slash does 5 damage instead of 3
- Fixed an issue where deep wounds wouldn’t stack absorption properly when the blade was fired.
Notes:
The absorption gained from deep wounds has a cap, so it isn't as broken as it seems at first. it also only lasts 5 seconds, so youll find it hard to get too much use out of it. it just felt like a fun thing to keep PVE fights engaging and relentless.
New kosmogliphs:
Reaper!
This kosmogliph works as a 3x3x3 hoe that only breaks mature crops, pumpkins, and melons, netherwart, sweet berries and cocoa beans
Changes to kosmogliphs:
Orbital, devastate, time bomb, lock off ↺
- fired projectiles Now affected by gravity
- Now multishot compatible
Astral slash ↺
- Back to using magic damage
- Now has different particles to indicate its magic damage type
Changes to recipes(if angry, blame ender and farmers delight):
- Amethyst dust 3 amethysts -> 9 amethysts
Changes to blocks(block)
- Cosmic table is waterloggable
- Cosmic table emits some light
Cannonball, mortar â–¼
- Now consume 20 greathammer durability
Knockback explosion â–¼
- Now deals 5 damage to the creator of the explosion, this is to make cannonball jumping less reliable overall.
Bugfixes:
- Fixed an issue where astral slash did infinite damage
- Any existing beam of light arrows will now be affected by gravity, letting them cease to exist on their own
Changes to kosmogliphs:
Ray of frost â–¼
- Reduced freeze ticks 500 -> 400
- Now sets frost frames instead of adding them
Jump, dash, dodge â–²
- Reduced cooldown increase from freeze ticks, 5 ticks/s -> 1 tick/s
Flamethrower â–²
- Complete changes. Instead of a raycast, it fires out projectiles that light entities on fire and deal damage.
Endurance â–¼
- No longer reduces guardian and elder guardian damage
Capacitance â–²
- Now reduces guardian and elder guardian damage
- Now deals 20% of the damage as hard damage
- Track time 20 -> 35 ticks
Devastate â–²
- track time 40 -> 45
Orbital â–²
- track time 50 -> 55
Time bomb â–²
- active time 5 -> 40
Bleed â–²
- Effect time 15s -> 20s
- Can now be used with channelling
Reduce â–²
- Effect time 10s -> 20s
- Can now be used with channelling
Astral slash ↺
- Changed damage type Magic -> Plasma
Freeze â–¼
- 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!
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 â–¼
- Reduced damage of the explosive railgun + cannonball/mortar 20 -> 17.5
Hard damage â–²
- Now stacks from multiple sources
Deep wounds â–²
- 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 â–²
- Increased freeze time of offshoots 400 -> 500 ticks
- Increased freeze time of sword 220 -> 400
Flame burst
- No longer requires fire aspect.
Shotgun â–²
- 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 â–²
- Damage increased 3 -> 5
Reduce â–²
- Damage vulnerability increased 15% -> 30%
Bleed â–²
- Time between damage 3s -> 1.5s
- Length of effect 10s -> 15s
Antidote â–¼
- No longer speeds up hard damage
Beam of light â–²
- Now gives hard damage for 20s.
Orbital â–²
- track time 2s -> 2.5s
- now deals 2 hard damage
- 25% size increase
Devastate â–²
- 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 â–²
- deals 25 hard damage.
- track time 55s -> 29s
- windup 60s -> 30s
Astral strike â–²
- hits to activate 5 -> 3
- Now deals 1 hard damage
Slam â–²
- 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 â–²
- 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 â–¼
- Cooldown 20s -> 30s
Basic railgun, Snipeâ–¼
- Cooldown 20s -> 40s
Ray of frost â–²
- Increased damage 5 -> 7.5
Endurance â–¼
- Decreased damage reduction 90% -> 75%
Cannonball, Mortar â–²
- 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 slashâ–²
- 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