0.10.6
Table of Contents
Abilities
- Getting hit by a bullet will now cancel all the momentum you have while flying (aka it’ll stop you)
- New generic abilities used by NPCs got added:
batto_strike
,bomb_throw
,one_two_jango
,ichirin_zashi
,kamikaze_hyakkoma_gekijo
andkaji_oyaji
- Knocking an enemy down will now leave them at 5hp instead of 2hp
Mera Mera no Mi
- Hidaruma
- Instead of spawning a couple of balls near where the user is looking it will now spawn them from the user flying forward and homing into nearby targets
- Turned into a continuous ability that will continue to shoot fireflies for as long as its active
Goro Goro no Mi
- Mamaragan
- Can now be cancelled at any time
Yomi Yomi no Mi
- Can now eat food again for saturated healing bonus, still cannot starve however
Pika Pika no Mi
- Amaterasu
- Turned into a proper beam
- Increased its movement speed by about 3 times
- Yasakani no Magatama
- Doubled its movement speed
Gasu Gasu no Mi
- Gastille
- Turned into a proper beam
- Doubled its movement speed
Jiki Jiki no Mi
- Damned Punk
- Turned into a proper beam
- Increased its movement speed by about 1.5 times
Hito Hito no Mi, Model: Daibutsu
- Daibutsu Point
- Increased its movement speed bonus from -25% to 50%
- Increased its reach bonus from 8 blocks to 12 blocks
Ushi Ushi no Mi, Model: Giraffe
- Heavy Point
- Increased its reach bonus from 0.5 blocks to 2.0 blocks
Ryu Ryu no Mi, Model: Brachiosaurus
- Heavy Point
- Increased its reach bonus from 0.3 blocks to 1.0 blocks
Zou Zou no Mi
- Heavy Point
- Lowered its reach bonus from 1.6 blocks to 0.75 blocks
Zou Zou no Mi, Model: Mammoth
- Heavy Point
- Increased its reach bonus from 1.5 blocks to 2.5 blocks
Sai Sai no Mi
- Heavy Point
- Increased its reach bonus from 0.5 blocks to 0.75 blocks
Swordsman
- Swordsman buff will now scale with doriki, values remain the same however on server that use different doriki limits it will go above the 25% bonus it has normally
- Shi Shishi Sonson
- Increased its damage from 30 to 35
- Sanbyakurokuju Pound Ho
- Lowered its damage from 30 to 25
Brawler
- Hakai Ho
- Increased its damage from 20 to 30
- Ryu no Ibuki
- New AOE ability, creates a fissure in ground and applies dizziness to all nearby enemies
- Awarded by
Trial: Hakai Ho
- Ryu no Kagizume
- New punch/grab ability that applies
Fragile
effect on the enemy before dealing damage - While the effect is active all damage dealt to the target is increased by 16%
- Awarded by
Trial: Jishin Ho
- New punch/grab ability that applies
Sniper
- Hissatsu
- New ability that allows the next sniper ability used to instantly hit their target (essentially becoming a hitscan type)
- Also works with bullets shot from guns and slingshots
- Right now its unlocked after the last sniper trial
Trial: Renpatsu Namari Boshi
. However this will change eventually, wink wink nudge nudge
Doctor
- First Aid
- Will now correctly prevent both the caster and target from moving while its healing
Rokushiki
- Kami-E
- Now also takes into the amount of hits taken for its cooldown, more hits = longer cooldown
Fishman Karate
- Added some new passive stat buffs:
- +3 extra attack damage
- +2 toughness
- Uchimizu, Murasame and Yarinami got their projectile speed increased
Cyborg
- Radical Beam
- Turned into a proper beam
- Increased its movement speed by about 1.5 times
- Cola Overdrive
- Turned into a over time drain instead of consuming half of your cola instantly
- Will now give the following stat boosts instead of movement speed and damage boost effects for as long as its active:
- Movement Speed
- Swim Speed
- Jump Height
- Fall Resistance
- Step Height
Mobs
- Improved the logic on how block abilities are used by NPCs (such as Tekkai), so there should be less awkward moments where they just sit there in tekkai watching you.
