Releases: asanetargoss/HardcoreAlchemy
Call of the Nether
The last instinct (for now at least) is here! Should you have the unfortunate experience of getting stuck as a Nether morph, you will now find yourself yearning for a more fiery home. Delay this desire for too long, and you may start to feel a bit too cold. However, warming yourself back up with fire from a place other than the Nether may eventually backfire!
Aside from that, this release comes with the following fixes and additions:
- A randomly occurring initialization crash has been fixed when initializing mob data
- The Blood Magic rituals now properly disable on death... for real this time
- The Astral Sorcery attunement reset now properly syncs to the client on death
- Players under hindered mind and severe nature homesickness at the same time now sprint, to make sure they are able to run away from predators.
- The player no longer always has hunger when Dissolution is installed
- A crash has been fixed when getting stuck as some mobs with hunting instincts
- A config option has been added for making instinct always decay quickly. This is meant for testing the mod; I don't recommend it for regular gameplay.
- The frequency of homesickness messages has been adjusted
- A few client desyncs with instinct packets have been fixed
- Iron golems and other large mobs can now always jump manually
- The guidebook has been updated with the new nether instinct, tips for human companionship, and a short note that ProjectE transmutation is restricted to the full moon
Crash hotfix when visiting Nether as animal perma-morph
Other changes:
- Added the Potion of Water Resistance. Since this is a sudden hotfix release, this feature has not been documented yet.
- Fixed crash on death when Thaumcraft not installed
- Astral Sorcery alignment is now cleared on perma-morph and on death
- Blood Magic rituals now deactivate on death
- Fixed moonstone meteors from Ars Magica 2 spawning near permanently morphed players who do not currently have magic enabled
- Fixed hindered mind preventing drinking from Tough As Nails canteen
- Made skeletons, nether mobs, most Thaumcraft mobs, and some Ars Magica elementals no longer need to eat or drink
- Gave more morphs correct diet information
- Fixed some bugs with the predator instinct
Morphing keybind guidebook fix
This release fixes the Traveling Alchemist guidebook referring to Metamorph rather than Changeling, which may have been confusing to new players searching for the keybind for morphing.
Reluctant Relocation
Two major features debut in this release!
First, the homesick nature instinct was added, encouraging players stuck as animals to spend time in the environment their morph would prefer to spawn in, or else risk being chased by predators. Feedback is encouraged on the instinct system as it develops!
Second, the magic inhibition mechanic was added, encouraging a tradeoff between morphing and certain forms of powerful magic. Too much spellcasting will temporarily prevent morphing.
Another notable feature: Some morphs can now eat grass or drink water using the Metamorph ability key, under limited conditions.
There are also various other tweaks and fixes:
- Fixed Guardian mobs attacking morphed players they were not supposed to attack
- Fixed permanent morphs unable to craft magical wood types
- Fixed StackOverflowError when looking up some crafting recipes
- Fixed humanity icons shaking while game paused
- Updated Alchemic Ash guide to mention changes to modpack wand recipes
- Fixed Alchemic Ash guide typos involving bales
Fix Potion Recipes
v0.3.10 Version 0.3.10
An Aquatic Adjustments Addendum
As you may have noticed, there is no standalone 0.3.8 release. This was intentional. The instinct system is still under heavy development, and generally doesn't play well with vanilla right now. So I wanted to delay releasing the standalone mod until a config option was added to disable the instinct system.
Yes, this means Hardcore Alchemy has a proper config file now. Feel free to submit pull requests! No guarantees, though.
Aside from that, this release adds a bunch of changes, mainly meant to make playing as an aquatic morph more playable:
- Added the Potion of Air Breathing, allowing water-breathing morphs to stay out of water for longer.
- Fixed a crash when getting stuck as certain hostile morphs
- Fixed permanent Guardian morph's prey targeting instinct making them want to attack pretty much everything, including themself. This targeting improvement also makes Wolves only attack Sheep and Rabbits as intended. Let me know if you see any weird targeting issues. The new system is designed to get more accurate the longer you play as a permanent morph.
- Inverted the effect of block breaking speed for water breathing morphs. They will now dig at normal speed while in water, and will dig at slow speed when out of water.
