Last Updated: Jun 8, 2017
Game Version: 1.11.2
Aug 30, 2015
Like Levels? Check out my other mod, Lost Eclipse, a large adventure mod which is founded on the basis of the Levels leveling systems!
For more information about the mod, visit the official forum thread or the official wiki.
Has this mod and Lost Eclipse been abandoned?
Hey is there a chance that you could downgrade levels 3 for 1.7.10?
I'm playing the Sprout modpack, literally none of your level enchants work. I've tried every one from frost to void, it makes no change on the weapon.
Hey! Your mod just got 1'000'000 downloads!!! This is so cool! Thank you for this awesome mod. I'm still waiting it on 1.12. Good luck with developing :)
Some more issue reporting for you. After some work with the mod I've discovered that it has an incompatibility with vanilla Minecraft features. This is something quite serious as a mod that breaks parts of Minecraft should really declare that to users in advance.
In short, Levels removes the ability to change or modify item attributes. This means that if someone runs a game with custom loot tables that use attribute modifiers or if someone using commands for a custom map or server where they want to /give someone a special item with unique attributes then this mod completely breaks that. It over-writes any attribute modifiers with whatever the mod normally does. The same for custom spawned mobs ect..
However you've build the code, you've hijacked the modifiers in such a way that you break what Minecraft does natively.
Just a quick inquiry. Do you plan on updating this mod to 1.12?
As with others who have posted I feel it is worth saying that there is significant balance issues within the rarity tiers. Because I needed to sit down and design some fair loot tables for a new 'Loot-4-Life' mod pack I put together spreadsheets to evaluate the DPS ranges for each tier from Common to Mythic across the lowest and highest weapon bands. What I do like about this mod is how it is compatible with other mods that have tech-tiers over diamond so my tests were done comparing the progression from wood to emerald. As the damage values were easily proportional to one another being 4 and 8.
What I found was quite unsettling.
First of all, it is possible for tiers to overlap quite significantly. It is possible to have Common items that have higher DPS than Rare items due to how you have set the bonuses relative to the base values of the vanilla item. For example, taking the damage bonus in isolation, it shows that Common items exist within a -2 to +1 range while Uncommon items have a -1 to +3 range. Since you have weapon speed isolated from the damage bonuses this is how you're ending up with these big discrepancies in the base DPS of items. Even with enchantments a high stat Common Wooden Sword should never have a DPS output near to a poor stat Legendary item because it confuses the tiers. On a very simple principle, if an item is from a higher tier it should be fundamentally better than a lower tier. Since enchantments can vary so much in how they contribute to an items value these should be considered as a bonus to the underlying stats and not a way to 'balance' the tiers.
My second issue I take with the balance is how the bonuses applied to weapons are more valuable the weaker the base item is. For example, since Common items can gain a +1 bonus to their base damage this means a Wooden Sword rises from 4 to 5 which is a 25% increase. But a Common Diamond Sword would rise from 7 to 8 which is only a 14% increase. Basically, the rarities again become intuitive since Legendary Wooden Sword is far superior to a Common Wooden Sword but a Legendary Diamond Sword is only moderately better than a Common Diamond Sword.
Ideally, you need to avoid using fixed value bonuses and move to percentage bonuses being applied to base values. This would make the rarity system more fair, easier to understand and make the drop-rates reflect true value of the items based upon their rarity.
As an aside to all of this, it would be nice to see names being given to these items based upon their attributes in a Diablo-style method. By that I mean a diamond sword with fire attributes would be 'Burning Diamond Sword' but if the attributes were fire and ice it may have the name 'Frostfire Diamond Sword'. It's just a minor detail but would add some personality to the mod. :)
Also, for the sake of user-friendliness within the mod it would be handy to see the DPS displayed in the tooltips as not everyone is going to be able to easily understand if a sword that hits for 10.15 damage every 1.75 seconds is better, the same or worse than one that hits for 12 damage every 2.1 seconds.
If you agree with these suggestions I'm more than happy to help with testing and number crunching any balance changes you feel are worthwhile. Just drop me a PM or leave a msg here.
Balancing isn't something I've paid too much attention to recently because no one has really said anything about it till now. But yes, I will look into balancing it out further. I might send you a PM soon too to try and crunch some numbers to figure out the best solution.
The best solution would ultimately be the one that achieves what you ultimately want to do to enhance the players experience when they use this mod. That could really end up being a wide variety of things since loot systems can be central to manipulating player behavior and therefore change their game experience.
