Check out the official soundtrack for Major Update: Rune Matrix Spell Dimension
Available on most streaming platforms here!
Fly Forth, Spirit Vector!
DBSV introduces the Spirit Vector, a pair of skates fueled by spirit energy. Wearing them changes your movement to momentum-based parkour, a challenging but skill-rewarding mode of travel. Beyond simple parkour mechanics like wall jumps, slides and vaults, the Spirit Vector can be upgraded with up to 3 Spirit Runes, unlocking special movement ability tricks activated in the air. Basic movements increase Poise; Poise is spent on rune abilities.
With great Poise, your wings are unveiled.
Mechanics
Dream Burst Spirit Vector is a mod about momentum, striving to capture the movement styles of games like Ultrakill and Jet Set Radio. This is not a Vanilla+ parkour extension; Wearing a Spirit Vector completely overhauls your movement.
The Spirit Vector is a pair of skates fueled by spirit energy. The only cost is Poise, or style -- Burst movements such as Wall Jumping and Ledge Vaulting increase your Poise, which decays as long as you are not Sliding or Wall Rushing.
Poise is spent on abilities tied to jumping, crouching or sprinting while in the air. You can customize the Spirit Vector by smithing it with a Spirit Rune to select the ability and a Vector Rune to select the slot.
Tutorial
The basic movement of the Spirit Vector is too detailed to explain sufficiently on a webpage. This demo world (MC 1.21) provides an in-depth overview of the starting movement set, along with some insights into more advanced techniques.
Demo
Pathracing "Dream Vector"
High-flying "Spirit Vector"
Soundtrack
Bandcamp: link
YouTube: link
Contact
Discord + Email: link
Credits
Music: Nulb
Textures: Hiroyuki K. T.
Banner: WorldWidePixel
All Versions
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### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
Patch 1.10.11:
- Reduced zipline snap by 1m.
- Added Spirit Rune "Anchor": rail grinding lite.
Patch 1.11.0:
- HUD sprites now match core.
- Braking now has a sound cue.
- Footstool friends and enemies by jumping mid-air while intersecting their hitbox.
Patch 1.11.1:
- Replaced Cassette programmer art (thanks SnowboundCabin!)
- Fixed mixin conflict with my own addon :|
- Zipline jumps have 5-tick coyote time after releasing crouch
- Footstooling awards extra poise.
- Zipline has particles
Patch 1.11.2:
- Added wild magic rune.
Patch 1.11.3:
- Updated the all-important tomato particle.
Patch 1.11.4:
- Disable SV mechanics in creative flight.
- Reduce engine sound when not moving.
- Display item tooltips in rune matrix screen.
- Some personal SV sounds can be disabled in rune matrix screen.
- Added "Phonomancy" from ModFest: Carnival as a cassette by (you guessed it) Nulb.
- Lazy (programmer, again) means of typing while sliding.
- Dream Vector poise gain over threshold is proportional to speed.
- Removed airbrake from Spirit Rune "Burst"
- Prevent damage like fire cancelling velocity
Patch 1.11.5:
- The Spirit Vector is no longer the "louded mf boots in the world."
- Made ladders usable.
- Press all inputs again to cancel a spell.
Patch 1.11.6:
- Mod no longer crashes with certain other mods such as supermartijn's core lib.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.5+1.21.1
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.6+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
Patch 1.10.11:
- Reduced zipline snap by 1m.
- Added Spirit Rune "Anchor": rail grinding lite.
Patch 1.11.0:
- HUD sprites now match core.
- Braking now has a sound cue.
- Footstool friends and enemies by jumping mid-air while intersecting their hitbox.
Patch 1.11.1:
- Replaced Cassette programmer art (thanks SnowboundCabin!)
- Fixed mixin conflict with my own addon :|
- Zipline jumps have 5-tick coyote time after releasing crouch
- Footstooling awards extra poise.
- Zipline has particles
Patch 1.11.2:
- Added wild magic rune.
Patch 1.11.3:
- Updated the all-important tomato particle.
Patch 1.11.4:
- Disable SV mechanics in creative flight.
- Reduce engine sound when not moving.
- Display item tooltips in rune matrix screen.
- Some personal SV sounds can be disabled in rune matrix screen.
- Added "Phonomancy" from ModFest: Carnival as a cassette by (you guessed it) Nulb.
- Lazy (programmer, again) means of typing while sliding.
- Dream Vector poise gain over threshold is proportional to speed.
- Removed airbrake from Spirit Rune "Burst"
- Prevent damage like fire cancelling velocity
Patch 1.11.5:
- The Spirit Vector is no longer the "louded mf boots in the world."
- Made ladders usable.