- Gave most NPCs (especially bosses or high tier NPCs) the ability to jump or climb from a hole so they won’t get stuck and be cheesed
- Iron Golems will now attack pirate and bandit NPCs
Trainers
- Will no longer despawn during peaceful, they’ll also be unable to attack back if they get hit
- Destructive abilities will now only be used once the trainer goes below 90% HP in order to avoid a lot of pointless destruction
- This does not affect abilities that would otherwise not affect the ground
- Will start eating and self heal at 1 minute intervals assuming that no enemies are nearby or is currently during combat
Traders
- Will start eating and self heal at 1 minute intervals assuming that no enemies are nearby
Barkeepers
- New NPC that spawns in Tavern structures (more on these below)
- They can provide useful information about nearby world events (also more about them below), news from around the world and, obviously, rum
World Nobles
- New NPC that spawns during random world events, these happen in villages specifically
- Will give a lot of bounty if hurt and will start a vice admiral attack on your position along with multiple marines, if they ride a slave and they’re hit hard enough that slave will be freed too
- If a marine or bounty hunter hits them they will instantly be labeled a pirate regardless of their loyalty
- If a revolutionary hits them their loyalty gets increased, the aforementioned freed slave is also counted, but at the moment its not really used for anything
Flying Fish
- New NPC that spawns in swamps and sabaody
- Fairly weak and has no offensive capabilities
- Can be tamed and saddled
- Can temporarily fly out of water but will need to land in it back or will die
- Can also be used to swim around at fast speeds as it won’t dismount the rider when submerged (the rider will however need to watch for their air meter)
Vice Admirals & Notorious Captains
- These are essentially the same level just different factions
- Very strong NPCs found in the open world, they’re not as strong as hard mode bosses (capping at about 8k doriki for example)
- Can use haki and sometimes advanced haki too
- Have access to most if not all of their racial and fighting style abilities
- If the config option “Open World Fruit Users” is enabled they can spawn with a variety of fruit abilities too
- Worth noting is that not all fruits can be used by NPCs at the moment, particularly the zoans are lacking here due to some technical issues, there are also fruits which just work better for players like Mane Mane no Mi or Hiso Hiso no Mi, in total the can make use of about 30 fruits at the moment, with more planned once the technical issues get resolved.
- Vice Admirals can spawn during buster calls, during extremely high bounty ambushes, during open world events (more about this below)
- Notorious Captains are a bit more rare, they can spawn as bounties from wanted posters, rarely on large ships as captains or during open world events (more about this below)
- They can have a bounty of anywhere between 100000000 (100M) to 500000000 (500M) belly
- Both of them have a minimum value of rewards they can give once defeated (100 doriki and 1 haki exp), the maximum being of course they actual doriki/hakiexp limits which are the same as for a player (based on config)
World Events
- These are new events that happen in the overworld randomly
- They can be triggered by players either via items, luck or being in the right place at the right time
- There are only 3 world event types at the moment with more (faction focused) planned for the near future
- The start of these events is time gated however, only being available for a certain number of minutes before ending and disappearing from that location
- There is no limit for how many of these can spawn and there is no time limit once they do trigger
- These events spawn randomly throughout a world by simply playing, however knowing about them and finding them might be difficult, while randomly triggering some of them is possible by simply exploring the world a better and faster way would be to talk with Barkeepers, which can give you information on nearby events for a small fee.
