Some new features alongside a vital hotfix!
IMPORTANT:
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Hex-Code Color Picking! You can now set the nameplate color of your weapon to any valid hex code, or erase it and pick from the preset list as before if you so desire
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1 New "Ability" Added
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Fixed crash in Apotheosis when applying affixes to a Weapon Master item. (NOTICE: Further compat with mods like Apotheosis will be done at a later date, some on-hit effects still don't apply properly!)
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Fixed duplication exploit when using TNT on the Studio
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Fixed crash when modifying NBT values in-game
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Fixed rare crash when using The Skeleton
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Fixed UI crash caused by flywheel compat issues
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Fixed transparency-render crash when applying semi-opaque blocks to a Weapon Studio specifically when using Oculus.
- Fixed edge-case crash caused by Null Block placements with the Studio under mods that severely change the block rendering algorithm
- Fixed excessive logging and unnecessary debug messages that were accidentally left in
WEAPON MASTER 1.4: MASS CHAOS CHANGELOG:
GAMEPLAY ADDITIONS:
New Abilities:
- ELIXER
- EJECT
- DEAL
- SCRAPBOMB
- SKELETONS
New Passives:
- CATALYZE
- FAE BLOOD
- AUTOPOPPET
- REVERBERATION
- ENERGETIC
ALLY TAG
- Use this item on a friend to make all your weapon strikes unable to hurt them!
- Does not work on abilities that already can self-damage
- You can wear it. This does nothing.
NEW PART SETS:
- I'm not listing all of these.
ABILITY/PASSIVE CHANGES:
- BUSTER: Buffed in reliability and damage dealt. In 1.20, also no longer miscalculates velocity on multiple entity grabs. No longer fails to play impact sound under odd conditions.
- ONRUSH: Launches enemies higher with increased consistency.
- SMOKESCREEN: Lower cooldown to be more competitive with other abilities.
- PURGE: Lower cooldown
- GRAVITY WELL: Bigger hitscan array
- HOLOMINE: Won't detonate automatically if a player tagged as a "friend" through the ALLY TAG walks near it. They can still set it off with a melee swing.
- BLADECALLER: More aggressive about homing targets.
- KARMIC: Works correctly now, instead of entirely ignoring i-frames.
FIXES:
- COMPAT: Customizeable Player Models that don't modify swing/hold animations should now work natively with Weapon Master 3rd Person Animations.
- COMPAT: Rubidium rendering bugs (such as the Studio rendering errors, Weapons not being stitched properly, or repair being broken) have been (mostly) mended.
- COMPAT: Oculus shaders now behave nicely (enough) with Weapon Master custom rendering.
- COMPAT: Less crashes with other mods that modify the UI or rendering system.
- FIX: Repair Minigame logic has been updated to stick to your cursor better. hopefully no more accidentally letting go of it!
- FIX: Player Progression Storage has been given a new contingency system that should stop data loss during world crashes and server restarts
- FIX: Studio should no longer be less responsive just because you have JEI installed.
- FIX: Item Stitching code changed for 1.20 for better functionality.
- FIX: More strict reign-in on ghost entities that caused server lag previously.
- FIX: Localization errors on potion effects and kill messages.
- FIX: Abilities and mechanics that kill the player should now properly, for real, kill the player in more circumstances.
- Probably a lot more these took ages to patch an implement
Some very light patches, including a fix for a long-term issue!
Finally fixed (and added features for) compatibility between mods that add additional NBT data and Attributes to weapons (do not assume they will automatically work, though. They probably won't)
Fixed players being able to enchant their weapons with an anvil (you aren't supposed to be able to enchant them at all)
Changed Bladecaller detection to stop hitting yourself in the head occasionally (should no longer target yourself)
Fixed one of the new passives not being properly applied to the ability register (If you have a high-level weapon already, it should automatically appear on the unlock menu now!)
Wow, this one's a doozy. I'm going to try and keep everything brief for you, alright?
