Added Ashes of the Stars, a craftable item that can drop from Magus. Ashes of the Stars can have a variety of stats on it, increasing your attack damage based on your spell power.
Added a server.json5 config file, which has the following configurable values:
// Upper bound of Ashes of the Stars (Default: 50)
"ashes_upper_bound": 50, // Distance from 0,0 below which Hexblades will not spawn in the Glass Ocean (Default: 0)
"hexblade_grace": 0,
// Damage multiplier for spin attacks (eg: Whirlwind) (Default: 1.0)
"spin_attack_coeff": 1.0,
// Hexblade module (Default: TRUE)
"hexblade_on": true,
// Reactive ward regen rate coefficient (Default: 1.0)
"wardrate": 1.0
Hexblade Magisters should no longer have anything to offer if they're armed
Hostile Hexblade Magisters run after you a bit slower
Magus and Hexblade Magisters now walk around randomly when idle
Rising Dragon Strike is now Falling Dragon Slam, an attack that sends you airborne before sending a flaming shockwave upon hitting the ground
Fixed Frost Lotus area not scaling with Frost Power stacks
Added the Deathchill Tome, a Frost book centered upon freezing yourself and others to become tankier and do more damage!
Primordial set pieces now can be crafted using items called Threads of Hope like typical armor, which can be salvaged from existing Primordial set pieces by crafting with shears. One set piece will always yield 3 Threads of Hope. It is now a lot easier to get a full Primordial set!
Primordial set pieces are now repaired by Threads of Hope instead of wool.
Changed description of Massacre to reflect damage scaling with attack speed
Dormant Hexblade Portals no longer give XP
Extended the animation of whirlwind type spells in order to accommodate for high lag scenarios
Primordial Robes now change color depending on your highest Spell Power Attribute
Massacre once again scales with attack speed, but with a lower coefficient (2.5 -> 1.6)
Fixed a recursion bug with the Thundering enchant from MCDW
Starforge, Null, and Void now have higher base stats, but scale half as hard from Fire and Frost.
Archmagus now goes nuts during his final phase
Archmagus hates boats now (boats explode in his presence)
Item entities in the Glass Ocean now float upwards much more quickly
Archmagus teleports to the top of the Glass Ocean if he somehow falls through the surface of the water
Hailstorm is now Hailstorm Spellbow, so that it shows up if you search Bow in JEI/REI
Hailstorm projectiles now scale their damage off of frost spell power rather than simply frost attribute, meaning that spell crit and enchants can apply, multiplied by any ranged multipliers
Null and Void now have different textures to reflect their names
Archmagus now plays a down animation and no longer approaches the player while invulnerable and switching elements
Holy Symbol range reduced from 6 to 4.
Hexblade Portals are updated to no longer be Nether Portals, and require you to right click them to go through them
Null and Void no longer apply their infusion while wielded in the offhand.
Negative values of infusion are no longer applied when wielding Null, Void, or Starforge
Made right clicking on Hexblade Portals more responsive
Hopefully fixed Sometimes client crash when going through Hexblade Portal
Hexblade Portals now require you to right click them with a Magister's Hexblade to go through
Hexblade Magisters, Magus, Archmagus, and Monkey Clones are now slightly smaller hitbox-wise, allowing them to go through 1x2 gaps and doorways
Hexblade Portals now take damage, and have 200 health and 100% knockback resistance
Hexblade Portals drop the experience of 8 Hexblade Magisters but no items.
You can no longer hit yourself with Hailstorm Spellbow projectiles
Added name for Arcane Twinslash entity
Aetherfire armor now has the correct ingots as repair ingredients
Hailstorm, a new Frost Spell Bow, is now available and drops from Magus!
Added tooltip onto Starforge that clarifies the Arcane Infusion mechanic that previously was clarified in the Ashes of the Stars tooltip.
Fire Source Changes:
Divinity: T3 -> T1
Rising Flames: 0.6s cast time -> 0.1 cast time -> 0.8s cooldown -> 0.6s cooldown -- Fixed Rising Flames not giving Spell Haste and Fire Spell Power
Bouncing Betty: Removed, replaced with Supernova
Supernova: does what you'd think it'd do
Balance Changes:
Sonic Boom: 2.5x damage -> 1.8x damage -- 8 second cooldown -> 24 second cooldown
Magic Missile: 0.4x damage -> 0.5x damage
Amethyst Rain -> 0.8x damage -> 1.0x damage
Orbs: 4 power -> 2 power -- 0% Spell Haste -> 50% Spell Haste
Massive Refactoring from Mojmap to Yarn
Archmagus has a couple of new tricks up his sleeve
Divinity (Fire Source) is now Tempered Flame, which sacrifices your Rising Flames stacks to allow your spells to ignore Fire Resistance and generic fire damage modifiers for the next 30 seconds.