Notorious Targets
- Their position is randomly generated within a certain amount of blocks from where the player currently is
- For Bounty Hunters these can be treated as targets for them to hunt down, offering a lot of belly rewards
- For other players these are excellent sources of doriki or bounty as they are quite powerful
Caravans
- Marine caravans that are heavily guarded, can rarely spawn with Vice Admirals and/or Pacifistas (depending on the loot it carries)
- The loot of these can sometimes contain devil fruit boxes
- They can also spawn with villagers and sometimes (marine) traders
World Nobles
- World Nobles will sometimes randomly be found in the open world (villages) with a heavy guard after them
- These can act as triggers for vice admiral attacks and huge bounty sources, but can also work for revolutionary army members as hitting them hard enough (or killing them) will free their slave and reward loyalty for revolutionary army
Challenges
- Completing challenges will now also award Haki Exp, randomly giving the exp in either busoshoku or kenbunshoku
- Stat rewards got heavily changed, now they will be awarded based on the challenge’s reward factor from a total pool of doriki/belly/exp per difficulty
- More specifically, if the pool of doriki is 1000, and a challenge has a rewards factor of 1 the following math will happen:
(c / t) * p
- c = current challenge’s rewards factor
- t = total rewards factor of all the challenges of this difficulty
- p = the pool for this stat and its difficulty (configurable)
- in other words
(1 / 26) * 1000)
=> ~38.46 which gets rounded to 40 - 26 being the total rewards factor of the current version, as more challenges get added this number will increase and thus the per challenge reward will shrink, the total pool might change in the future to take this expansion into consideration
- More specifically, if the pool of doriki is 1000, and a challenge has a rewards factor of 1 the following math will happen:
- Completing Hard difficulty challenges will now still award stats (doriki, belly, haki etc) but scaled down after each completion
- For example if a challenge has a reward of 40 doriki, first time reward is in full, second time its 30, third time its 10 and so on
- Eventually they will reach 0 and thus stop awarding anything
Buggy Pirates
Cabaji
Standard | Hard | |
---|---|---|
HP | 150 | 250 |
Difficulty | ★ | ★ |
Doriki | 1000 | 10000 |
Haki (Buso/Ken) | 0/0 | 100/100 |
Noteable Abilities | Carnival Tricks | Advanced Busoshoku Haki Carnival Tricks Swordsman abilities Rokushiki |
Alvida
Standard | Hard | |
---|---|---|
HP | 150 | 250 |
Difficulty | ★ | ★ |
Doriki | 1000 | 10000 |
Haki (Buso/Ken) | 0/0 | 100/100 |
Noteable Abilities | Mace attacks | Advanced Busoshoku Haki Mace attacks Geppo Sube Sube no Mi abilities |
Buggy
Standard | Hard | |
---|---|---|
HP | 200 | 300 |
Difficulty | ★ | ★ |
Doriki | 2000 | 10000 |
Haki (Buso/Ken) | 0/0 | 100/100 |
Noteable Abilities | Bara Bara no Mi abilities Bomb throws | Advanced Busoshoku Haki Bara Bara no Mi abilities Bomb throws |
Black Cat Pirates
Jango
Standard | Hard | |
---|---|---|
HP | 150 | 250 |
Difficulty | ★ | ★ |
Doriki | 1000 | 10000 |
Haki (Buso/Ken) | 0/0 | 100/100 |
Noteable Abilities | Hypnosis Chakram attacks | Advanced Observation Haki Hypnosis Chakram attacks Some Rokushiki abilities |
World Generation
Structures
- New Tavern structure
- These structures have a Barkeeper and sometimes traders too
- Barkeepers (as mentioned above in their category) are the cornerstone of these structures as they can provide you with information on world events (such as nearby notorious targets or caravans)
- Black Leg Kitchens and Doctor Tents and the above Taverns can now spawn in villages as part of their buildings pool
- Do note that this is still an experimental feature and their spawn might not be fully uniform (due to chance, village size, terrain or structure size), finding them in the open is still the preferred and safest way
Biomes
- Added 3 new biomes:
Drum
- constantly snowing and frozen biome
- has higher chance to spawn snow based npcs such as Lapahns and White Walkies but almost nothing else besides night time monsters
- very few trees and water sources
- contains large ice spikes and occasionally large snow mountains
- can contain emeralds as all mountainous regions
Thunder Plains
- dirt plains where lightning strikes the ground every few seconds all the time, many craters are found here as a result on constant lightning strikes
- doesn’t contain very many entities and no trees, some marine/pirates can be found
- contains extra gold veins
Sabaody
- the mangrove-like biome containing lots of huge trees
- the ground is swampy made out of tree roots and moss, lots of water and vegetation
- allows for Bon Charis to be used and Traders spawning here will sell them
Items and Blocks
- New clothes
- Cabaji’s scarf
- Potential reward from Cabaji
- Plume Hat (Alvida’s hat)
- Potential reward from Alvida
- The feather can be dyed
- Bicorne
- Like tricorne but with 2 corners instead of 3
- Potential reward from Buggy
- Can also be found in Traders shops and as random loot in various structures
- Can be dyed
- Celestial Dragon Helmet
- Not obtainable in survival
- Dye layer affects the hair color
- Wide Brim Hat
- Fancy and very generic name but there’s only so much I can do :(
- Essentially Jango’s hat
- Can be dyed completely
- Potential reward from Jango
- Heart Glasses
- Self explained name
- Potential reward from Jango
- Cabaji’s scarf
- New weapons
- Chakram
- New melee weapon with a throwing right click secondary attack
- If thrown will also try to return to its thrower without any enchantment
- Potential reward from Jango
- Chakram
- Unicycle
- Can be used as a vehicle
- Potential reward from Cabaji
- Bon Chari
- Can be used as a flying vehicle but only in Saboady biome
- Sold by traders
Config
- “Spawn Biomes” option
- Used to determine if the mod’s biomes should spawn in the overworld, enabled by default
- “Open World Fruit Users” option
- Chance (from 0 to 100) of Vice Admirals or Notorious Pirates to spawn with a devil fruit, 0% by default
- Note that it’s set to 0 by default since it can still cause issues with One Fruit per World! If you don’t use that config then its safe to use, recommended % would be 25%-50% but feel free to adjust.
