
Astral Arsenal
A combat mod that looks to do much more then vanilla could
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- 5K
- Подписчики
- 16
- Обновлён
- 19 августа 2026 г.
- Лицензия
- MIT
Опубликован 28 июля 2024 г.

Astral Arsenal is a combat focused mod that looks to replace vanilla combat with movement, and more interesting weapon choices. This includes the new kosmogliph system.
Additions
Astral Arsenal adds a lot of stuff to the game in order to make combat more interesting and fast paced. Here is a brief list.
Weapons
Astral arsenal currently adds 4 new weapons. The railgun, nailcannon, astral greathammer, and the tome of hexes. These are all late game items that have powerful effects when used correctly.
The railgun is a weak weapon that becomes incredibly powerful when given a kosmogliph, dealing high amounts of damage and causing a multitude of effects.
The nailcannon fires a continuous stream of nails that each do low damage. It recharges slowly while not using it.
The astral greathammer deals more damage then a sword with the same cooldown, but has no sweeping attack. It is a great tool for criting opponents out, but not great while fighting a hoard of mobs.
The tome of hexes is a powerful support tool that gives you a buff that lets you pass on devastating hexes to your opponents when you deal damage to them, but be careful, as damaging yourself or getting interupted while reading the tome will turn the tides and afflict you with the hex...
Kosmogliphs
Kosmogliphs are a powerful concentration of astral power. They grant strong effects to weapons, armour and tools. In order to be put on gear, you need to make a cosmic table and cosmic gems. Every kosmogliph costs 1 gem, but a tool that has a gem can have its kosmogliph freely swapped out.
Try experimenting with kosmogliphs. Every kosmogliph has an in game description to tell you what it does. Experiment with combos and have fun with it!
Effects
Reduce: Increases damage taken by 5%. Increases by 5% every level.
Bleed: Causes the entity to take 0.4 damage per level per second.
Conductive: effected entities take more damage from electrical sources and chain lightning to nearby entities.
Tear: The first melee hit on this target will deal up to 15 extra damage depending on how many levels of Tear the target has.
Immortality: Grants immunity to all sources of damage besides the users own attacks. Is only used in short bursts.
Balances
Astral Arsenal makes a few changes to vanilla in order to make it more balanced for PVP. Here is a list.
- Protection, blast protection, fire protection and projectile protection are removed
- Feather falling grants a 20% damage reduction per level to max at 80%, this is because protection would also give it more damage reduction.
- Crimson time - A new mechanic that gives 5 ticks after an entity leaves the crosshair to hit the entity. This is inspired by the same mechanic in enchancement.
- the 5 tick delay between holding up a shield and being able to block damage has been removed.
- Using items, such as drawing back a bow or crossbow or eating food, have had their movement speed penalties adjusted.
- Arrows of harming deal no bonus damage if the arrow does less then 3 damage, and now instead of guarenteeing you get 12 damage, deal 2 magic damage per level on top of your arrows damage.
- Power increases damage by 50% less then it used to, but to compensate all arrows deal 1.5x damage to non-player monsters, making power slightly stronger against mobs then it used to be.
Last description update: 29/05/2025 for version 4.0.0
If you want to be notified when this mod is updated, you should join the Team Voided discord server and get the "Astral Arsenal Notifications" role. We also have a channel just for discussing this mod, where you can suggest balance changes, ask questions and whatever else!
If you find any bugs or things you believe to be unintentional, feel free to put them on the github issues page. Hope you enjoy this mod :3
If this mod has won your heart, then consider letting me win your wallet! I have a Ko-Fi page that you can use to support me. It would be incredibly appreciated if you did as im nearing a time where working on mods and projects like this might not be possible anymore.
If there are issues with grammer, or just incorrect information here, kosmogliph descriptions in game, or elsewhere, let me know. I am a one-person team mostly working on co-ordinating, coding, and balancing the mod. Any thoughts are greatly appreciated.
Notes: If you want to use entity culling, you are going to need to add "astral_arsenal:beam_renderer" to the "entityWhitelist" in it's config.
