
Dependencies
Caxton for the damage numbers in battle. Fantasy for the dark worlds. Oh my god Fantasy you made my life SO MUCH easier. (You dont have to download this, its baked into the mod)
Soulbound: Turnbattle is a massive overhaul mod which turns Minecraft into a turn-based RPG with a hybrid of Earthbound, Deltarune, and Undertale mechanics!
You can enter our Discord through our social link on the Modrinth page or by Clicking Here!
Default Hotkeys
- "M" for Menu
- "G" for Inspect
- "R" for Summon Soul
- "Left ALT" to remove your Soul
Features:
- UTDR Combat, featuring Graze, TP, and turn-based bullet hell combat.
- Rolling Health
- Very deep RPG mechanics, with Stat Points, Soul Trait Passives, Custom Equipment System, Weapon Appraisal (supports modded weapons and anything that has an attack damage stat), A skill tree, a bestiary, and more! (default: M)
- Multiple game-modes, specifically Normal and Rogue-Lite. Want to play a run-based deck builder which allows you to build special builds and mix-match skills you could never use before in the normal game? You got it!
- Class system featuring skills and mechanics from Earthbound, Deltarune, and Undertale, as well as a custom class that revolves around casting magic based on your Soul Trait
- Interact system (default: G) which allows you to interact with certain blocks and environments for flavor text
- Multiplayer support featuring co-op battles which support an unlimited amount of players
- NPC Party Member system for solo players, as the game is balanced around 2+ players. Allows you to level up and build a separate party member alongside yourself. You CAN play solo however. (wip)
- Multi-Enemy Battles
- Enemy type which features different soul mechanics and bullet patterns. Can view each enemy type in the Bestiary (if the bullet color wasn't enough)
- Mercy/SPARE System
- Randomly spawning Elite enemies, with modded and vanilla bosses being guaranteed Elite or higher.
- Four different elements on different enemies.
- General mod support around the board
- And much more!
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- Fixed bash/skill fx and animations not spawning after fatally hitting an enemy
- Fixed damage registering on the first frame the skill/bash is cast
- Fixed Check skill not working in battle.
- Implemented the new Turn Handler, that's the entire reason behind this patch I got it completed on the Chapter 1 dev build a lot sooner than I anticipated and I have transferred it here
- Turn actions are now taken all at once, going by priority. Defend guards immediately and gives TP, then Items before everything else, then Skills/Sparing, finally Fight/Bash. You select your option and ready yourself, then the next person is able to decide what they'd like to do.
- For NPC party members, you control their Fight QTE's at the same time, going by order of first.
- Reworked the battle log. Got rid of unnecessary information that is now provided in-game. Now, after new, far more basic info is provided, you need to confirm it with the Confirm key. The server should look for anyone pressing this key, and then send the confirmation to everyone, so anyone can confirm and proceed to the next action.
- Bash hits have a grace period so you don't accidently do a weak hit whilst trying to confirm.
- Multihit skills are now 30% weaker than every individual hit after.
- Snowgrave now requires double your Max TP cost, meaning your entire parties TP bar, and requiring the Thorn Ring.
- Changed the entirety of how magic scaling works. It now scales roughly to where you'd be in-game and makes assumptions on what you'd have specced into at that point in the game.
- Gave spells level requirements
- Separated skill multipliers into 3 settings, Skill Damage Multiplier, Heal Spell Multiplier, and TP Gain Spell Multiplier.
- Removed the turn timer, accessory descriptions from the bullet screen (pointless additions from earlier on in the mod)
- Added a new signifier for the Feather being off cooldown
- Grazing reduces the turn timer
- Confusion overhauled, cuts turn timer in-half instead of having a chance not to act.
- Grazing is a bit more accurate to Deltarune, giving 1 TP the longer you stay near bullets. The graze ring stays.
