Mine and Slash

Turn Minecraft into a hack and slash looter!

File Details

Mine and Slash-1.15.2-3.8.4.jar

  • R
  • Dec 22, 2020
  • 6.89 MB
  • 1.3K
  • 1.15.2
  • Forge

File Name

Mine and Slash-1.15.2-3.8.4.jar

Supported Versions

  • 1.15.2

Curse Maven Snippet

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implementation fg.deobf("curse.maven:mine-and-slash-reloaded-306575:3145701")
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3.8.4: * Mob experience on kill no longer takes into account only the highest damage from player, but rather from all players. Before, a mob with 12 HP could have taken 6 environment damage, 4 damage from player A, and 2 damage from player B, but distribute no experience because player A's 4 dmg < 6. Now, it'll still attribute the kill to player A, but will take into account all player damage, so 4 + 2 = 6 which is at least 50% of the mob's health. This should make party play feel a LOT better. * You now receive an additional 20% experience for each member on the team. So 2 players get 120% / 2 = 60% per person, 3 players get 140% / 3 = 47% per person, etc. * Fixed block sounds being played on bleed. * You now must use a pickaxe to mine ores. * You now require at least a stone pickaxe to mine ores. * Ore blocks now use datapacks and can be smelted down into ores if mined with Silk Touch. This is particularly useful in enabling compatibilty with technology mods. * Ore world gen rates for ores have been increased very slightly. * Made it very slightly easier for players to get the kill when compared against environment damage. Balance Changes: * Increased cooldown of "ball" spells by 1s. Thunder Spear's cooldown was increased by 0.5s. * The following changes were made to make Fire feel more consistent: * Increased mana cost of Fireball at max level by ~9%. * Doubled Burn proc. chance for Fire spells. * Reduced damage of Burn by ~55%. * Reduced tick rate and duration of Burn at max level slightly. * Increased Thunder Spear damage by ~20%. * Increased Static proc. chance for Lightning Totem. * Ice Orb has more pretty particles. * Increased cooldown of Heavy Strike by 1s. * Increased attack scaling of Ground Slam by 20% at max level. * Increased cooldown of Ground Slam by 1s at max level.

3.8.3: * You should be able to interact with most gravestone mods in maps now. * Dank Storage is now retrievable in maps if you accidentally place one down. * Fixed some map rooms with signs as placeholders for mobs and loot. They should now properly spawn. * Improved consistency of Spruce Mansion redstone room.

3.8.2: * Reduced armor reduction of Enrage slightly. * Fixed tick rate of console spam. * You can now interact with shulker boxes in Adventure Maps. * Increased energy cost of weapons. The cost in general was too low and it wasn't really necessary to allocate stats into energy sustain.

3.8.1: * Added particles to basically every spell, and increased particle count for most spells. This should help with visual acuity! * Fixed Arrow Barrage shooting only 1 arrow. * Went a little overboard last patch: ball spell damage has been increased very slightly again. * Physical spells have had a minor reduction in damage. * Cooldowns of basically ALL (except ball) spells has been reduced GREATLY. I'm pushing spell rotation over spamming one spell! * Increased chance to proc effects for some spells.