Ченджлог
5.0.0Релиз1.21.1 · 19 августа 2026 г.
New kosmogliphs
Phaseless:
- A bow kosmogliph
- Arrows are anti-gravity and pass through walls for the first 2 seconds they exist
- Deal 10% less damage than normal arrows
Magnetic:
- A bow kosmogliph
- Arrows are magnetised, causing them to attract to nearby entities
- Deal 25% less damage
Conductive:
- A bow kosmogliph
- Arrows can conduct electricity, allowing capacitance and conductive to pass electricity through them.
- Applies conductive to entities hit directly with arrows
Tension:
- Trident kosmogliph
- Requires loyalty, cannot be used with riptide
- Attacking entities(ranged or melee) will pull them towards you
Astral Projection:
- Melee kosmogliph
- Creates 4 astral projections of swords on hit that charge up and deals 3 damage or 6 damage to non-players
- Projections will hover in the air, tracking players they intend to hit, and then stop tracking just before they strike.
- Puts the weapon on cooldown for 5 seconds
Balance changes:
Astral strike:
- Now works on a cooldown system instead of a hits system, This triggers a weapon cooldown but doesn’t require a right click action.
- The cooldown lasts 10 seconds
Cannonballs:
- cannonballs will no longer explode when hit with the default railgun, unstable discharge, dual caliber, or ricochet, and will instead be charged.
- conductive effects will now charge cannonballs instead of blowing them up.
Unstable discharge & dual caliber:
- Removed the chain effect that they give non-players
- Reduced the damage against entities 40 -> 20
Nailcannon:
- Reduced the damage nails do to entities to the same as they do to players.
Removed kosmogliphs:
Flame Burst:
I felt this kosmogliph had too much an overlap with fire aspect.
New features:
Kosmogliphs are now set to “empty” when an item is put into a grindstone. This makes the kosmogliph useless, but allows you to pick a kosmogliph again for free.
Changes to recipes:
Reduced the cost of the cosmic table, removing 1 netherite ingot, and replacing it with an iron block Reduced the cost of both blends, and all dusts by a large ammount In general, reduced the cost of cosmic gems to about 1 diamond per one.
Aesthetical changes:
- Removed specific damage numbers and such from descriptions in order to make things more vague besides damage reduction numbers.
Bugfixes:
- Fixed the elytra not being able to be placed inside a cosmic table Corrected a lot of descriptions (why haven't you guys been telling me?)
- Fixed reaper showing the breaking animation on the blocks it would have tilled.
- Nailcannon will no longer block like a shield
- Cannonballs will no longer attempt to electrocute entities that are dead
- If a trident is reflected it will now return to the correct person, however it can no longer be reflected more than once.
- Negative potion arrows besides harming will no longer deal magic damage
Notes:
The new bow kosmogliphs will not be able to be used with any custom arrows from mods, as they are a new entities.
This update has been… Well, I've not been working on it for the entirety of the past year. I spent time here and there polishing some things and making others manageable. However, I hope y’all are happy for this mod to be done.
My final note is that this is indeed the final update this mod will receive. I have no plans to port it to any newer versions, nor do I have plans to update this mod on 1.21.1. This mod will be archived. I have a lot of other projects that I have to work on, so stay tuned for those.
Alright, with all that said, Astratene out. This mod has been fun to work on, so I hope y’all find it fun to play with. Peace.
4.0.1Релиз1.21.1 · 2 июня 2025 г.
Bugfixes:
- Fixed a crucial crash that happened when a non-potion arrow hit a target
4.0.0Релиз1.21.1 · 29 мая 2025 г.

New weapon! The Tome of Hexes
The tome of hexes is an incredibly powerful support tool. In order to use it you must hold down and use it for 10 seconds, after this time has passed you will get a random level 1 hex buff at random, allowing you to pass that hex onto others for a short time. However, imbuing it with cosmic energy with a kosmic gem will allow you to specialise the hex, making it guarantee the one it gives you, and giving you the level 2 variation of it.
