Changelog
Major Changes
- Added
Versus
by Aavanitro to OST - Added
Counterfeit
by ENNWAY to OST- Played in Limbo Freeroam Dimension as long as you're not in creative mode
- Added Level
Clair de Lune
- Improved V2 Boss Fight
- Buffed Speed slightly
- Decreased Attack Cooldowns
- Fixed Wing Rendering
- Beam Projectiles aren't Sharpshooter hittable anymore
- Fixed Movement after Death issue
- Fixed V2 ascension issue
- Fixed V2 running off of ledges
- Fixed V2 trying to chase after dead and or creative//spectator targets
- Sort of fixed V2s Green Movement (fleeing)
- Added Sawed-On Shotgun
- Added Jumpstart Nailgun
- Added new ████
- Added Hank
- Added new varians of Stained Glass Windows
- Removed "glitched" Blockstate from Fake Leaves
- The Glitch visuals still appear, but it's random now
- Removed Proximity Blockstate from Cerberus Block
- Proximity triggered Cerberi now use the nbt tag
proximity
instead
- Proximity triggered Cerberi now use the nbt tag
- Added
intro
Attribute to level music data- This allows setting an intro sound played before the actual track starts
- Added Flipped state to Cerberus Block
- Added
sacrificial
nbt tag to Pedestals - Added Hyacinth
- Added Hyacinth patches to Limbo worldgen
- Added Butteflies :3
- Changes to old levels
- Replaced all Black Stained Glass with Darkness Blocks
- limbo1
Illusionary Paradise
- Fixed enemies not spawning again after dying in
room-62
- Fixed the room where you obtain the red skull not actually being a room and thus not being protected
- Fixed red pedestal in
room-67
not being locked - Fixed checkpoint in Room
filthyStaircase
being parented to RoomHallOfNails
instead - Added Tutorial Message on Pedestals
- Added Hyacinth
- Fixed enemies not spawning again after dying in
- limbo2
Halls of the Blameless
- Fixed Checkpoint in Room
Funtain
- Fixed Room
Funtain
resetting when left due to a misconfigured spawn trigger - Fixed Checkpoint in Room
TheBigRed
being too big, allowing it to be triggered before finishing the preceeding Room (Funtain
) - Added Hyacinth
- Fixed Checkpoint in Room
- Fixed Fall Damage not working correctly for Players
- Fixed Deadcoins not being shootable
- Added Fire Sky Block variant
- Added Luna Sky Block variant
- The old Night Sky Block variant now doesn't have a moon anymore
- Style doesn't decay anymore while time is frozen
- Added Malicious Statue Item
- Level Timer now pauses while time is frozen
- Fixed Level Timer Pausing not actually working at all lmao
- Added Item to place decorative Malicious Faces more easily
- Fixed sprint and sneak states tending to get stuck when enabling hivel mode
- Changed how slide and slam states are handled
- Changed how movement sounds are handled
- Reinforced Stained Glass windows don't need to be supported by blocks anymore once they've been placed successfully
- Improved Beam Projectiles
- Fixed Punchable Blocks (like Pedestals) not reaction to Main Hand punches in protected Areas
- Added
style
andcollision
Properties to Sky Blocks - Regular Machineswords now only drop During Cybergrind
- Obtaining it so early on was throwing off the pacing a lot
- Fixed entities sometimes not being Removed when level instances get destroyed
- Coin fixes
- Players can now only deadcoin their own coins; meaning ricoshots won't be interrupted anymore by others throwing coins
- Fixed chained coins only doing damage as if 1 coin was hit
- Fixed logic error when checking whether nearby coins are valid targets
Settings & Config
- Added
rememberVariant
Client Setting- If disabled, switching off of a weapon will replace it with its first equipped variant. Enabled by default
- Moved
Repeat Intro
Setting to Debug Category- This always was a debug setting for triggering the Intro to repeat as the name suggests
- If you want to disable the intro repeating after switching versions, use the
Don't show Intro after switching Versions
Setting
Tweaks
- Reduced delay before Malicious Faces first attack
Minor Changes
- Fixed Cerberus Cracking Sounds not playing
- Fixed the modification suppression message in limbo showing up when it shouldn't
- Fixed fake trees being able to generate on any block
- Moved photosensitivity warning to Intro Sequence
- Fixed Style resetting when taking damage equal to or greater than half of the players Health
- Fixed Malicious Face not being immune to explosions anymore
- Opening the UltraCredits Screen now stops main menu ambience sounds
- This fixes an issue where they'd stack when opening and closing the credits
- Fixed Nailgun alt-fire animation not being interrupted by rapid uses while not primary firing
- Fixed Weapons that weren't obtained yet, but aren't already equipped in the weapons loadout, being uncraftable
- Normally all weapons are equipped by default, the unobtained ones just were skipped when switching weapons; newly added weapons weren't in previously saved loadouts though, revealing this issue
- Added
sprite-override
Attribute to UltraRecipes - Changed how Fishes are handled
- Fixed a minor issue with Malicious Faces rotation
- Kinda fixed transparency layering issues with visual effects (only works with
Fabulous!