3.8.0: * All weapons now roll different secondary stats. Melee weapons no longer have any weapon damage multiplier - axes no longer do double damage. Energy cost has been changed to reflect this, and the addition of new secondary stats should more than make up for this. The reason for this change was because spells didn't take into account the weapon damage multiplier. Ergo, physical spells should feel much better to use now with all melee weapons. Bows and crossbows more or less remain unchanged (slightly reduced damage with addition of new stats). * New Ocean spell: Ice Orb - shoot an orb of ice that sprays enemies in its path. * New Nature spell: Poison Cloud - applies Thorns to nearby enemies (large AOE). * New Hunting spell: Dash - literally a dash. * New Physical effect: Enrage - makes enemies move fast and deal more damage, but take increased damage. The following spell changes were made for a few reasons. Mages were a little too strong for the amount of investment they had to make. Also, a lot of builds devolved into ball spam, and other "stronger" and utility-based spells were not seeing as much play. * Ball spells are now affected by cooldown but have had their cooldown increased. Their cooldowns are also now fixed and will not change upon leveling them. * Ball spells and Thunder Spear have had their damage reduced by a lot. Emphasis is on skill rotation now. * Hunting spells no longer have any cast time and have been greatly improved. * Reduced max projectile count of Ground Slam. * Physical spells have had their damage increased. * Heavy Strike and Whirlwind have new synergies. * Magma Flower's duration has increased, and mana cost decreased. * Nature spells have been greatly improved (Gorgon's Gaze is actually good) and are more geared towards weapon damage --> spell damage rather than a weird hybrid. * Nature's Balm healing has increased slightly. * Storm and Ocean spells have been reduced in power slightly, while Fire has seen a general buff. * All stack effects (Thorns, Burn, etc.) have been reworked. There is an issue with stacks that need to be fixed but in the meantime this band-aid fix should suffice.

3.7.9: * Fixed incorrect synergy icon/text for Frostball. * Fixed all elemental spell damage stat not working.

3.7.8: Changes were made to balance physical vs. elemental spells. Elemental spells are more or less the same but investing into them should be a lot more rewarding. I tried to make it more viable to go for elemental builds over the current OP physical builds. As always, my goal is to slowly improve the balance between the elements, and to provide each one with a unique identity. Currently, water is utility/damage since it provides many slows and can boost the power of the other elements greatly. Fire scales slightly with weapon damage and has an improved burn. Thunder is pure spell damage. Nature is tank/DoT, and Hunting is bow. Currently, Divine is split between support and physical spells.

  • Fixed BossPacket console spam.

  • Added some new perk nodes around the tree.

  • Added armor penetration to Reckless Blows but increased armor reduction from it as well.
  • Increased elemental damage reduction from Overflowing Vitality.
  • Added a -15% health multi to Overflowing Vitality.
  • Reduced -25% health multi to -10% health multi on Blood Mage.
  • Increased
  • Slightly reduced physical damage scaling - flat values more or less remain unchanged.
  • Slightly increased elemental damage scaling - flat values more or less remain unchanged.
  • Buffed Familiar Instincts and Refreshing Breeze.
  • Mana Battery now stays active for longer and absorbs four times the amount of damage.

  • Reduced volume of Ground Slam.

  • Reduced power of Heavy Strike.
  • Reduced power and projectile count of Ground Slam slightly.
  • Reduced initial strength of Whirlwind. It still retains the same power at max level.
  • Increased duration of Whirlwind.
  • Reduced mana cost of Whirlwind.

  • Increased projectile speed very slightly for "ball" skills.

  • Increased slightly the cooldown of the "ball" skills. Overall elemental skills see a reduction in cooldown though.
  • Reduced mana costs of most elemental skills.
  • Increased base value of most elemental skills.
  • Frostball now generates Frost stacks instead of consuming them, and tidal wave consumes them instead of generating them.
  • Increased attack scaling moderately on most elemental skills that have it.
  • Increased power of burning effect.
  • It is now much easier to generate Burn stacks using Fire Ball and Frost stacks with Frostball.
  • Increased level 1 attack scaling of Thorns, max level remains the same.
  • The max stacks for Frost has increased from 5 --> 10.
  • The slow per stack for Frost has reduced from 8% --> 7% per stack. Overall, you can now slow enemies by 30% more.
  • Shiver now reduced Fire and Thunder resistance by 50%, up from 15%.
  • Static now reduces only Thunder resistance, and reduces (base value) 3% per stack, up from 1%.
  • Static now has a max of 8 stacks, up from 3. The only source of Static is from Lightning Totems, which has seen a general damage nerf because of this change.