- Press all inputs again to cancel a spell.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.5+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
Patch 1.10.11:
- Reduced zipline snap by 1m.
- Added Spirit Rune "Anchor": rail grinding lite.
Patch 1.11.0:
- HUD sprites now match core.
- Braking now has a sound cue.
- Footstool friends and enemies by jumping mid-air while intersecting their hitbox.
Patch 1.11.1:
- Replaced Cassette programmer art (thanks SnowboundCabin!)
- Fixed mixin conflict with my own addon :|
- Zipline jumps have 5-tick coyote time after releasing crouch
- Footstooling awards extra poise.
- Zipline has particles
Patch 1.11.2:
- Added wild magic rune.
Patch 1.11.3:
- Updated the all-important tomato particle.
Patch 1.11.4:
- Disable SV mechanics in creative flight.
- Reduce engine sound when not moving.
- Display item tooltips in rune matrix screen.
- Some personal SV sounds can be disabled in rune matrix screen.
- Added "Phonomancy" from ModFest: Carnival as a cassette by (you guessed it) Nulb.
- Lazy (programmer, again) means of typing while sliding.
- Dream Vector poise gain over threshold is proportional to speed.
- Removed airbrake from Spirit Rune "Burst"
- Prevent damage like fire cancelling velocity
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
Patch 1.10.11:
- Reduced zipline snap by 1m.
- Added Spirit Rune "Anchor": rail grinding lite.
Patch 1.11.0:
- HUD sprites now match core.
- Braking now has a sound cue.
- Footstool friends and enemies by jumping mid-air while intersecting their hitbox.
Patch 1.11.1:
- Replaced Cassette programmer art (thanks SnowboundCabin!)
- Fixed mixin conflict with my own addon :|
- Zipline jumps have 5-tick coyote time after releasing crouch
- Footstooling awards extra poise.
- Zipline has particles
Patch 1.11.2:
- Added wild magic rune.
Patch 1.11.3:
- Updated the all-important tomato particle.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.3+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
Patch 1.10.11:
- Reduced zipline snap by 1m.
- Added Spirit Rune "Anchor": rail grinding lite.
Patch 1.11.0:
- HUD sprites now match core.
- Braking now has a sound cue.
- Footstool friends and enemies by jumping mid-air while intersecting their hitbox.
Patch 1.11.1:
- Replaced Cassette programmer art (thanks SnowboundCabin!)
- Fixed mixin conflict with my own addon :|
- Zipline jumps have 5-tick coyote time after releasing crouch
- Footstooling awards extra poise.
- Zipline has particles
Patch 1.11.2:
- Added wild magic rune.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.2+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
Patch 1.10.11:
- Reduced zipline snap by 1m.
- Added Spirit Rune "Anchor": rail grinding lite.
Patch 1.11.0:
- HUD sprites now match core.
- Braking now has a sound cue.
- Footstool friends and enemies by jumping mid-air while intersecting their hitbox.
Patch 1.11.1:
- Replaced Cassette programmer art (thanks SnowboundCabin!)
- Fixed mixin conflict with my own addon :|
- Zipline jumps have 5-tick coyote time after releasing crouch
- Footstooling awards extra poise.
- Zipline has particles
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.1+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
Patch 1.10.11:
- Reduced zipline snap by 1m.
- Added Spirit Rune "Anchor": rail grinding lite.
Patch 1.11.0:
- HUD sprites now match core.
- Braking now has a sound cue.
- Footstool friends and enemies by jumping mid-air while intersecting their hitbox.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.11.0+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
Patch 1.10.11:
- Reduced zipline snap by 1m.
- Added Spirit Rune "Anchor": rail grinding lite.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.11+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.10+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.8:
- disable old dancerizer dep.
Patch 1.10.9:
- Ziplines use held sprint.
- Increased zipline jump boost and overall momentum conservation.
- Fixed materia not being wall-jumpable.
- Vertical spells now have better density.
- Non-solid blocks can be allow-listed for wall jumping and rushing with spirit_vector:wall_jumpable and spirit_vector:
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.9+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Patch 1.10.7:
- disable old dancerizer dep.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.8+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Patch 1.10.7:
- removed mandatory zipline dep :x
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.7+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Patch 1.10.6:
- Increased materia physicalization range.
- Improved Spell Dimension stability.
- Improved Wavedancer behavior.
- Added [Zipline](https://modrinth.com/mod/zipline) compat: crouch over valid ziplines to grind.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.6+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Patch 1.10.5:
- Materia is immaterial to non-spectres.
- Walls can be jumped along once.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.5+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise
to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your
+ More complex (lengthy, unique) spells are more stable. They will last longer, have better range and be more real.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any
+ Effectively, you can now create your own DBSV courses in real time and run them with your friends.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally
decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Patch 1.10.4:
- Removed old smithing recipes.