- Mobs no longer catch fire in the day
- Several bug fixes and tweaks
- ((NOTICE: THIS WAS BUILT ON THE CHAPTER 1 DEVELOPER BUILD. THERE ARE 2 CHAPTER 1 FEATURES THAT HAVE BEEN LEFT IN AND ACCESSIBLE VIA CHEATS. I WON'T TELL YOU OUTRIGHT HOW TO GET THEM, BUT I ASK THAT YOU DON'T RECORD VIDEOS ON THEM JUST YET AS THEY ARE UNFINISHED))**
- Fixed mobs visually displaying the wrong acts and wrong names when a mob dies in a multibattle
- Fixed being unable to reset custom recruit stats
- Fixed stats from weapons not properly applying to custom recruits
- Fixed physical skills scaling off magic weapons instead of offense weapons
- Fixed dark world color palettes not applying in battle properly
- Added Earthbound visual style in the settings.
- Overhauled Rolling Health to... well, function properly, lol. No longer spams you with damage numbers and what-not, actually works for vessels. "MORTAL DAMAGE" pops up when a party member has taken a fatal hit, and healing while health is rolling will stop it form rolling
- Added a 50% chance for a weapon to roll with bonus Magic damage as opposed to bonus Physical damage, making spells casted by the wielder stronger.
(Okay, THIS time, no more major additions. I'm gonna take a break and then put my focus into Chapter 1, if there are no huge balancing issues or bugs.)
- Changed the defense formula, it's now percentage based after all additional percentage reducing for damage. At soft cap, this goes up to 25% and then slowly reduces per point, with high defense values you can get to around 37-40% relatively easily, with the curve eventually shortening enough to where you can't reach 50%
- Toned down That One Zombie attack pattern
- Toned down That One Spider attack pattern
- Fixed Zoglin pattern spawning too many charging zoglins at once
- Updated textures for Save Point and Empty Gun
- V2.0.8 got lost in the void
- New Loading Screen
- New Settings tab for client and server settings. You actually get to see a description on what does what!!! Wowow
- Added new Light World UI Change setting for traditional battle style. Makes battles in the Light World somewhat resemble Undertale more. Inspired by the fangame "Morningstar"
- Added new custom nametags to mobs. These replace the existing nametags, cannot be seen through walls, and only render at certain distances. Shows you a mobs current HP, name, level, boss tier.
- Added new health bars to enemies in Traditional and LW UI. They look really fancy, are based on the old ones, and have a cool shattering animation when they lose health.
- Idle animation plays when locked on in Live Combat mode.
- Added an animation for the traditional battle screen appearing and ending
- MAJORLY buffed weapon bonus damage stat, and stats gained from weapons on ALL tiers. On my magicant test world with a netherite tier weapon, I deal 1k damage with a bash and high offense. This is experimental, I don't know what it's going to be like progression-wise
- Added new item textures courtesy of contributor Decrypt
- Totem of Undying hardlock fix
- The Soul outside the body can no longer hurt entities in live combat
- Implemented recruit soul passives
- Mercy percentage showing up on mobs they shouldn't be fixed
- Proximity Chat overhaul, should fix bugs and looks a lot nicer. Text formatting works as it did before.
- Added a Battle Style and Battle View toggle in the stats menu
- Fountain sealing has received small changes, using the 3d soul and stealing the camera for a cutscene
- Fixed removing soul sfx being global for nearby players
- You can now run from bosses
- Fixed Live Combat desync with the inventory in regards to the fake weapon you're given from your equipment
- Max Level is now 99
- Whenever the mod cannot detect an ore type for stats, defaults to assigning a tier based on weapon damage
- Created a Stone tier
- Buffed Iron, Diamond, Netherite tiers
- Added health multipliers for mobs that grow higher as they hit Level 17, Level 35, and Level 55
- Fixed getting creative flight in survival by abusing soul removal
- Some more fixes im forgetting off the top of my head that I forgot to mark down in my notes oopsies
- Dark World files now properly clean up on seal
- Added server commands for server owners and operators to use to control the amount of fountains the server can have at a time, add a global cooldown to them, seal the nearest fountain and seal all fountains on a server. /soulboundfountaincooldown /soulboundfountainlimit and /soulboundfountainseal
- Changed how soul removal works. Allows you to fly around the world with your soul out. Fly into your own chest or press Reveal Soul to return
- Made the game unable to start if you do not have the proper dependencies (Caxton, AttributeFix) installed.