3.7.7: * Fixed some broken nodes on tree.

3.7.6: * COMPLETELY revamped the talent tree. There are many more paths to take now! * Fixed Fake Players not doing damage (interaction with MineColonies). * Added some new melee skills in the Divine Tree - Heavy Strike, Ground Slam, and Whirlwind!

Balance Changes: * Increased duration and radius, and reduced cooldown of Blizzard, Volcano, and Thunderstorm. * Crit effectiveness has been further reduced by a small amount. * Defensive options have been modified a bit to give each one some more identity. Health and armor is harder to stack while magic shield and dodge is easier to stack.

3.7.5: * Fixed bosses not summoning in maps. * Fixed name of thunderstorm synergy.

Balance Changes: * Increased mana cost and cooldown of Lightning Totem. * Very slightly reduced damage, radius, and tick rate of Lightning Totem.

3.7.4: * Changed bag recipes to use any wooden chest with the appropriate tag instead of vanilla chests. * Reduced the effectiveness of critical hit modifiers by about 20%. Critical hits is still strong but will require a bit more investment. * Fixed merchant dupe bug. * Fixed boss spawn bug. * Made some spell tooltips a bit more clear. * Probably fixed energy not being restored with Thunder Dash. * Reduced energy cost of bows. * Reduced damage of bows and crossbows slightly.

Spells: * Reduced base value of Fireball, Poison Ball, and Frostball from 7 -> 25 to 6 -> 22. * Increased the cast time of Blizzard, Volcano, and Thunderstorm.

Divine Tree: * Increased cast time of Divine buff spells significantly. * Increased mana cost of Divine buff spells from 25 -> 40 to 35 -> 45. * Increased cool down of Divine buff spells from 30s -> 15s to 120s -> 90s. * Increased duration of Divine buff spells from 60s -> 90s to 600s -> 900s. * Increased radius of Divine buff spells from 6 -> 8 to 6 -> 10.

Ocean Tree: * Reduced projectile speed of Frostball from 0.8 -> 1.2 to 0.7 -> 1.0. * Changed Frostball Shiver synergy to consume frost essence instead. * Increased resistance reduction from Shiver effect by 100%. * Increased duration of Shiver effect by 100%. * Reduced resistance reduction from frost effect by 50%. * Increased slow from Frost effect from 5% to 8% per stack. * Added a new synergy for Blizzard: Freezing Rain which gives Blizzard hits a chance of applying frost essence. * Reduced base value of Tidal Wave from 3 -> 15 to 2 -> 7. * Increased attack scaling of Tidal Wave from 15% -> 30% to 25% -> 50%.

Fire Tree: * Swapped synergies of Fireball and Throw Flames. * Added attack scaling to Blazing Inferno, and Volcano * Reduced base value of Blazing Inferno from 2 -> 10 to 2 -> 5. * Reduced mana cost of Blazing Inferno from 30 -> 45 to 25 -> 35. * Increased duration of Volcano from 4s -> 5s to 4s -> 6s.

Storm Tree: * Changed some level requirements of the Storm Tree. * Added a new skill for Storm: Charged Nova - behaves similar to Blazing Inferno but is geared towards spellcasters. * Added a new synergy for Thunderstorm: Charged Storm which increases the tick rate and radius of Thunderstorm. * Reduced projectile speed of Thunder Spear from 2 -> 3 to 2 -> 2.5. * Reduced base value of Thunder Spear from 8 -> 28 to 4 -> 16. The increased projectile speed of this spell from the last buff made made it much easier to bounce between targets. * Increased cooldown of Thunder Spear from 1.5s -> 1s to 2s -> 1.5s. * Reduced radius of Thunderstorm from 3 -> 6 to 3 -> 5. * Increased tick rate of Thunderstorm from 1.5s -> 0.75s to 1.75s -> 1.25s.

