
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
⭐ New
The Anosmiac — the Scar system Every harmful effect you survive becomes a weapon. Equip Scars (your slots grow from 2 up to 5) to turn poison, wither, chill and the rest into your own resistances, durations, and immunities. Combine debuffs into Bad Mixes for signature effects, most are secret, and you learn them the moment you first brew them. Manage it all from the Scar Ledger, and track what you've found in the new Scar Codex.
Sporeweaver → The Druid The turret and cataclysm build is retired. You're a nature caster now, running on Verdure (Nature's Health) — a bar that regrows on its own, faster on nature or on land you've claimed. Your soulbound Druidic Focus holds 10 spells so you keep them instead of recrafting; hold it to channel a strong, persistent infusion over the ground, or imbue any plain seed into a quick one shot spell seed (the seed's rarity sets the power). Four behaviors — Snare, Burst, a Stinkhorn damage cloud, and Growth — all reconfigured freely at the Garden bench. Ultimate THE LAND ANSWERS dumps all your Verdure into a huge infusion.
Miasma Walker → The Vial Alchemist No more single breath attack — now you brew. Press B for the Vial Belt, a stacking second inventory for your vials. At The Still you brew from two debuffs you've actually suffered plus up to two ground blocks; certain combinations trigger secret reactions you discover by making them. Drink or throw the results, and unleash the Catastrophic ultimate to spend the whole belt at once.
Apex Predator → Evolution Prove yourself against the world through Hunt Trials — some at new Proving Grounds structures out in the wild — to unlock 18 body-reshaping mutations. Glut scales your power as you feed, a Twin lets you carry a second build, and you can leave husk decoys in your wake.
Necromancer → The Vial Rite A dedicated 8th accessory slot holds a self-replenishing ritual vial. At The Table you design a minion by spending your Mastery — pick its frame, graft on traits, fuel it, seal it. Then draw a blood pool, lay your chalk pattern, and drop the vial in the circle; whatever's resting in there shapes what rises (a weapon makes an escort, a bell a warden, a candle a vigil). Command too much and Soul Burden bleeds your health — a Champion rides free of it, and the Deathless Pact keeps the army standing. Best part: you don't need the altar anymore. Perform the rite anywhere in the field.
Gorge got the overhaul I promised Last update the ender dragon threw Wither skulls and I said I was working on it. Done: every form now has its own real moveset. Tap V for the signature attack, or hold V to open a full attack wheel — the dragon breathes and wing-buffets, the warden sonic-booms, the ravager charges and roars. You also mine with the creature's body now (a warden digs through anything; a chicken barely scratches dirt), and you can Degorge to shed the form on command instead of being stuck until death. (A few exotic bodies still have rough edges — the dragon's hitbox and tail animation are next.)
The Numb — Monolith reinforced Encrust is a real shield now: it deflects and drains against arrows and projectiles instead of letting them pass through. The Fortress mastery doubles the barrier and detonates it on shatter.
Something new haunts dense forests, jungles, and taigas. It waits in total silence and the first thing you'll hear is its hands closing on you. It grapples, hunts you, and can't be killed — only out run, out lasted, or lost by breaking line of sight. It is bound to its area. There is a loot chest inside to find, and if it grabs you just smack it to get it off.
Pitch black glow Stand in true darkness with no light and a faint glow appears at your feet just enough to see the wall you walked into, not a lantern to navigate by. On by default, config toggleable.
Mob difficulty — pick your threat The class pace dial has a combat sibling now: hosts choose a per world mob difficulty (Easy / Medium / Hard / Expert) that scales mob health, damage, detection range, and spawn numbers. It's independent of class pace — pair any pace with any threat — and Medium is exactly what you have today. Existing worlds are asked once, on the host's next login; mobs are scaled when they first spawn, never retroactively.
Native Lighting Overhaul (optional — off by default, and can be turned off any time in the configs) A self-contained, in-house HDR lighting and atmosphere pipeline — no external shaderpack, Iris, or Embeddium required. It brings a soft filmic take on night and cave darkness, volumetric god-rays, contact shadows, an atmosphere haze pass, a screen-space flashlight beam, and colored candlelight — all without a shaderpack installed. It detects an active shaderpack and stands down automatically. If it doesn't suit your hardware, flip the master toggle off and the game renders exactly as before. (off to fix bugs, nothing major just some slight frame drops randomly but I wanted to get the update out so I have it off for now)
The Apex Predator and Necromancer ultimates are here Both reworked taste subclasses were shipping without their capstone ability and their level-20 transcendence picks. Now:
Apex Predator — Apex Ascendant ([U], ~12s). You stop choosing and become everything you trained: every unlocked mutation is usable at once, your Glut locks at Gorged for peak power, Frenzy maxes, and cooldowns stop so you can pour out your whole kit. Its transcendence: Perfect Predator (halved cooldown, kills extend the window), Apex Instinct (an extra Adaptation charge, half-price swaps, the meter never resets), or The Unending Hunt (Glut never dulls below Fed, and your Rival's execute rule applies to every large hostile). L10 Apex Hunger now lengthens the window. Necromancer — The Dead March ([U], ~20s). Call a temporary swarm of shades that fight beside you and crumble to ash when it ends — no vial, no blood, no Soul Burden, no Remnants. Its transcendence: Endless March (more shades, twice as long), Unmarked Grave (+8 effective Dominion, so a bigger army stands clean), or Restless Dead (while any minion stands, it and you both slowly mend). ⚖️ Balance
The Unfed was pulling ahead too fast, so devour payouts were trimmed: Minor boosts 20% → 5% (Potent 35% → 15%), and Gorge 100% → 50% of the mob's stats — permanent steals stack on top, so a well fed Unfed still grows into the same power naturally. Permanent stat stealing gained a saturation option — bank a little into it and you have to eat slightly less. Capped, so it's "eat less," never "stop eating." 🔍 Quality of Life
Taste and Smell abilities got their real effects. The Anosmiac's Scar activations, cycles, and cleanses, the Vial Alchemist's bottle/drink/throw, the spell-seed toss and The Land Answers, and the Unfed's devour, gorge, saturation-steal, and the Necromancer's blood Sacrifice now fire proper engine visuals instead of plain particles. (The other classes' ability visuals arrive when those classes are reworked.) The Blinded's vision is now fully tunable in the config (bubble radius, ping reach, brightness, cooldowns), and edits live-reload as you save. Candlelight was heavily calmed — lit rooms hold steady and warm instead of strobing. 🔧 Fixes
The four reworked subclasses have new Augments. Every one is now a real, working bonus tuned to the new kit — the Druid's Verdure, seeds, and The Land Answers; the predator's Glut, Adaptation, Rival, and hunting verbs; the Necromancer's blood, fuel, Dominion, Soul Burden, and the conduct of the dead they raise. No level-up choice comes up empty anymore. Rain no longer tears open the Blinded's vision — it used to blow the fog-bubble out into a gray ghost-world to the horizon in any storm. Old spore traps, husk decoys, minions, and essence orbs that sat in unloaded chunks could live forever and do nothing — everything timed now expires reliably, and leftover immortal traps from old worlds clean themselves up. Returning from the End no longer wipes your class, senses, accessories, corruption, and party. This affected every class.