- Cores can be added directly to your Spirit Vector by using the Rune Matrix.
- Gave real textures to all runes.
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.4+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your input.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any materia you come into contact with will become tangible to others.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Patch 1.10.3:
- Added missing cassette textures and translations.
- Added new vocal track: "EMULATOR" by (you guessed it) Nulb
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.3+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your input.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any materia you come into contact with will become tangible to others.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Patch 1.10.2:
- Added two new tracks: "Supersonic Bee" and "I'm Down" by Nulb
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.2+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your input.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any materia you come into contact with will become tangible to others.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Patch 1.10.1:
- Reordered spell input keys to match intended order
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.1+1.21.1
### General Additions
- Added UI poise indicator.
- Added braking by pressing sprint on the ground.
- Added *kickoffs* with sprint + jump on the ground. Kickoffs generally consume all poise, but will give you an initial boost of speed from zero.
- Runes fire on button release in the air, so you can now buffer inputs like sliding.
- Added *slideover*: Directional input towards a ledge while sliding and moving upwards can transform your horizontal movement into vertical.
- Added the ***Rune Matrix*** to manage runes and vector modes.
+ Alternatively, shift + right click with item in hand.
+ Runes can be applied directly instead of through smithing.
+ Bottom button toggles vector mode (see below).
### Vector Expansion
Adds two new vector modes:
The ***Dream Vector*** is built for pathracing: Flying uninhibited over crags and through forests.
- Instead of building poise from tricks, poise steadily increases while moving over a certain speed.
- Wall jump velocity is changed to be additive instead of fixed.
- Step height is doubled while soaring, i.e. you have sufficient poise. This increase is enough to slide over fences as though they were not there, for example.
The ***Burst Vector*** throws caution to the wind, employing bursts of tricks to rapidly generate huge amounts of poise to use runes freely.
- Floaty: gravity is slightly reduced.
- Poise gain is **massively** increased per trick, but is lost when touching the ground. This behavior somewhat resembles the trick meters from skating games, which inspired poise.
- Kickoffs act as high jumps, giving you an initial burst of vertical momentum to start off your X games attempt.
To give it a sense of identity, the original Spirit Vector now encompasses "freedom of movement":
- Poise is not lost from kickoffs.
- Base walk speed scaling with poise is now reserved for the Spirit Vector alone.
- In general, the Spirit Vector will not face the drawbacks of other vector modes.
### Spell Dimension
- With full poise, press *crouch + sprint + jump* to begin programming your Rune Matrix.
- Press directions to compose a spell.
+ Imagine you are standing on a solid block of hyperdimensional "stuff."
+ First input chooses a direction: up is forwards, etc.
+ Second input chooses extrusion direction: up and down to make walls, left and right to extrude neighbors outward.
- Jump to fire your spell, resonating with Materia from the Spell Dimension to form shapes called *Eidos* based on your input.
+ Try memorizing spells that work well with your style and gear.
- Eidos* are initially only visible to the spectre resonating with them. However, as long as your spell lasts, any materia you come into contact with will become tangible to others.
+ Materia disappears at the end of the spell, and does not cause block updates. Any lingering Materia will naturally decay over time.
- Huge thanks to the Sisby Folk and Phanastrae for the great ideas and feedback.
around it with the new textures. And, of course, [Nulb](https://music.youtube.com/channel/UCvr1TXl_QVzoP0QHMH5e7IA)
as always supplies my projects with the kind of sound that makes you think you
just might be playing a good mod as long as you keep your eyes closed ;)*
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.10.0+1.21.1
Changelog: https://github.com/HamaIndustries/spirit-vector/releases/tag/v1.9.5+1.21.1
- tweaked DV poise gain to be more forgiving
- braking is less jarring
- stepdown height is now constant and consistent across sv types
The Dream Vector is a modified longboard-like SV that focuses on long distance horizontal movement. Dream Vectors are popular among those who enjoy pathracing: long distance races moving uninterrupted across often very rugged terrain. The Dream Vector builds on the Spirit Vector's movement scheme:
- Instead of poise from tricks, poise steadily increases while sliding at high speed. Poise is not lost while at speed.
- While soaring, step height is doubled, making overcoming obstacles and debris significantly easier.
- Wallrushing can be performed indefinitely.
- Both ledge and wall movements are additive to velocity.
Convert your Spirit Vector into a Dream Vector and back by sneak + right clicking with it in hand.
Added wavedancer rune
Added Spirit Vector recipe
Anima Cores are obtainable from ancient cities
Spirit Runes are obtainable from trail ruins
- prevent hunger loss on slide
- add grace period after tricks
- fix downstepping without sv equipped
