
Sensory Abyss
RPG/horror flavored mod. You start broken, permanently. At character creation you choose an affliction. Whatever you pick, something is gone for good. What replaces the lost sense is the point of the mod.
Список изменений
Fixes
The Shattered can craft grimoires again. Because the Shattered carry every affliction at once, the grimoire rituals were checking for a single class and turning them away every time. The Shattered can now perform any class's grimoire ritual, as intended. Mod stability. A failed internal patch no longer brings the whole game down on startup — if one piece can't apply, the rest keeps running.
Changes
Blinded vision reworked. The old breathing in-and-out pulse is gone. You now sit inside a steady black-and-white "bubble" — the world around you stays lit out to about 5 blocks and fades to black past that edge. Your tongue-click ping (G) pushes that edge out to ~10 blocks for a few seconds before it settles back in. Heat sources and exposed ore still read as colored cues on top. Unfed — Apex Predator reworked. The Apex Predator subclass moves off the old "Devour" kit onto a stance-based predator identity (Striker / Reaver / Drinker). All three pick tiers are new: Passive: Sanguine Sense (wounded enemies glow to you), Stance Memory (switching stance briefly boosts your melee), or Predator's Resilience (low on HP, switching stance resets your ability cooldowns). Spec: Adaptive (carry the last stance's bonus a bit longer), Lockstep (commit to one stance to double its bonus), or Flux (switch stances instantly). Mastery: Bloodflood (at full HP, run all three stance bonuses at once), Stance Anchor (lock into one stance for a big bonus), or Bloodforce (kills extend your current stance's bonus). Other subclass picks refreshed. Several subclasses had stale or weak picks swapped out — notably the Necromancer's mastery tier (new Fresh Recruits, Soul Vortex, and Phylactery, the last of which keeps part of your soul reservoir through death).
New
Fuel & weather tweaks — rebalanced fuel types and lantern/brazier light, and the world now tracks wind across biomes (breezy / windy / stormy), which feeds into fuel behavior.
Improved
Spell visuals — the Sight school's effects got a visual overhaul, with cleaner, more consistent casting feedback across spells. The sight school is the only one to get these changes as a trial for feedback before I adjust all schools.
Future Experimental Change
Native shadows & lighting (early, work in progress). I'm building a from scratch shadow and lighting system that runs without an external shaderpack, real directional shadows from the sun and moon, softer light, and a cooler, more readable night. This is still under construction and rough in places. It stands aside automatically if you're using a real shaderpack, and Blinded players are unaffected. This will also be easier on performance since it isn’t general like a shaderpack but a specified look I am curating for the atmosphere of the mod. It is able to be enables in the configs but defaulted to off since it is in such early development. I thought I should get an update out to fix some of the other issues. I just wanted to let players know of a huge future update