- New options to modify the stats pool used for each difficulty: “Doriki Reward Pool”, “Belly Reward Pool”, “Haki Reward Pool”
- Keep in mind these pools are used to split the rewards among all challenges based on their scaling, read the Challenges section for more info
- These are also the default first completion values, subsequent values are automatically calculated based on these initial values
- New options to disable world events (they are all enabled by default):
- “Spawn Notorious Targets”
- “Spawn Caravans”
- “Spawn Celestial Visits”
One Fruit per World
- When dropping a fruit the history message for it will also contain the position at which the fruit was dropped (note that this is not the exact position the fruit is at that moment, only where it was dropped)
- Implemented player counting for dropped fruits, essentially if there are no nearby players the fruit will automatically get removed, this SHOULD fix some problems with fruits being left in chunks without being properly deleted first
Others
- Boat coating
- Kairoseki can now be used to coat boats with it
- This essentially turns the boat into a conduit or kairoseki block making sea monsters avoid it but also increased its damage resistance if it gets hit
- 5 Dense Kairoseki pieces are needed to fully coat it, with each level adding extra area of effect and protection
- Being fully coated will also make fighting fishes not target it at all
- The coating will remain on the boat even after it gets broken and turned into an item
- New icon that shows up while in rogue mode (its an exclamation mark)
- If both combat and rogue are active their icons will cycle every 2 seconds
- Crew menu now has a scroll panel for the members list so it can actually fit more than 5 entries
- The
/doriki
command can now be used on all entities not only players, as it regular (even non-mod) npcs have a usage for doriki
Ability Protections
- Added 4 new properties
stat_loss
- determines if players lose stats when dying inside them, true by defaultdeath
- determines if players can die inside the area, true by default, when set to false it’ll give players theunconscious
effect similar with how haoshoku works- note that when set to false the
stat_loss
property is useless as the player never really dies
- note that when set to false the
unconscious_time
- determines the amount of time players are unconscious for after a death, 40 (ticks) by default (2 seconds)restoration_distance
- replaces the oldStop Restoration Near Players
config option while also allowing for per-protection configuration. Now allow for values between 0 (off) and 1000 blocks
Keybinds
- Split the categories in 2 with generic keys in one and combat bar specific keys in the other
- Added 4 new keybinds to quickly open up the abilities, challenges, crew and quests screens without using the stats screen
- These keybinds are NOT set by default so to not clutter the keybinds too much, however you can find them in the controls menu and set them accordingly
- Combat bar shortcut keys added
- Essentially these keys will switch to the that specific bar instead of going through them using next/previous keybinds
- Do note that this works on a per set basis, meaning for example if we’re allowing 2 bars on screen the “Move to Combat Bar Set 2” will move to the 2nd bar set so bars 3 and 4
- Last Combat Bar Set key added
- Will go to the last combat bar set used, same logic applies as above when it comes to sets
Addons Support
Factions, Races and Fighting Styles
- These three are now registry entries for their own respective registries
- This means they can be easily extended and added to by modders with these new entries showing up in the character creator as well
- This is not a finished system and especially for new factions it lacks in certain areas, cases such as if a faction is friendly with the marine or revolutionary, if they should receive bounties, if they can make crews and more such cases are not covered yet.