Rising Flames is now a channeling skill, ramping up much faster and more dramatically, but starting with very minimal damage. You can now cast the spell without a target to ramp damage. Rising Flames stacks drop off after 4 seconds instead of 10.
Supernova damage has been lessened to account for rising flames stacks being more easily accessible
Ender's Gaze damage lowered (0.1 per eye per hit to 0.06)
Sonic Boom damage lowered again (2.5 -> 1.8 -> 1.6)
Duelist skill book no longer gives Riposte, but instead gives Flourish, an area of effect slash that deals 1.5x damage, consuming stacks of infusion to deal more damage.
Spellblades now come with Flourish instead of Overdrive, as Overdrive was very strong in combination with Whirlwind from Warrior War tome.
Added Null and Void, two one handed blades that drop from Archmagus instead of Starforge. These swords behave like Starforge but are one handed and have lower spell stats, and come with Flourish instead of Whirlwind. Null and Void can be smithed together to make Starforge.
Warrior's War Tome is just one book now, and will not let you use Whirlwind with two one handed weapons at all.
Slam is now Boneshatter, which is similar to Slam gives you a stack of Momentum, damaging you per stack of Momentum already on you to give you stacking attack damage and spell haste.
Juggernaut War Tome is just one book now, you can slam with either one handed or two handed weapons still.
Fixed Flourish not counting the first level of each infusion buff.
Fixed Enchantments not applying to the following: Starforge Arcane Infusion, Primordial Dagger spells, Holy Symbol on hit damage
Fixed underwater Glass Ocean teleport so that it would teleport you directly upwards rather than to some random location.
Fixed triggered Overdrive from Battlemage books targeting friendlies if triggered off of a hostile enemy.
Fixed Sonic Boom tooltip erroneously saying it deals half damage behind enemies behind walls (it shouldnt hit through walls at all)
Orbs now prevent movement speed slowdown while casting spells
Orbs have 1850 durability instead of 650 now
Ender's Gaze nerf slightly reverted (0.06 -> 0.07)
More updates (Look at Curseforge for updates)
Starforge and Spirit Sword both can now use Whirlwind, but with a 5x penalty to their on hit spell damage. Both swords now deal -25% damage with their main element. Starforge now comes stocked with Whirlwind instead of Ashes of the Stars. Both swords keep their on hit spell damage.
Flicker Strike now has a 5x penalty to on hit spell damage (not on hit melee elemental damage such as in the case of spellblades)
Spellblade Rework!
DELETE YOUR SPELLBLADENEXT CONFIG FOLDER TO GET THE NEW REVISED SPELLBLADES AND SUCH STATS. YOU WILL DO MUCH LESS DAMAGE WITHOUT THIS.
Spellblades now deal much less magic damage, but much more physical damage to make up for it. The rationality behind this is that because battlemages get to bypass cooldown when applying magic damage, they should do less magic damage proportionally compared to full mages.
Spellblades and related weapons now deal 50% of their physical damage as extra damage of their corresponding type. This means that the magic damage portion is no longer a spell, but part of the melee attack, scaled by melee modifiers. Spellblades no longer deal damage based on your spell attribute. Spellblades now gain stacks of infusion on enemy hit, no longer requiring you to cast infusion beforehand.
Spirit Sword and Starforge are unchanged, but no longer can cast non-innate whirlwind type attacks/spells.
Spells which intuitively seem like melee attacks rather than spells are now melee attacks that scale off of melee modifiers, with a few exceptions. All melee attacks will be designated as such in their tooltips.
More Spellbooks! Spellblades and related weapons now cast from Spellbooks, and have had their spells moved to Spellbooks.
Textures added for all Spellbooks.
Added functionality for the new Spellbooks in Spell Engine
Added new spells meant to be used via Spellbook with melee weapons: Tactical Dive, Riposte, Slam, Whirlwind
Many items can now be used to cast from Spellbooks as proxies
Divinity now works with all damage instead of just magic
Hex is now gained on all types of magic damage once more instead of just spell damage
Minor changes to Frostborn Gavel's model
Added consistent tooltips to weapons that deal extra magic damage on hit, indicating the damage and damage range of the weapon
Introduced the Holy Relic, a weapon that deals holy damage in a large area in front of you. It will have spells in the future once Spellbooks get introduced
Monkey King Staff now takes only one durability point of damage per attack
Starforge now correctly has 1650 durability