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Posted by: kakreth
File size: 11.73 MB
Total download count (all mod files): 61
Mod changelog:

0.16 change log

Fixed Custom Mob Spawning

Fixed Hunter/Ranger healing portion of ability 1 not checking for cd before applying

Lesser Lich world skeleton death counter no longer goes up when skeletons die within 128 blocks of a lesser lich

Added Spell Targeting System + indicator (known visual bug with indicator when looking at target through an ineligible entity, spells still function properly though)
-Red indicator requires a target for spell to resolve
-Blue indicator will always resolve at indicator if sufficient mana
-Yellow indicator will resolve at target if found or on self if no target found

Added Mana functionality

Preacher and Druid spells adjusted to use new targeting system and mana

Wizard Class Beta Added
Customisable spell loadout with 4 slots each with unique spells to choose from (sounds and particles are not fully finished, balance may be off)

Added Attributes that effect spells:
-Magic Power increases potency and length of spells
-Arcane Haste reduces cooldown of spells
-Mana Regen increases mana regeneration rate
-Max Mana increases maximum mana

Added mana potions and brewing items/ingredients

Added Mage Cloth and Mage Robes that provide the wizard with the previously mentioned attributes

Added enchants for mage robes that further enchance these attributes
Arcane Power Max level III - increases magic power stat
Arcane Haste Max level III - increases arcane haste stat
Arcane Rejuvenation Max level V - increases maga regen stat
Arcane Potential Max level V - increases max mana stat

Arcane Channelling Potion effect - Gives 2 magic power, 1 arcane haste and 20 max mana per level

Added 2 new staves + functionality to existing staves as spell focusses
Emerald staff - Arcane Channelling I
Enhanced Emerald Staff and Wand of Thunder - Arcane Channelling II
Wand of Blaze - Arcane Channelling III
Wand of Storms - Arcane Channelling IV


Damage Resistances adjusted to accommodate negative values (increases damage of that type)

Melee Bonus Damage attribute added - increases the damage of any on hit melee effect (e.g. iron forge rapier bonus damage strike, defender bonus damage, thunder touch potion effect etc)

Vital Strike potion effect adjusted to give melee bonus damage increase for 1 attack


Stat Page GUI with class ability descriptions and item pages

Full enchantment pages and wizard related stuff is NYI

Known Issues/Bugs: Spell target indicator visual bug, Bull Hide Quiver not auto refilling in inventory
 
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0.17 changelog


Aashni charge updated to hit non player entities (added for later functionality with gamemodes to make lore accurate boss rivals fight each other)
Aashni Charge can now be blocked using a mod shield

Damage from non direct sources is now correctly attributed to players

Nature Spirit knock up ability now goes on cooldown if the nature spirit is stunned while its ability is ready

Nature Spirit Slime ball ability delay between indicator and resolve increased from 1s to 2.5s
(these 2 changes are intended to make the nature spirit fight feel less unfair and give you more options to react/deal with their abilities)

Ballrynn's "fall to me" special can now be blocked using a mod shield

 


Wizard Spell selection no longer reset on death

Wizard Class mana regen doubled while out of combat

Added message to wizard class attempting to cast spells without spellcasting focus

spell focuses now work on off hand but do not provide arcane channelling

arcane channelling now allows spellcasting in place of a spell focus

increase feather fall base duration increased to 6s and magic power scaling increased to [0.1 x magic power]s

Fixed Wizard Robes messing with visuals of potion effects in inventory

(hopefully) fixed icicles crashing game when caster dies before the icicle drops

Fixed icicle entities spawning naturally (whoops)


Fixed: Living rocks now correctly spawn naturally and cant spawn in close proximity to a boss

Increased the range around bosses that mod mobs are prevented from spawning

Added some mod recipes to recipe book on spawn

Axe's can now have the cleave enchantment


Added Variable tool tips to a few mod items (weapons, shields, wizard robes) that change with enchantments to better inform players


AoE and Indirect targeted damage now correctly assigned to the entity of origin


Fixed Fire Resistance potion not reducing magic fire damage


Reduced Lesser Lich ranged spell fire rate (1 shot per 18 ticks > 1 shot per 30 ticks)


added recipe book for brewing recipes (JEI doesn't seem to work for the brewing recipes) (in future will add for smithing recipes)


Fixed Tieflings doing voice lines to themselves, now correctly only do voice lines in the presence of other tieflings

Added Focus Band - a head armour piece with no defensive stats, increases melee bonus damage by 2 and rerolls weapon random chance effects (excluding mace stun) at half base chance if they fail (runeblade, cleave, puncture, gluttony, thunder bringer battleaxe passive) (melee bonus damage increases the damage of bonus damage effects like rune blade, cleave, thunder touch, and vital strike etc.)

Added Beast Fury Set - Armour set with low armour/toughness, gives 1 melee bonus damage per piece and an extra 1 for the full set. Full set also grants strength 1 (balance testing in progress, if too strong it will receive a limit on protection enchant)

Added Tigers - !Will be tameable in the future! - drops tiger pelts for the beast fury set. Spawns in savannas, jungles, and mangrove swamps
Added Raw and Cooked Tiger Meat - Raw: Hunger - 3, Saturation - 1.2    Cooked: Hunger - 8, Saturation - 10


Future Changes in progress

Adding a falling icicle spell that targets above the head 6 times in sequence

Adding Blaze Cannon spell (ballrynns ball special, only in 1 direction)


adding Wizard class on Stats Page

Adding an indicator for predicted land site of ballrynns slam special

 

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0.18 Changelog

Small fix update


Bug Fix - On Hit effects can no longer cause other on hit effects occur (chance based on hit effects rolled off each other, defender value stacking occurred twice when an on hit effect occurred)

 

Defenders now correctly detect the highest damage on hit effect and apply its stacking formula to this damage

Defenders damage now stacks on top of highest damage on hit effect (in some rare cases where physical damage is highly resisted a magic damage on hit effect may still deal more damage than the defender)

 

Defender Stacking Formula changed

dealing damage while holding a defender in the off-hand stacks a hidden value based on how much damage the attack does (pre mitigation); when this value exceeds another hidden value based on the armour of the target, deal an amount of bonus damage

[D] = Stacking value from attacks
[A] = static value from armour

Attacks with Iron Defender increases [D] by 30 + (15 x damage) + (15 x {level of precision enchantment}).    when [D] exceeds 450 + 60 x armour level deal, 3 bonus damage

Attacks with Diamond Defender increases [D] by 30 + (16 x damage) + (15 x {level of precision enchantment}).    when [D] exceeds 430 + 60 x armour level, deal 4 bonus damage

This is overall a nerf, with more impact on the higher damage end (especially vs high armour targets) and little impact on the lower damage end

 


Beast Fury Armour can now only have up to protection 3 - applying protection 4 will result in you losing the enchant and whatever was used to enchant it

Beast Fury Armour now has a lore line telling you it cannot be enchanted with protection beyond 3

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