Also, it's on Modrinth now! Huzzah! The 1.18 version will not be uploaded here because it has outdated features, but you can acquire it on Curseforge if you so need.
WEAPON MASTER 1.3 FOR 1.19.2
ADDITIONS:
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PASSIVES: Alongside Active Abilities, you can now unlock Passive Abilities. You can equip one of each simultaneously.
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THIRD-PERSON ANIMATIONS: You can now pose stylishly with your weapon and see others do so too, fully animated for every swing with unique kinds for every weapon type.
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NEW THIRD-PERSON CAMERA: When holding a weapon, the camera will change to an over-the-shoulder mode that (mostly) accurately tracks the end of your crosshair. You can config this out if you're using another mod for a camera!
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15 Passives were added this update, go unlock them!
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2 Actives were added this update, go unlock them!
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A massive boatload of new parts across all weapon types (roughly 500)
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REROLLS: Every time you level up, you also gain a reroll. You can stack these and use them any time you don't like what's on the unlock menu for your current level.
CHANGES:
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CRITS REMOVED, DAMAGE BUFFED: You're basically always dealing near-critical damage now, and will always swing in an arc on Sweeping weapon types even when mid-fall.
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ATTACK SPEED BUFFS: Heavier weapons scale better on attack speed to compensate for new passives.
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DURABILITY NERFS TO SWEEPING WEAPONS: You really won't feel this, it's still like 2,000 by default.
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Broadsword now has slightly longer reach by default.
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Repair Minigame now shows a highlight on the "flip" button when one side is repaired.
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Detection on swings is now much more forgiving while still demanding precision.
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HOLO-MINE: You can now swing at the mine to detonate it.
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HOLO-MINE: Lets you sticky-jump a very, very far distance if you do this.
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PURGE: Cooldown massively buffed to provide more use-cases.
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DOUBLESLASH: Damage scales properly to the weapon.
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GRAVITY WELL: More forgiving hit-reg.
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ONRUSH: Damage scales stronger as your DAMAGE level increases.
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ENDURE: Much more massive slow, briefly locks enemies in place that are afflicted. Cooldown buffed.
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REWIND: Sends you further back by default.
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FUSEWHIP: Counts as standard damage, no longer fully penetrates armor.
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SMOKESCREEN: Buffed cooldown to be competitive with other abilities.
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The book was updated slightly to account for new additions.
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You can now exit the Unlock Menu by clicking on any of the other menus. Re-enter the Unlock Menu by just placing the weapon back in.
FIXES:
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Repair Minigame behaves more often (If you have issues with it when on servers, try toggling off your JEI overlay. No, we don't know why this fixes it and are still looking on how.)
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Players should (hopefully) stop losing unlock progress randomly.
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Swings take less time to come out on laggy servers.
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Entity Tick Crashes when using Holo-Mine should probably not happen.
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Buster no longer haunts your world (and when it does, it politely leaves when the player walks away)
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Fixed crashes relating to the Tooltip Overlay (especially with Mekanism)
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Fixed some compatibility issues with performance/shader mods (they still aren't recommended)
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Fixed several crashes related to running out of durability in certain edge-cases.
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Fixed Recall not properly rewinding the player when they teleport, hopefully.
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Unlocks on Parts are slightly more random now.
CONFIG OPTIONS ADDED:
COMMON:
- ATTACK SPEED: All weapons can have their Attack Speed configured for throughout the leveling process
CLIENT:
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Enable/Disable the Phantool animation (if your computer is a potato)
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Enable/Disable the new weapon-exclusive Third Person Camera (or make the camera utterly terrible via Mansion Mode if you hate yourself)
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Enable/Disable Experimental proc-gen 3D models for weapons (not recommended)
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Enable/Disable the Item Model Builder (in case your computer is extremely potato or you have something else overriding it)
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Enable/Disable the custom tooltip overlay (replaces it with a fancy ASCII version that is more compatible with some mods or for Dwarf Fortress enthusiasts)
This change-log may not encompass every feature alteration or addition that was done.