- Made FOV wider for morphs with the Swim ability while in water, to prevent motion sickness.
- Fixed the Unhindered Magic potion being off-center
Finally, here is the long list of features added in the 0.3.8 version of the mod, which are also included in this release. If you read the Hardcore Alchemy modpack changelog for 0.3.8, there is no need to read this as it is identical:
- Rewrote a lot of networking. Hopefully this means less network usage, although there might be a few bugs hidden somewhere.
- Added a new section in the in-game guidebook (Traveling Alchemist) for morphing. Some sections of the guidebook have been updated as well with new information.
- Villagers from Village Box no longer respawn when killed
- Removed the mechanic which caused players to be locked to their human form when using spells from Ars Magica
- Removed the mechanic which allowed some permanent morphs to always be able to use high magic. Permanent morphs are now all equally bad at using high magic.
- Added Potion of Unhindered Magic, allowing permanent morphs to use all forms of magic for a limited time
- Added a Metamorph ability to Squids, Guardians, and Elder Guardians which allows them to fish underwater
- Made Thaumcraft knowledge and warp become temporarily forgotten on death. The player will rediscover their Thaumaturgical knowledge after repeating a small amount of Thaumcraft's early-game
- Made the code for determining whether high magic items and blocks can be used a bit more robust, preventing issues like players being unable to place things on top of magical blocks.
- Made witches only attack unmorphed players and made their morph obtainable. Did the opposite with villagers from Village Box.
- Added the instinct system, with one instinct so far: Players who are stuck as an aggressive mob will have to attack prey when they spend too much time around them, or face serious debuffs. The mechanic is pretty self-explanatory, but very heavy-handed, so beware! Feedback is welcome. There is currently a known issue with large ground morphs.
- Fixed wolves attacking players morphed as wolves
- Fixed duplicate chat notifications
- Nutrition from the Nutrition mod now decays when the player has the Thirst potion effect from Tough As Nails. The Nutrition debuffs for the modpack have been adjusted accordingly.
- Morphing into anything other the player now costs humanity instead of hunger. The cost is small, but random, adding a bit of risk when morphing when your humanity is in the red warning text zone. This change should also prevent weirdness with the golden hunger saturation overlay being higher than your hunger value.
- Changed the player camera to scale with the height of their current morph. Blocks will look bigger when the player is small.
- Fixed some magic items being craftable even when the player cannot use high magic
- Fixed rare ConcurrentModificationException when loading chunks
- Removed the chat message that was displayed when a player fails to craft a magic item
- Fixed right click harvesting for Mystical Agriculture crops
- The Transmutation Table from ProjectE can now only be used during a full moon. This also affects the tablet.
Documentation Insurance "Hot" Fix
Added an in-game guide to Alchemic Ash, crafted with two pieces of sand.
Climber Hotfix
Fixed Climbers from Deadly Monsters attacking morphed players.
Obsidian Sheepman Hotfix
As promised, here's a quick 0.3.5 release fixing Obsidian Sheepmen from Ad Inferos spawning zombies.
The Salty Fix
This release fixes several bugs. Updating to this version is strongly recommended to reduce your sodium intake in a hardcore Minecraft diet. Then again, you may have only encountered properly salted batches, so you may never have encountered these bugs. Maybe you have encountered other bugs? Let us know! Here at Hardcore Alchemy Food and Tea Co. (R), we pride ourselves in the highest possible quality standards for niche alpha modpacks containing discount Java code from dozens of unaffiliated suppliers, in addition to our own super secret lab of sentient computers 3d printing programmers at state-of-the art 1mm resolution!
Fixed Obsidian Sheepmen from Ad Inferos spawning zombies... and baby zombies.This fix was not functional in 0.3.4; it works in 0.3.5- The player is now prevented from morphing when it would cause suffocation damage. *shakes fists at stairs*
- Fixed the morph blacklist, for real this time. Here's a general rule: if a mob doesn't have a level, you can't get its morph. This applies mainly to human-like creatures, bosses, and stuff that shouldn't be alive but technically is alive.
- As a side effect of the mob level blacklist fix, future Minecraft Comes Alive villages should no longer be abandoned/wiped from existence. Yep.
- Fixed thirst decreasing in permanent morphs which had no thirst bar.