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0.3.0

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@DzikStar DzikStar released this 14 Feb 16:35
· 11 commits to master since this release

Release v0.3.0 - The Hardcore RPG Overhaul

This major update introduces the definitive Hardcore Survival experience. I've implemented a "Death Reset" mechanic, synchronized difficulty scaling with in-game seasons, and reworked the entire progression curve. The world is now more dangerous, but the rewards are greater.

🆕 New Features

  • The Lost Castle: Added a massive, legendary dungeon structure used to get into The End dimension as alternative way.
  • Gravestones: Your loot is now safe upon death. A grave will spawn containing your items (essential for the new difficulty settings).
  • Mob Indicators: Added a HUD element displaying enemy HP and Level next to their nameplate.

☠️ Hardcore & Survival Changes (Critical!)

  • LevelZ Hard Mode: ⚠️ Enabled. Upon death, all your RPG stats and accumulated XP are reset to zero. Dying now has severe consequences.
  • Revive Mechanics:
    • Timer Added: Players now have 120 seconds to revive a fallen teammate. The infinite revive window has been removed.
  • Early Stage:
    • Mercy Limit: Reduced "safe deaths" (without inventory loss) from 2 to 1.
    • Crafting: Rock knapping on the crafting rock now requires 10 hits (was 5). However, the rock's durability has been increased (70 -> 100 uses).
  • Dehydration:
    • Boiling: Water must now be boiled for 30 seconds (was 5s) to be safe for consumption.
    • Penalties: Low hydration now triggers Haste and Mining Fatigue debuffs.
    • Nether: Dehydration rate increased by 30% in the Nether.

⚔️ RPG & Difficulty Balance

Global Scaling (RpgDifficulty)

I have completely reworked how the world gets stronger to match the "Seasons" pacing:

  • Seasonal Sync: Mobs now grow stronger every 9 hours and 20 minutes (exactly one in-game season) instead of every hour.
    • Scaling starts right after the first season cycle is completed.
    • Seasonal difficulty jump increased from 5% to 10%.
  • Distance Scaling: Difficulty increases every 500 blocks from spawn (was 300), creating a larger "safe zone" for base building.
  • Vertical Scaling: Going deep is now much deadlier. Difficulty increases every 20 blocks of depth (was 30) by 15%. Mobs at Deepslate level are now ~60-70% stronger.
  • Dimensions: Difficulty scaling is now active in Nether, End, and Deep Dark.
  • Bosses: Bosses gain +5% strength for every 500 blocks of distance from spawn.
  • Loot: Stronger mobs now drop better/more loot.

Stat Caps (Late Game)

  • Max HP Multiplier: Increased to x4 (was x3).
  • Max Defense Multiplier: Increased to x2 (was x1.5).
  • Max Speed Multiplier: Reduced to x1.5 (was x2) to prevent unfair deaths due to lag.
  • Max XP Multiplier: Reduced to x1.5 (was x2).

Bosses & Mobs

  • Dungeons Now Loading:
    • Co-op Scaling: Boss HP increases by +25% per additional player (nerfed from +50% to account for global RPG scaling).
    • Damage: Bosses deal +20% damage per additional player.
  • Enderman Overhaul: Reduced the chance of player teleportation upon being hit from 50% to 25%.
  • Herds Panic:
    • Animals now seek shelter during rain or snow.
    • Attacking an animal causes panic in all nearby species, not just the same type.
    • Panic duration increased to 15s (was 5s). Radius increased to 20 blocks (was 16).

🍂 World & Environment

  • EnvironmentZ:
    • New Player Buff: Added a ~15-minute comfort buffer at the start of the game to prevent freezing/overheating immediately.
    • Heat Source: Increased warmth range from 3 to 5 blocks to allow for better base interior design.
  • Seasons:
    • Animals no longer breed during Winter.
    • Ice near water sources will now melt properly in warmer seasons.
  • Snow! Real Magic!: Removed the 1-block height limit for snow accumulation. Snow can now pile up indefinitely during blizzards.
  • Deeper and Darker: Increased Vase loot chance in the Deep Dark from 1/6 to 1/5.

🔧 Technical Fixes & QoL

  • Optimization: Lightmap update interval changed to 2 seconds (from 4s) on low-end settings to better integrate with dynamic lights without shaders.
  • JobsAddon: Rebalanced XP rewards (Harvest: 3->5, Smithing: 8->12, Combat: 5->7).
  • Passable Foliage: Increased horizontal movement speed reduction inside leaves to 15%.
  • Fixes:
    • Fixed NutritionZ desynchronization between Server and Client.
    • Fixed Formations Overworld desynchronization.
  • Artifacts: Nerfed PenetratingStrike damage reduction (33% -> 25%).

❌ Removed

  • Removed Overflowing Bars mod (redundant/UI cleanup).

Full Changelog: v0.2.1...0.3.0