- Quick stability and bug fixes
- New Skill Tree
- New Singleplayer/World Creation screen, WIP
- Attempted fix of the sequence break on Direct Damage
- Attempted to fix live combat players not being brought into PVP battles against turnbased players
- Enabled Keep Inventory in Dark Worlds specifically
- Dark World shaders no longer temporarily break when you switch perspective
- Removed Sky Island dark worlds because of issues.
- Changed Patience Passive to 5% Max HP heal on guard
- Lots of multiplayer bug fixes
- Added ally select for nearly party members to live combat, for items and any ally-targetting spells
- Added seeing ally player columns to live combat menu in bottom right corner
- Moved chat during live combat lock on to the top right of the screen
- Removed potentially controversial fx from certain skills eto bleh
- Iron Golem idle fixed (sorry happy lil guy)
- Attempted a fix where live combat inconsistently breaks (LET ME KNOW IF ITS STILL BROKEN IN THE DISCORD THANK)
- Fixed 3d/live combat particles rendering from anywhere. Now, they only render if they spawn 30 blocks away.
- Where do I even start?
- All battles are now properly animated
- All skills now have proper VFX, some of which are placeholders/universal
- Lightner, PSI skill trees have unique casting animations and VFX
- Dark Worlds have been entirely overhauled with new vfx, animations, a dark world creation system based on recording the existing biomes you've visited, new shaders for fountains, new distant fountains, fountains spawning randomly between z1000 and z1000
- New animations for removing soul and opening your Menu
- New animations for climbing
- Climbing locked behind earlygame Climb Claws item (sprite not final), all you need to do is have it in your inventory, you don't need to use it directly to climb.
- Monsters now properly scale skill effectiveness with souls absorbed
- 7 new Human enemies (Placeholder skins), with unique bullet patterns and the chance to drop their souls for monsters to absorb.
- Added early Magicant cutscene and boss fight for Humans. Try sleeping in a bed at Level 50. This fight has your exact same stats, but doubled, and uses a mix of the different humans bullet patterns, with some simpler bash attacks thrown in there. This will be achieved from a questline rather than a level in the future. Defeating this boss gives you Magicant Boost, which doubles your stats and makes all future stat points invest +2 into said stats. This fight is VERY difficult.
- All hostile mobs, assuming I didn't miss any now have their own fights with their own bullet patterns (Some of these are WIP and could be Very unbalanced. These fights can be kind of hard and it is recommended you use custom recruits. Sub-versions will probably be dedicated to balancing these. Just so you know that, going in.)
- A door with a Dark World behind it has a particle for being open, and for darkness seeping under the door.
- Lots, and lots, and lots of bug fixes
- Added skill tree reset command
- Removed Gasterbrine
- And much, MUCH more!
- Team Battles are now a thing! Two parties that are 15 blocks away will be brought into pvp fights. You can have a 1v1, a 2v2, a 2v1, a 3v3, a... 8v8?!
- Tweaked climbing physics again, snappier and doesn't move you around as much.
- Fixed climbing occasionally breaking.
- Dark World shader now properly saves per world. Your Will Color is saved to you permanently. (with one exception.)
- Dark World shader now somewhat appears in battle, WIP.
- Added /soulboundwill reroll to reroll your will color.
- Vastly changed the Dark World shaders. They now use hue shifting and look a bit more like how you'd expect a dark world shader to look.
- finished hud soul renderer
- new dark worlds should now have keepinventory on if you have it on
- other smaller bug fixes, involving dark worlds, soul render and climbing
- made more blocks climbable im like half asleep lol ill list em later
- made in world soul rendering hud based as a temporary solution for bypassing shaders color manipulation
- spruced up certain dark worlds, mostly the more content heavy ones but other ones have been touched up too
- grass-based dark worlds render floating islands with an ocean that descends into the void
(KNOWN ISSUES: grass-based dark worlds tend to spawn you in the void when you first create them, you can get around this by creating the dimension and leaving the room before darkness fills it, then entering when it has some time to load)
- Removed DimLib as a dependency
- Changed Dark Worlds to use Fantasy Library. This performs better, allows me to dynamically remove the dark worlds at server runtime, and give each Dark World a custom seed. No more cleanup on server start, dark worlds are truly erased when they are sealed.