For example, do you want gear from lower tech-tiers (wood<iron<diamond) to become obsolete so that there is clear progression? Or do you want loot to always be valuable regardless so that players never feel that they weren't rewarded? Do you want tight risk-vs-reward drop rates to encourage players to challenge themselves? Or do you want it utterly random to motivate players to go searching everywhere for chests since they may find epic loot in unexpected places? All of these approaches have their own merits but you can see that not all are compatible with each other which is why deciding on what direction you want to take is important to nail down early on.
It may seem odd that I'm talking about loot in a mod called levels but because of how this is gear-leveling you basically are making a mod that significantly impacts loot tables. As such it may be worth considering adding configuration options that tap into loot-tables and drop-rates.
Overall I like the system in the new beta of the mod but there are some questions I have.
First: Why is it possible to get mythic items with only a single attribute there really should be a flag or something that says a mythic item always gets the maximum number of potential attributes seeing as right now it seems like both legendary and mythic share this problem I won't add a second bit to comment on them.
Second: Redundant attributes, Specifically via experimentation in creative mode of re-rolling pieces of equipment it seems like its insanely common to get durable and Unbreakable on the same item with durable being in the higher tiered (unlocked later) slot.
Third RNG distribution/Balance: I know that some of the attirbutes are intentionally rare because of how imbalanced some of them are like void but at the same time its still more common to run into high tiered gear items with fairly close to junk attribute roles like "Fire + Frost" or the aforementioned unbreakable + Durable combo.
Suggestions: if possible add flags to the attribute rng table that say if conflicting or redundant attributes are going to roll onto an item reroll one of the two slots. I understand a majority of why it happens is the small pool of attributes (about 3 or so per tier if i recall) so yeah I can kinda get why that's an issue since the pools are so small if there were extra parameters that restricted what the rng could give based on item tiers then you'd have people running around with broken combos like unbreakable soulbound void weapons all the time, At least do something to make the common attributes show up a bit less often on the upper tiered stuff since its normally rarer.
Oh yeah quick question does void attribute on armor items stack with void on weapons to increase the chance of instakilling things or does void do something different on armor than it does on weapons
Quote from Gamerhooves21 >>
Much as I hate to stifle creativity, I have to say that the item slot systems found in RPG titles such as Final Fantasy would be an intuitive way to include attributes for weapons and armor with the tiers influencing how many slots are available.
The only concern there is ending up with junk loot if the gems/materia/glyphs can be added and removed at will. There is nothing worse than the issue caused by finally having all the bonuses you need on your current items only to have a rare drop that is something you already have. If the gems/materia/glyphs are single-use only then it maintains the value of that item and preserves the player's sense of risk vs reward.
In any event, I'm sure you'll come up with a fantastic solution since you're working so hard on this. I just feel that dropping in my 2 cents may be helpful.
That's very interesting. I'm looking into new ways to handle attributes and such, but for now, I'm reverting back to the Levels 2 way of just adding them at your own will. Developing a more unique and intuitive solution would be awesome, so if you have any ideas there, I would appreciate that.
Hi, im on version 1.10.2 currently. Do you know when you will be adding bow functionality? I would assume it would jump across mods just like the swords do right now? Another issue is the configuration files. Currently I'm not too sure how to set experience per level, I did put first level xp at 20,000, and I assume the multiplier will simply increase that value exponentially or whatever, though I saw no difference in game. Is this a bug?Furthermore, I'm wondering if it is possible to have for instance, a common diamond sword and uncommon diamond sword to be used in the custom npcs mod, where you can set up trading. For instance I wanted to use a sword as a trading item, although even with same rarities, the different values registered as a different item. Just wondering if it was feasible?
I'm working on fixing and adding many different features, including bow support, in the next Levels 3 version. As for the config option, I will look into it. I will also look into the sword issue too.
Do any of these versions work on 1.11?
i think the 3.0.0 version is broken
Recent update to Levels 3-1.11.2-3.0.0-beta has some major issues.. getting all sorts of array out of bounds, no key config, and .. I'm reverting before I damage something. Not sure you should have made this one public?
same issues, rolling it back in my pack also for now
I learned from the minecraft forum that he plans on revamping in version 3, to attributes that are randomly applied to the weapons. Also, mob leveling and enhanced drops have been removed for now. Bows are still a work in progress. The error I got was on an axe, cause by the removal of a rarity that wasn't compensated for. If you don't like this idea of auto leveling, I'd voice your concern on the forums as well. I think the attributes idea he has going is nice switchup as he's detailed it.