graphics enabled) - Fixed an issue that caused the music in limbo1 to switch back to
Mirage of Paradise
when it shouldn't - Added Hyacinth and//or Butterflies to old Limbo Levels
- Music Sounds now get streamed, meaning they cause less lag
- Progression Unlock Logic now uses the items UltraRecipe unlock list instead of being hard-coded
- Progression Unlock checks now take Unlock Logic into account
- That means, as long as you have obtained for example the Piercer Revolver, the Marksman and Sharpshooter are unlocked
- Added Darkness Block
- Stained Glass Windows in Levels no longer drop when broken
- Fixed Level Music (half) restarting when changing volume
- Only the Version that isn't currently primarily playing is reset
- Instead of locking Players out of the Patterns menu completely, the
Disable Flashy VFX
Setting now only removes animated patterns from there- Previously Wing Overlays would be inaccessible due to that
- Updated LOLCAT translation provided by Doggochleb (up to 2.1.3)
- Updated Russian translation provided by closet748 (up to RIGHT NOW)
- Improved UltraCredits Screen
- Added scrolling
- Fixed text overflow
- Changed Texture to be pure white instead of very light blue to make it consistent with the rest of the text
- Fixed an issue with Greater Filth enraging
- Reduced volume of Blood-Heal noise from per-tick damage
Edit Mode Changes
- Changes to Spawn Listeners
- Added
noAI
Attribute - Added
onGround
Attribute- Tries to spawn the entity on the first Solid Block directly below the spawner instead of at its Blocks Center position
- If there's no suitable ground block within 64 Blocks, the entity will just be spawned at the Blocks Position anyways
- Removed Special Spawn Identifier
ultracraft:dummy
- Added
- Added
knockbackOnly
Attribute ot explosion listeners- Enabling this, will make the explosion listeners throw entities within its
explosionRadius
away from it - The velocity is calculated using
(1f - (distance(entity, block) / explosionRadius)) * explosionDamage
- This is used to launch V2 after spawning
- Enabling this, will make the explosion listeners throw entities within its
- Added Timer Listener
- Starts//Stops the Timer for all players in its parent room when the flag bound to it is activated
- This is used to stop the Level Timer after V2 has been defeated
- Added Unlock Check Trigger
- Sets the bound flag based on whether enough players with a specific Progression Entry are within the Blocks Area.
- The Attributes
checkUnlocked
andcheckObtained
define whether the target is required to have unlocked and//or obtained the progression entry - This is used to ensure the Knuckleblaster is picked up before leaving limbo3
Clair de Lune
Resource Changes
- Changed Shotgun UVs(moved smoke to make room for the chainsaw)
Dependencies
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Release channel
ReleaseVersion number
1.20.1-2.2.0Loaders
Fabric
Game versions
1.20.1Downloads
97Publication date
August 2, 2024 at 2:22 PMPublisher
absolutelyaya
Owner