Nature Tree: * Added attack scaling to Poison Ball, Thorn Bush, and Gorgon's Gaze, and the Thorns effect. Thorns effect is now much stronger and DoT should be viable. * Reduced projectile speed of Poison Ball from 0.8 -> 1.2 to 0.6 -> 0.9. * Reduced base value of Poison Ball from 7 -> 25 to 4 -> 14. * Increased cooldown of Poison Ball from 0.75s -> 0.5s to 1s -> 0.75s. * Slightly reduced duration and tick rate of Thorns effect.

Hunting Tree: * Changed the positioning of some Hunting skills. Arrow Storm can be learned 5 mastery levels earlier now.

3.7.3: * Added new give_exp item. No way to obtain these atm besides commands and quest rewards.

3.7.2: * Filled missing localization entries.

3.7.1: * Removed unfinished unique dungeon which fixed an issue with datapacks and CraftTweaker. * Removed an unused method in Holy Retribution synergy causing gui errors.

3.7.0

General Changes: * Map portals now take less time to break. * Damage numbers now show all elements. * Changed hud render to not break if experience isn't rendered. * Small perf improvement for auto config items. * Fix entity configs not clamping correctly if dimension is set to scale mob level to player. * Added minion mob rarity (for boss summons so they dont drop loot). * Fixed the "Tried to load a block entity for block Block{minecraft:air}" spam. * Strength now increases elemental attack damage instead of all ele dmg, intelligence same but increases all elemental spell damage. * Updated the text of some core stats to match what they actually gave. * Fixed the formatting of the skill names so they're all capitalized properly. * Dexterity gives 25% less critical hit per point compared to before. * Stat allelespelldmgflat has been changed to elementalspelldamage_flat. * Added new client config options to change the position of their health/mana/etc. GUI. * Reduced weapon damage multi of bows and crossbow by abaout 12.5%.

All Spells: * Increased projectile speed of all spells (except hunting spells) by 100%. * Increased radius of totem and flower spells by 100%. * Most spells now swing arm. * Fix skill damage stats not working (this sounds really dumb but I forgot to make them work differently after reworking the spell system, leaving them as dummy stats, it doesn't help that I didn't have time to play test my mod)

Divine Tree: * Switched positions of Bravery and Wizardry. * Bravery now grants 50% more armor and 20% more health regen than previously. * Trickery now grants 40% less energy regen than previously. * Wizardry now grants 40% less mana regen than previously. * Bravery and Wizardry stat bonuses have been increased to be more in line with Trickery. * Increased cast time of Divine Buffs from 1.5s -> 1s to 2s -> 3s. * Reduced cooldown of Divine Buffs from 360s -> 300s to 60s -> 30s. * Increased duration of Divine Buffs from 30s -> 60s to 60s -> 90s. * Increased radius of Divine Buffs from 3 -> 4 to 6 -> 8. * Increased mana cost of Healing Aura from 5 -> 12 to 6 -> 13. * Increased base value of Healing Aura from 6 -> 30 to 8 -> 32. * Reduced cooldown of Healing Aura from 60s -> 30s to 45s -> 25s. * Increased radius of Healing Aura from 2 -> 3.5 to 3 -> 5. * Reduced base value of Holy Flower from 5 -> 30 to 4 -> 26 * Reduced cooldown of Holy Flower from 120s -> 60s to 90s -> 45s. * Increased duration of Holy Flower from 4s -> 5s to 8s -> 12s. * Reduced mana cost of Purifying Flames from 5 -> 18 to 5 -> 16. * Reduced base value of Purifying Flames from 5 -> 15 to 2 -> 7. * Increased attack scaling of Purifying Flames from 0.1 -> 1 to 0.5 -> 1.1. * Fires of Judgement synergy has been reworked to scale. * NEW SYNERGY: Holy Retribution - third synergy of Purifying Flames. Adds a small chance of applying Judgement stacks. * Decreased base value of Spear of Judgement from 10 -> 40 to 4 -> 11. * Added attack scaling to Spear of Judgement: 0.5 -> 0.75. * Reduced cooldown of Spear of Judgement from 120s -> 60s to 75s -> 60s. * Increased max Judgement stacks from 5 to 7. * Judgement stacks now last on average 1s longer. * Judgement effect reduces armor by 20% more than previously.