Datapack
- All
increase_*
functions got a new optional tag namedscaleDownChallengeCompletion
in order to actually apply the scaling down mentioned for Challenges.- This tag only works if the source is also set to
CHALLENGE
- As noted this is an optional tag, if its not present at all it will default to
false
(meaning the rewards are not scaled down)
- This tag only works if the source is also set to
- New
banned_items_challenges
item tag that allows users to ban items from being used during challenges (any difficulty), this can help with certain items that could have permanent side effects allowing for dupes.- Keep in mind Food and Potions items are banned during Hard mode by default, however depending on how other mods choose to implement them they might not be automatically detected
Bug Fixes
Abilities
- Fixed ability timers (cooldowns, continuity, charge) from getting delayed due to low TPS on servers
- Note that the effect of the ability can still be delayed if the TPS is really bad
- Fixed Mammoth Heavy Point’s collision while sneaking
- Fixed a rare crash regarding Goro Goro no Mi’s lightning spawning without an actual owner (such as if the Goro user started Mamaragan and then logged out)
- Fixed cooldowns not starting for punches when used together with knockdown on the very last hit that knocks down the enemy
- Fixed
/damagem
command not actually increasing the damage of projectiles - Fixed Pteranodon Fly Point’s fullbody haki texture floating above the model
- Gomu Gomu no Mi users will no longer take damage from hitting walls really hard (such as from flying elytras)
- Devil Fruit grab abilities will now correctly release the target when going into water
- Fixed lag spikes generated by the mod’s custom lightnings, more notably when using Mamaragan
- Fixed healing/buff punch abilities not working on friendly entities
- Electrical Luna can no longer restart its charge while its charging or after its fully charged
- Fixed some projectiles which would “fail” to shoot for the very first time when they got used (such as Gomu Pistol)
- This is a per projectile fix sadly so if you still notice some of them doing this please @ us so we can fix them individually
- Fixed Free Swimming being able to swim through restricted blocks (such as bedrock or barriers) by swimming backwards
- Fixed destroying another player’s heart sometimes crashing
- Ability projectiles will no longer collide with challenge barrier walls
- This mostly fixes projectiles that come from above such as El Thor, Raigo, Sagari no Ryusei etc. getting instantly destroyed by the top barrier layer
- Fixed the side chunks not being properly rendered until moving the camera after using abilities (Zoom) or items (Senriku) that zoom in the player’s view
- Fixed Shima Yurashi from visually launching (only on client side) some blocks inside protected areas
- Fixed* punch abilities not working correctly in servers using arclight
- Note that this “fix” is a very nasty workaround, it disables some functionalities (most notably Hakai Ho’s explosion doesn’t hit nearby targets anymore) and possibly other punch related side effects
- As always, these plugin + mod servers are not supported, so whatever happens with this fix it’ll most likely be left as is in the future
- Fixed zoans running smash passive ability ignoring iframes
- Fixed some partial transformations not having the mink features shown
- Fixed tamed entities attacking their owner when issued with a Guard command
Others
- Fixed mod npcs not triggering the taming objectives (specifically for the Command trial)
- Fixed a random client crash regarding newly created wanted posters
- Fixed pirate cape crashing if equipped while the user is not part of a crew
- Fixed a potential crash regarding ability tooltips having too many lines while playing with
Merge Ability Bonuses
config disabled (marked as potential since as far as reports have shown this happened with addons installed, might not happen with only MMnM installed) - Fixed a rare crash that could happen when a bounty hunter kills a target with a corrupted poster (such as from an old version or badly made with nbt editing) in their inventory
- Fixed a quest ping sfx being played every time the inventory screen got closed if specific quests with a finish objectives were active
- Fixed the last Sniper trial (Trial: Renpatsu Namari Boshi) mentioning the old Kaen Boshi instead Hi no Tori Boshi and also fixed it sometimes not tracking correctly hits done by Hi no Tori Boshi projectiles
- Challenge timers should now be correctly sync’d with the server’s TPS so they won’t randomly speedup skipping entire minutes
- Fixed the barrier walls of a previous challenge not being correctly cleared if the player exited the world before finishing the challenge
- Fixed mod npcs not giving vanilla xp rewards on kill as intended (based on their doriki level)
- Fixed doriki using the client limit while on a server with a higher limit
- Fixed a potential crash when equipping abilities by using keybinds
- Fixed the “Hurt Entities” property of ability protections not working against punch abilities
- Fixed ability protections sometimes staggering (seemingly forever) when restoring blocks