Be careful however, these things come at a cost. While using the tome you are incredibly vulnerable, having your movement speed reduced by 90% while it makes sounds that can be heard from a decent bit away. If you stop using the tome at any point, the negative hex will be placed on you for 10 seconds, and you won’t be able to attempt using the tome for 10 seconds.
The tome can be interrupted, if you get hit by an entity, you will be unable to concentrate, and you’ll stop reading the tome.
But, if you are able to utilise the tome, you will be imbued with the ability to use the hex to your advantage.
The tome has an incredibly unique item to craft it… I wonder how you get it?
More on Hexes:
Hexes are effects that you can get from the Tome of Hexes. They come in the buff and debuff varieties and are incredibly powerful. Each of them can be incredibly complex so this section is dedicated to them.
Any entity with the positive version of the hex will apply the negative version to any entities that it deals damage to in any way. This includes the entity with the positive effect, so be careful about self damage while using a hex. This will clear any hexes that the victim has and apply the new one.
Entities can only have 1 positive and 1 negative version of the hex effects.
A note is that in Astral Arsenal you are only intended to be able to get the level 1 and 2 variants of these effects, however using commands and other mods can change this. They do have functionality for those cases, but this could lead to some unintended side effects.
Each of these also comes with a kosmogliph for the Tome of Hexes. That text will be given here as well.
It should be noted that hexes are applied after the attack, so any that increase the damage dealt to the attacked player have no effect unless they are already applied.
Hex of breaching - “Halves the effectiveness of opponents defensive kosmogliphs”
- Reduces the damage reduction from your defensive kosmogliph by 25% per level and has additional effects for most of these kosmogliphs. This does not make it so that you take more than 100% of the damage.
- Antidote: reduces the reduction of negative effects by 25% per level and the time increase of positive ones by 25%. (due to implementation this does not scale linearly)
- Thermal: Frost and Fire are no longer removed from you
- Reflective: Reduces the chance to reverse projectiles headed towards you by 25% per level
- Conductive: Reduces the charge gained from damage by 25% per level
Hex of Diminishing - “Slowly causes your opponent to lose maximum life if they are below max hp”
- The effect slowly reduces the max hp of the afflicted at about a heart per 5 seconds at lvl 1 and 2 hearts at lvl 2.
- The effect does not reduce the max hp of the afflicted if they are not at max hp (or less than 1 hp away from max hp)
Hex of Weakening - “Decreases the damage your opponent can inflict”
- Decreases all damage your opponent inflicts by 10% at lvl 1 and 20% at lvl 2.
Hex of Blazing - “Doubles the damage your opponent takes from frost and fire damage over time.”
- Fire and frost deal 1.5x damage over time at lvl 1 and 2x at lvl 2.
Hex of Cleansing - “Triples the rate your opponent uses positive effects.”
- Positive effects on the afflicted will tick down 2x as fast at lvl 1 and 3x as fast at lvl 2.
Hex of Impeding - “Slows your opponent by 25%”
- The afflicted moves 12.5% slower on ground and in the air at lvl 1 and 25% slower at lvl 2.
Hex of Magnetising - “Your opponent attracts projectiles towards them”
- has a slight magnetic effect that gets stronger as it levels up
- Magnetism is negated when the inflicted has the “immortal” buff.
- Does not affect arrows that are 4 seconds old or older
Changes to weapons:
Railgun ▲
- Now has base functionality akin to basic railgun. This version however does 25% as much damage and has a longer cooldown, with no damage penalty. This is so it has yknow, something.
- the base effect can not trigger the “railed” death message. Updated the Basic railgun description to reflect this.
- changed the descriptions of all the railgun kosmogliphs to reflect this.
Balance changes:
All pillars of light ▲
- Increased how low and high the beams deal damage, 50 -> 500
- Deals 3x damage to non-players
LockOff ▼
- Increased cooldown 5s -> 30s
Ricochet ▲
- Now homes onto nearby targets, making it so it can more easily hit a target twice. It will however only aim to hit twice, and the third hit is not guaranteed.
