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Posted by: Mindthemoods
File description: Same as the previous version; updated to 1.19.4
File size: 2.72 MB
Total download count (all mod files): 379
Mod changelog:
- Totally overhauled Beacons. Awesome.
- Fixed Sigil duping glitch.
- Updated to version 1.19.4
- Changed evil sentinel/ward/forcefield textures to better resemble Vex.
- Reconfigured sound effect radius to try to fix abrupt transitions when loading into the game near a beacon/approaching a beacon quickly.
- Added some basic tooltips to the beacon interface.
- Fixed broken SFX
- Replaced purity effect with Speed II + Jump Boost I. When used with the original speed effect, it instead grants speed III.
- The beacon interface now displays the current and maximum capacity of the beacon, and correctly displays indicator lights when 'require beacon EXP' is disabled.
- Added new models and animations for sentinels and wards.
- Improved the pathfinding and aim of sentinels and wards. They're now way harder to avoid.
- Wards now avoid their target, attempting to keep a 10m distance at all times.
- Polished up the sigil textures.
- Made ward and sentinel spawning way more aggressive. Sinister wards now spawn more quickly relative to an intruder's proximity to the beacon. When an intruder is within a 24 meter radius, it overrides the normal limit on ward spawning.
- Beacons now tick much quicker, and use NBT data to track their effect loop. Effect application is unchanged, but beacons will detect changes in sky access, pyramid composition, and deactivation far more quickly.
- Beacon SFX now pause when no player is in range, and should thus resume when approached far more consistently.
- Decreased experience draw for all effects, and increased energy multiplier. Beacons should now stay charged about four times as long.
- Beacon capacity now maxes out at 820. (The amount at which every effect can be applied simultaneously.)
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