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0.3.2

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@DzikStar DzikStar released this 15 Feb 23:44
· 9 commits to master since this release

Release v0.3.2 - The Inferno & Metabolism Update

This update marks the final calibration of the survival mechanics. While the Overworld has been tuned for a fair athletic experience, the Nether has been transformed into a scientifically accurate "Hell" where heat exhaustion is the primary enemy.

🐛 Bug Fixes

  • Datapack Structure: Fixed internal directory issues ensuring proper loading of custom configurations.

⚖️ Survival Balance: Hydration Overhaul

🌲 Overworld: The "Sprint" Standard

We have fine-tuned the metabolism to support active exploration without trivializing water needs.

  • Base Hydration Factor: Increased from 2.0 to 2.3.
    • Statistical Impact: You now lose exactly 1 hydration point every ~20 seconds of continuous sprinting. This creates a predictable rhythm for exploration and allows for long-distance travel on a full water bar.

🎰 River Drinking: The Desperation Gamble

Drinking from rivers is now strictly an emergency measure, not a sustainable lifestyle.

  • Poison Chance: Increased from 50% to 60%.
  • Thirst Drain Effect: Adjusted the drain rate factor to 0.05.
    • The Logic: Drinking with your hands grants +2 Water, but if you get poisoned (60% chance), the debuff will drain more water than you gained. This creates a "net loss" scenario, forcing players to craft canteens/bottles for long-term survival.

🔥 The Nether: Absolute Inferno (Critical Change)

The Nether is no longer just a "hot cave". It is an environment hostile to biological life.

  • Dehydration Multiplier: Increased from ~1.3x (+30%) to 40.0x (+4000%).
    • Impact on Gameplay:
      • Slow Straight Walking: You have approximately 11 minutes of life before dehydration sets in.
      • Walking + Jumping Sometimes: You have around 2 minutes and 30 seconds of life before you will get dehydrated.
      • Sprinting: Sprinting consumes water 15x faster than walking. A full water bar will vanish in ~16 seconds of sprinting.
      • Conclusion: Running in the Nether is now a death sentence. Strategic movement and inventory full of water are mandatory.
  • Environmental Heat: Reduced EnvironmentZ overheating exhaustion from 0.075 to 0.05.
    • Reasoning: With the new 40x dehydration multiplier, the old heat value would kill a standing player in seconds. This adjustment allows for a small breathing room (stationary actions) while maintaining extreme pressure.

☠️ Lethality: The 10-Point Rule

  • Dehydration Damage: Increased from 1 HP to 10 HP (5 Hearts) per tick.
    • The Math: Once your water bar hits zero, you have a 4.5s buffer. After that, you take 10 damage every 4.5 seconds.
    • Survival Time:
      • Starter (6 HP): Instant death after buffer.
      • Mid-Game (20 HP): You survive 9 seconds (2 hits).
      • End-Game (30 HP): You survive 13.5 seconds (3 hits).
    • Goal: Water management is now the highest priority during combat. Ignoring the thirst bar is fatal.

Full Changelog: v0.3.1...v0.3.2