Slam ▲
- You can now dash, dodge, and jump out of a slam for more precise movement
Wind eruption ▲
- Reduced cooldown 5s -> 2s
Pulveriser ▲
- Reduced cooldown 10s -> 5s
- Increased time held to get to the second tier from 2.5 seconds to 3 seconds, this is to make the gap between tier 2 and tier 3 and tier 1 and tier 2 the same length.
Cannonballs ▲
- Cannonballs can now be “charged” through a couple means, 1. Being near a charged cannonball or a player ready to discharge their capacitance, 2. Any beam of light besides lock-off
- Charged cannonballs will lock on to nearby entities, if it locks on for 1 second, it will zap them dealing 2 damage. This ignores damage cooldowns on non-players.
- When a charged cannonball hits an entity, any entity it is connected to will be instantly zapped as well
- When a charged cannonball hits a block and explodes, it does an AOE discharge like capacitance, this discharge will spread the same damage as it has accumulated, so the more entities it has hit, the higher the discharge’s damage will be.
- When a charged cannonball is hit to be redirected, it deals 2 damage to the entity that hit it.
Shotgun ▼
- Arrows are no longer considered “Critical”
Bleed ▼
- Ranged hits now inflict bleed 3 instead of 5
- Reduced the time bleed is inflicted 20s -> 10s
- Is now capped at lvl 10(4dps)
Reduce ▼
- Plasma damage and magic damage are now unaffected by reduce.
Reflective ▼
- Now only reflects specific projectiles, those being arrows, spectral arrows, tridents, nails, and cannonballs. This is a tag.
Capacitance ↺
- Reduced max player damage 15 -> 10
- Increased damage accumulated 75% -> 100%
Endurance ↺
- Reduced base damage reduction to 30%
- Now has three “Defence charges” having a charge increases damage reduction to 70%
- When you are hit by a melee source you loose 1 defence charge and the recharge time on your next one is reset.
- It takes 5 seconds to recharge a defence charge.
Dash/dodge ▼
- Reduced immunity ticks 5 -> 3
Changed most railgun types to make them more effective on non-players:
- Ray of Frost deals 3x damage to non-players and spawns ice shards on non-players hit.
- Ricochet deals 2x damage to non-players.
- Rancid brew deals 2x damage to non-players, and the effects last 5x as long on non-players
Aesthetical changes
- Beams of light can now be coloured. This is to better indicate them to players.
- Devastate is now blue, as it always should have been
- Time bomb is now red
- Lock-off is now red and gold and has less inner cubes to aid performance
- Enraged beams no longer display differently.
- Slightly adjusted the colours of some railguns
- Electricity is now generally light blue and white.
- Parry now renders a beam like the explosive railgun, just smaller.
- New icons
- Heavy, Reflective, Endurance, Thermal, Capacitance, and antidote have new icons.
- New sound effects
- The railgun has a fully new sound effect rather than stealing from ultrakill
- All railguns - besides ricochet, also render for a little bit longer to match with the new sounds
- Conductive when it can be triggered on hit will now have a visual effect of small electric shocks into the nearby air. When conductive can be triggered it will also cause electric beams to attach to any entity in range of the nearby entity spark.
- Adjusted a lot of the electrical stuff including conductive and capacitance.
- Nails will now only last 15 seconds while stationary instead of 60, this is to save performance
- Snipe has been renamed to “Dual Caliber”
- Basic railgun has been renamed to “Unstable Discharge”
Changes to recipes (making things less painful)
- Removed ALL Amerald recipes. I would recommend using all of your amerald up before you download this update as they will become useless. This includes emerald dust.
- Reduced the cost of the cosmic table by replacing the diamond blocks with diamonds
- Reduced the cost of the railgun by replacing the diamonds with more iron bars
- Reduced the cost of amethyst dust, 9 shards -> 3 shards
- Changed the ratio of lapis-quartz for Lazulica to be 4:4 instead of 2:6
Changes to vanilla:
Harming arrows ↺
- Now deal a flat 2 damage per level, instead of dealing damage to make up to 12. This way, tapping a harming arrow doesn’t deal 11 damage, and harming arrows have utility with power and high damage arrows.
