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changelog.txt
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changelog.txt
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0.07 changelog:
- removed Create
- removed IDAS
- adjusted starting health
- you will now gain more hearts the more EXP you have
0.0.4a Changelog
Added: Enchantment Descriptions (UE still not included)
Added: Essentials (Trial Stage)
Added: Modifiers (NGL forgot this one)
Added: RoughTweaks (Also forgot this one)
Added: MiniHUD + MaliLib
Added: LimitedSpawners
Added: Polytone (In case we can use it in future)
Added: Xaero Plus
Added: Collectorsalbum + Configuration (Until Buddycards is available)
Added: PassiveSkillTree (Until SkillIssue is complete)
Added: OAuth
Added: Chipped
Added: Create Chunkloaders
Added: Apotheosis (Until Anointments is done)
Added: InControl
Added: RemoveMouseoverHighlight
Added: Nature's Aura (Testing stage)
Added: Immersive Caves
Added: YokaisHomecoming (Food)
Added: Just Enough Characters (does nothing for us, but allows chinese characters for those that need it from players)
Added: Spice of Life: Onion
Added: Illager Revolution
Added: Celestial Artifacts
Added: Ars Trinkets (blame Crank)
Added: Forgiving World:Stacking Dimensions
Added: Connector Extras (Sinytra Connector shit)
Re-added: EnhancedAI
Removed: Footwork + Cloak And Dagger
Removed: MineCards
Removed: PowerfulJS (very likely not needed)
Removed: Orpheus
Removed: Occultism
Removed: Wares (in favor of Bountiful)
Remoded: Raided
Removed: Curse of Pandora
LimitedSpawners:
- Spawns 100 -> 15
AttributeFix:
- Movement Speed 2.0 -> 0.25
- CombatRoll Distance 24 -> 6
- CombatRoll Count 20 -> 4
Quark:
- Disabled Elytra Dimension Restriction
Nameless Trinkets:
- Disabled Fragile Cloud (too op in movement)
- Buffed God Crown from 25% to 69%
- Buffed Cracked Crown from 15% to 25%
- Disabled Crowns MaxHealth, KnockbackResistance & Luck Bonus
Ars Nouveau:
- Heal: Cost 20 --> 200, Heal 2.0 --> 10.0, BonusPerAmp 2.0 --> 10.0, Max 2 per Spell [Spamming it is a noob trap], Amp 1 Cost = 100, Amp 2 Cost = 250, Amp 3 Cost = 500
- Break: Cost 10 --> 40 [To encourage doing actual spells instead of using normal one, I know this is controversial]
- Fortune: Cost 36 --> 20 [Effectively changes Fortune 4 Break Cost from 154 to 120]
- Amplify 3: Max 2 per Spell
- Amplify 2: Max 6 per Spell
- Amplify 1: Max 11 per Spell
- Limited "Amplify 3" to 2 per Glyph, "Amplify 2" to 3 per Glyph, "Amplify 1" to 6 per Glyph
# Keyfeatures:
- Progression: modpack uses Game Stages mod [https://www.curseforge.com/minecraft/mc-mods/game-stages] to create progression system for player(s).
The game will adjust and react depending on stages that you have unlocked (your current progress in game). (basic example: you will (probably) not face strong mobs in the first night)
- Skills:
- Passive Skill tree:
- SkillIssue: Skills/Classes that also allow to grant and revoke access to items and/or Stats. In-depth System with Experience and Level-up Events
- Custom Tools & Item system [_Flex mod page link_] that allows to mix-and-match various Materials to create unique variations of Items like Swords, Pickaxes, Backpacks and Armor:
- Coating: Every Item has a single Coat slot, which generally improves the item in any way.
- Tool leveling: With every Levelup, it gains a Trait Point, which can be used to increase Traits. The points required for a Trait is dependant on the Trait and the Material that added it.
- Material Compounding: Different Materials can be compounded to create a new material that is generated based on the Materials used.
- Factions:
- Mobs:
- Champions-like mob modifiers with tiers [_Eminence mod page link_]
- scaling mobs difficulty based on current game stage
- Enchanting System overhaul:
- 2 new Methods of enchanting: Roulette Enchanting and Matrix Enchanting
- Enchantment Obelisks. Distributed in the world and allow to exchange Enchantments on your items
- Curses that can also be used in a positive way
- Library that stores Books as they are, but allows to filter them to efficiently sort your Books
- extended methods of getting experience
- technology contraptions
- Storage extensions
- magic
- direct magic spells
- trinkets & curious
- husbandry
- Dungeons, new structures, base decorating
- Dimensions
2. End
1. Aether
0. Overworld
-1. Undergarden
-2. Nether
-3. Voidscape?
with Sub-dimensions:
- Bumblezone
- Twilight Forest
- Mining Dim
- Quests & coins:
The end goal of having two type of coins is to encourage both exploration and questing.
- Quest Coins are acquired ONLY from doing quests.
Quest Coins can be exchanged for loot crates with random outcome and for a set of specific reward. They're FINITE.
- Regular Coins are acquired from trading materials.
That means if you have a lot of resources of one type you can exchange it to coins and then to needed resource of another type. They are FARMABLE.