Changelog
The Adaptation Update Hope you brought 5 more weapons
Changes:
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Fixed a bug where you couldn't refill Brew Sacs. Thanks for making this apparent, no idea how I missed it.
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Adaptations! You can now adapt to damage if your bloom level is greater than 1 (primitive or above), and the stats for adaptations scale with bloom. Adaptations are lost on death.
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- Barring stats, they emulate standard parasite adaptations 1 to 1. Fire can prevent it, but you can adapt to fire, et cetera.
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- You will also receive the Heightened Senses effect (from base SRP) when attacked, adaptible, and One Mind is enabled in SRP's config. It doesn't do anything quite yet, players don't have follow ranges.
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- I'd argue we're getting into obscene levels of power with just this mechanic alone, but parity is parity.
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- I am willing to nerf this DAY ONE if I hear ONE PEEP that its unbalanced, so make your voice known!
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- Immalleable will prevent you from adapting to damage and drain existing adaptations.
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- The Foster effect (from base SRP) also fosters adaptations as well, in the same way as it does for other parasites.
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Along with that, the Phase Booster GUI has been modified to also show Adaptations.
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- It has been renamed to the Malleability Menu as a result. The Phase Booster slot also looks somewhat like the tier 1 phase booster to clue people in on what to put there.
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- This can also be used to forget damage types, in case you adapted to something you didn't want to. Hence why you have so few slots.
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- Hovering over a damage type's forget button will show the damage reduction it provides. Full adaptations will be purple in color. Technically it should be pink, but purple stands out more against the light grey background.
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- The GUI will only show your first 21 adaptations, since anymore wouldn't fit.
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- Don't go over that, alright? I'd argue more than 20 adaptations is just ludicrous anyway (looking at you Preeminents)
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I am currently brainstorming a way to sever your secondary head to delete all adaptations.
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- Storing them all in an appendage is a tradition in this line of work, just like being disguisting.
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- There are plans to give the Slicer (that scythe tendril that grew out of your head when you reached Assimilated Tier) a use in the future.
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Gore on death is now based on Corpse Bloom
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- If you are at Pure tier and die, you'll make Pure gore, ditto for the other tiers.
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Added an extra tooltip to Brew Sacs to mention that holding RMB (or whatever your Use Item key is) will refill it if you have enough biomass.
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A new mixin, this time for a vanilla class (RenderLivingBase) has been added, to make the hurt colors work.
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- This uses an injector into HEAD to the setBrightness method, and only cancels if mob in question is a player that can adapt.
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- If you get a crash regarding that method, it's probably my fault, then.
Config Changes:
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Biomass - Parasite Cost Settings - Decreased Primitive Tozoon cost from 40 to 35.
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- The Gnat and Primitive Vermin are on thin ice, yall clearly cannot be trusted
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Client - Adaptation Custom Hit Colors - Replaces standard hurt colors with adapting parasite colors, for parity.
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Bloom - Player Adaptation - Whether adaptations are enabled or not.
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Bloom - Bloom for Adaptation - Minimum bloom level needed for adapting to damage. Defaults to 2, or Primitive. for reference, here are the bloom tiers:
Inborn - 0 Assimilated - 1 Primitive/Stage I Nexus - 2 Adapted/Stage II Nexus - 3 Pure/Crude/Stage III Nexus - 4 Preeminent - 5 Whatever ends up replacing Ancients idk/Stage IV Nexus - 6 and so on...
- Bloom - Adaptation Stats - List of adaptation stats for each bloom level. Read the comment on the entry for more info, its a little complicated. "0;12;0.05;0.7;0.7;2", "1;12;0.05;0.7;0.7;2", "2;12;0.05;0.7;0.7;2", "3;10;0.1;0.8;0.5;3", "4;8;0.125;0.95;0.3;4", "5;5;0.2;0.9;0.3;5", "6;4;0.25;1.0;0.2;6", "7;4;0.25;1.0;0.1;7", "8;4;0.25;1.0;0.05;8"
Files
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Release channel
BetaVersion number
1.0.5Loaders
Game versions
1.12.2Downloads
64Publication date
February 22, 2024 at 4:28 PMPublisher
roguetictac
Developer and "Artist"