- Harming arrows deal 0 bonus damage if the arrow damage is less than 3, this has no effect on arrows with medium charge on the bow, but tapped arrows will deal less damage as a result.
Power ▼
- Power grants less damage % per level, 25% -> 12.5%
- This gives a maximum damage bonus of 75% rather then 150%
- To compensate, non-player entities take x1.5 damage to arrows. This slightly buffs arrows against mobs. This does also buff the crossbow against mobs, so you’re welcome crossbow enjoyers. Now you can deal 12 damage instead of 8
Bugfixes
- The beam renderer should function better, allowing you to see beams even if the origin is further away.
- To compensate for this however, the inner cubes of pillars of light has been halved. This should make them a bit more performant and allow you to see through them a bit better.
- Railguns no longer get stopped by blades of grass and any other block that players can pass through
- Fixed a rare issue that caused cannonballs without an owner to cause a null pointer exception when exploding. They now will not explode if they have no owner.
- Fixed railgun beams causing multiple explosions when hitting a cannonball, causing incredibly high knockback.
- Fixed lock off having an incorrect description
- Fixed the damage source of an explosive beam cannonball being attributed to the cannonball and not the player
- Fixed Wind Eruption’s explosion being out of sync with the sound effects.
- Capacitance will now have a fixed radius instead of a cube
- Chain lightning effects will now target the center of an entity instead of hovering one block above its lowest point.
- Reflective now changes the ownership of the projectile.
- Reflective can now reflect the same projectile multiple times, but only if it has been redirected to you again. If it failed to be reflected at any point however, it will never be reflected by your chestplate.
- Reflective will no longer try and reflect projectiles lodged in the ground or walls
- Fixed a bug where bleed and reduce would apply level 1 of their effect instead of the correct level
- Corrected bleeds description from saying 0.75 per level to 0.4 per level
- Added information to both bleed and reduce stating their stacking effect.
- Fixed rancid brew having an incorrect description
- Corrected basic railguns description incorrectly stating it dealt 2x damage to non-players instead of 4x.
- Fixed occasions where the client would think the player had an effect when they didn’t, causing visual bugs with effects, this most notably affected slam jump and conductive on rare occasions.
- Immortal no longer give immunity to self damage such as the railguns “drain”
Final notes
This one took quite the while, huh? Almost 3 months between 3.1 and 4.0, I hope this one is well worth the wait. I want to give many many many thanks to my new beta testers for helping me test the final parts of this update recently and look forward to their help in the future. They helped me catch a few issues with the new weapon.
I also want to give you all some final bits of information. Of course, you can go over to the Team Voided discord server to chat with me about this update and Astral arsenal as a whole, You can go over to the GitHub Issues page for this mod to report bugs, request enhancements, etc. You knew about these. But I want to add that you can now support this mod and any other projects that I end up doing on my Ko-Fi page, you do not have to but with the end of exams coming up and me likely having to get a job soon after then, the more donations I can get the closer I can be to making some of a living off of this stuff. I do have plans to do more with the benefits for people who choose to support me long term with a membership.
I also want to make you all aware that there are plans to give Astral Arsenal a page on the modded wiki and I will update the description of both the curseforge and modrinth pages once that is done and dusted.
I hope you all enjoy this update, it was so much fun to make.
3.1.1HOTFIXРелиз1.21.1 · 26 марта 2025 г.
Bugfixes
- Fixed the game crashing on the triggering of "Conductive" by fully changing how it works
Sorry guys, this is on me for using bad stuff. Have some more aesthetical stuff bundled in.
3.1.0Релиз1.21.1 · 26 марта 2025 г.
New effects:
Charge drain:
- Prevents jump, dash and dodge from charging.
Changes to kosmogliphs:
Lock-off ▲
- No longer drains max hp
- Now gives 2 seconds of bleed to entities trapped within per second with a maximum of 5 seconds.
- Now gives 2 seconds of Charge Drain to entities trapped within per second.