- Redesigned the climbing physics to be velocity based, should be far more performant, let you look around with minimal stutter during it and be overall smoother.
- Made it so you can't look around during climb interpolation because its stuttery
- You cant bash while asleep anymore, that was an issue
- Made soul resonator not have its TP > HP conversion in PVP
- Made skill and bash fx from pvp enemies play properly finally
- Added a bunch of failsafes regarding Dark Worlds
- Added force tp when right clicking darkness blocks in the overworld
- Added the early Dark World system to the Beta Test. Right click with the knife you can craft to picture the block beneath you into your will, and Shift+Right Click in an enclosed area to open the Dark World creation menu. There's a multitude of biomes, some finished some unfinished, that you can create, with the primary block you picture into your will being the primary block of the biome. Otherwise, uses the default dark world biome. Enemies in the Dark World are tied to the level of the creator, and fountains can be sealed by right clicking the Dark Fountain at 0, 0, 0
- Added a new dependency, [DimLib](https://modrinth.com/mod/dimlib)
- Added Darkness Constricts mechanic. Locations: Deep Dark, Ancient City, All Wardens, Sculk Dark World, The End. Restricts TP gain from all sources. No TP gain from grazing.
- Added Shine to the Tactician Acts during Darkness Constricts. Gives 25 TP.
- Added white line to the tip of the TP bar that Deltarune has. It looks nicer :p
- Skill Tree Revamp. This is unfinished as they will get icons eventually, which is why they are blank squares at the moment. All skills are available to obtain now, with some exceptions like recruit exclusive skills and race skills. The entire skill tree menu has been redone, and it is now a lot fancier.
- Classes have been removed, instead replaced with a specialization system that changes your music depending on how much you've invested into a specific branch.
- Soul Mages can now mix and match soul mage skills if they have learned them previously and adapt their skills into specific soul traits, encouraging them to use the Soul Vessel
- Stat boosts in the skill page has been removed
- PVP Revamp. Certain weapons with elements have type advantage against others (I will share the type chart later as it has currently not been finalized.) All status effects work in combat (Sleep, Confusion, Burn, Freeze)
- Burn: Drains 5% of your max health per turn, halves your bash damage
- Freeze: Heavily nullifies your skill damage for 3 turns
- Asleep: Your turn is skipped with a 25% chance to wake up
- Confusion: 15% chance to hit yourself
- All direct damage in PVP is halved, not just soul shield. Monsters included.
- Defending no longer restores Soul Shield. Graze still does though.
- Defending protects you against direct damage in PVP
- Shield status protects you against direct damage in PVP
- Shield, Boost status should drain properly in PVP
- Capped PVP damage at 35% max HP per hit.
- Added an animation/vfx to sealing Dark Fountains
- Added vfx to opening Dark Fountains
- Added the End Portal shader onto Dark Fountains
- Added the climbing gimmick. Right click up close any type of stone or netherrack with an empty hand to start climbing. Controls:
- Movement Keys: Climb
- Crouch: Let go
- Sprint: Charge Jump
- Jump: Vault (pull self up if there's a 2 block space above you to do so)
- Charge Jump has three phases. For each phase, jump distance increases and influences how long you get a climbing speed boost for.
(KNOWN ISSUES: Currently, if you grab the wall while moving, your animations become all stuttery, not a huge problem but something that will be worked on when I animate climbing)
- Another fix for the proximity text box
- Fixed issue with the proximity text box not rendering properly at specific angles with certain mods.
- Added Proximity Text Chat, enabled by default, togglable with Y. Replaces chat messages with a text box over your head, functions the same as the /textbox command with line breaks, pages, and colors ect, with speech sfx
- Changed how status effects and stats are handled in multi-battles
- Lots of bug fixes from the refactor update.
- Forgot to add the new file location of souls to the character creation screen. Fixed.
- Improved and refactored some of the heavier parts of the code, cutting down the larger files and making it neater and easier to develop for. What this means for you: Better performance and should be less buggy in areas. Experimental, issues may arise, i'll keep an eye out for bug reports
- Restructured the messy asset folder (This means resource packs will most likely need to be updated.)