Cannonball, Cannonball launcher
- Re-reduced the velocity the cannonball bounces, 0.1x -> 0.05x
Changes to effects:
Conductive:
- Now targets random nearby entities instead of going for a certain corner first
- Now has a delay to make it more appealing.
- Reduced maximum conductive damage to players 10 -> 2.5, this is so players cannot die in less than a second to conductive.
Immortal:
- Now prevents explosions from knocking you around
- Now prevents self-damage.
- New texture :3
Bleed:
- Now does damage depending on world tick rather than time tick.
Bugfixes:
- Reduced the particles snipe has, and further reduced particles that other railguns emit
- Reduced the particles' lock off emits.
- You can no longer extend how long immortal lasts using antidote
- Beams of light should render somewhat better.
3.0.2Релиз1.21.1 · 13 марта 2025 г.
Tool update
- All tools that have custom outlines now also have custom breaking animations
Fixes
- Immortal now has a texture and translation
- Immortal no longer blocks BYPASSES_INVULNERABILITY damage
- When having Immortal and Fire Resistance, the immortal jingle no longer plays
3.0.1Релиз1.21, 1.21.1 · 8 марта 2025 г.
Hammer bug fixes
- Outlines for offset blocks now work properly
- Hammer breaks block entities now
- Shears & custom tools now work with hammer
- Hammer no longer plays break block sounds twice for breaking single block
3.0.0Релиз1.21, 1.21.1 · 8 марта 2025 г.
New effects:
Immortal:
- Hidden effect that will only be applied for short times
- Causes all damage that is not caused by the person affected to become nullified.
- Nullifying damage is cued by the sound of amethyst.
Changes to weapons:
Astral Greathammer ↺
- No longer sweeps
- Reduced damage 9 -> 8
- Reduced cooldown 1 -> 1.6
- Can no longer be enchanted with sweeping edge
- Recipe now includes 1 netherite axe instead of 1 diamond axe and 2 netherite scrap instead of 2 iron
Nailcannon ▲
- Base nails Deal 4x damage(2 per nail) against non player entities
Changes to kosmogliphs:
Overheat ↺
- Sets entities on fire for less time, 10s -> 2.5s
- Fire nails deal 4x damage against non player entities(1 nail damage, 1 burn damage)
Dash & dodge ↺
- No longer lets you dodge or dash while gliding with an elytra
- No longer recharges when gliding with an elytra
- Now grants 5 ticks of Immortal.
Dodge ▲
- Now takes your movement keys(WASD/IJKL or any others) to pick your direction instead of just taking your momentum.
- Now sets your vertical momentum, allowing you to stop when going up or down and giving its boost more range on the ground.
Cannonball & Cannonball Launcher ↺
- Increased cannonball base damage against players 5 -> 10
- No longer rebounds after the first rebound.
- Removed cooldown for cannonball launcher
- Reduced cooldown for cannonball to 2 seconds
- Increased the momentum cannonball bounces back for 5% -> 10%
Thermal ↺
- Now reduces Fire and Ice damage by 70%
- Now prevents fire and freezing from affecting you.
- No longer removes slowness
Flame burst ▲
- Will now add the time to the fire duration, rather then setting. This stacks to a maximum of 20 seconds.
- Reduced time target is set on fire, 10s -> 5s
Freeze ▼
- Will no longer add frozen ticks if the entity will be frozen for more than 27 seconds
- Reduced time target is frozen, 18.5s -> 5s
- If the target has lower than 7 seconds of frozen ticks, they will gain those 7 seconds and then have the additional 5 seconds added on. This is because ice damage is not dealt if a target has less than 7 seconds of frozen ticks.
- Frost bolts do the same.
Frost thorns ▼
- Frost bolts add less frost time 10s -> 5s
- Frost bolts now set 7 seconds of frost if the target has less.
- Frost cap for frost bolts is 27 seconds.
- Now fires 5 bolts every time
Parry ▼
- Successfully parrying now lower the shield and give it a brief cooldown
- Successfully parrying now grants you a 2hp heal, so long as the projectile or strike was not caused by you
- Failing to parry(having nothing be parried during the parry window) will now lower your shield and put it on cooldown for 5 seconds.
- Can now parry nails
- Removed special parry types. All projectiles, with the exception of ender pearls and tridents, will fall into one of 3 categories. Weak, Strong and Very strong, which create explosions that deal 10, 15 and 20 damage respectively. Hitting a cannonball with these will upgrade the explosion. [this is done via tags, so if you have mods with different projectiles then you can use those to add them. All projectiles default to weak]
- All parry explosions are now the same size
Ankle Guard ▲
- Reduces fall and kinetic damage by 25% before limiting them
- Raised minimum hp that fall and kinetic damage can take you to, 1hp -> 25% hp with a minimum of 1hp
- Notes: Due to it now taking a percentage of the players max hp, effects that increase or decrease your max hp will scale with this effect. Be careful when at low max hp.
Changed some weapons having access to kosmogliph
- Mortar has been removed
- Flamethrower has been removed
- Scorch-proof has been removed
- Deep wounds is no longer accessible on the Astral Greathammer
- Axes now have Astral slash
Changes to effects
Conductive
- No longer increases damage dealt against the entity hit with plasma damage if the entity is a player.
- Changed damage type when dealing damage to players so it will no longer pierce i frames.
Reduce ▼
- Against a player, if damage dealt would deal more then 15 damage, it either resets to the original damage, or caps the damage at 15. Whichever is higher.
Changes to other mechanics
- Increased crimson time duration, 3 -> 5
Other balance changes
Depending on the item, and it’s kosmogliphs, the speed penalty for using said item will be slightly different, but overall faster then usual. Here is a list of things and their values(per % of player speed, minecraft default is 20%)
- Shield and riptide trident: 30%
- Deep wounds, potions and foods: 40%
- Bow, crossbow and Tridents: 50%
- Mace: 70%
- Nailcannon: 80%
- Astral slash and parry shields: 100%
- The default is 50% for everything else.
Aesthetical changes:
- “Enraged” beams of light are now given different colours to better help indicate what weaponry your opponent is using.
- “Hard damage” and “Weak hard damage” have been renamed to “Diminished life” and “Weak diminished life” respectively.
- Diminished life, Weak diminished life, and deep wounds have a new icon.
- Crimson time now makes your entire crosshair, including the cooldown indicator, tint red to make it compatible with resource packs.
- Updated lightning chain effect to look better
- Changed a couple death messages
Bugfixes
- Ricochet can no longer bounce off of air
- Endermen can no longer be hit by nails or cannonballs
- Cannonballs will no longer be hit by cannonballs.
- Cannonballs and beams of light have names
- The nail cannon's boost sound effect will now play at the appropriate time instead of late.
- Railguns will no longer be able to hit the same entity multiple times
- Parry will no longer parry projectiles you threw out unless they have existed for at least 0.5 seconds
Enders fixes:
- Fixed issues relating to items moving when they shouldn’t, e.g. moving items in the inventory and items reloading.
- Armour will no longer clink or clank when moving items or clicking on slots in the inventory
- Items will no longer store kosmogliph data when the kosmogliph is changed
- Icons in the cosmic table will no longer flash when a kosmogliph is applied
- Hammer no longer drops xp in creative mode
- Crimson time no longer flashes in third person
- Removed kosmogliphs no longer brick your world
- Trying to put a kosmogliph on an item without a gem will no longer trick you into thinking you’ve put one on
- Alchemist now functions properly in creative mode.
Notes:
If you have a kosmogliph that is removed, it will receive the “Empty” kosmogliph
This is a big balance change update with not much in terms of new content. However, please do trust me when I say there are a lot of plans to go forward. New weapons, new ideas, and new ways to shape combat in your favour.
There are still some problems with astral arsenal, including it being difficult to catch up to a player that is running away. Rectifying this is going to be tricky, but ideas are in the works. If you have any ideas, thoughts, or feelings about this mod, then please do reach out on discord in the #astral-arsenal channel in the Team Voided discord server. You can also get noitified for spoilers, releases, and more from me there.
Enjoy 3.0.0!!!
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