Fire Tree: * Increased radius of Blazing Inferno from 2 -> 4 to 3 -> 5. * Increased base value of Fireball from 6 -> 25 to 7 -> 25. * Reduced mana cost of Fireball from 5 -> 15 to 4 -> 12. * Increased attack scaling of Throw Flames from 0.1 -> 0.5 to 0.3 -> 0.5. * Increased shoot speed of Throw Flames from 0.3 -> 0.5 to 0.45 -> 0.75. * Increased radius of Volcano from 2.5 -> 3.5 to 3.0 -> 5.0.

Hunting Tree: * Increased projectile speed of all Hunting Spells by 150%. * Increased attack scaling of Arrow Barrage from 0.1. -> 0.3 to 0.4 -> 0.6. * Increased attack scaling of Arrow Storm from 0.1. -> 0.3 to 0.4 -> 0.6. * Fixed Imbue synergy not giving Hunting Instinct stacks. * Increased attack scaling of Imbue from 0.1 -> 0.2 to 0.1 -> 0.25. * Reduced duration of Imbue from 30s -> 45s to 15s -> 25s. * Increased attack scaling of Wide Shot from 0.2. -> 0.75 to 0.8 -> 1.4. * Increased attack scaling of Recoil Shot from 0.1. -> 1.2 to 0.4 -> 1.25.

Nature Tree: * Increased cooldown of Nature Balm from 45s -> 25s to 60s -> 45s. * Reduced duration of Nature Balm from 45s -> 75s to 15s -> 25s. (pretty sure this was a typo) * Increased base value of Nature Balm from 4 -> 15 to 6 -> 18. * Increased radius of Spread Balm synergy from 1 -> 3.5 to 3 -> 5. * Increased base value of Poison Ball from 6 -> 25 to 7 -> 25. * Reduced mana cost of Poison Ball from 5 -> 15 to 4 -> 12. * Increased base value of Poisoned Weapons from 3 -> 10 to 5 -> 12. * Added attack scaling to Poisoned Weapons: 0.03 -> 0.08. * Increased cast time of Poisoned Weapons from 1.5s -> 1s to 1.5s flat. * Doubled the effectiveness of Thorn Armor. * Increased proc chance of Thorny Armor synergy from 10 -> 30 to 15 -> 33. * Increased duration of Thorns effect from 3s -> 6s to 4s -> 7s.

Ocean Tree: * Increased radius of Blizzard from 3 -> 4 to 4 -> 6. * Increased base value of Frostball from 6 -> 25 to 7 -> 25. * Reduced mana cost of Frostball from 5 -> 15 to 4 -> 12. * Reduced base value of Heart of Ice from 50 -> 200 to 40 -> 200. * Increased attack scaling of Tidal Wave from 5% -> 30% to 15% -> 30%. * Increased shoot speed of Tidal Wave from 0.6 -> 0.9 to 0.8 -> 1.2. * Increased shoot speed of Whirlpool from 0.6 -> 0.9 to 0.8 -> 1.2. * Increased radius of Whirlpool from 3 -> 4 to 4 -> 6.

Storm Tree: * Increased radius of Lightning Totem from 2 -> 4. * Increased duration of Lightning Totem from 5s -> 8s to 10s -> 15s. * Reduced mana cost of Thunder Spear from 6 -> 17 to 4 -> 15. * Increased base value of Thunder Spear from 0.75s -> 0.5s to 1.5s -> 1s. * Increased cooldown of Thunder Spear from * Increased radius of Thunderstorm from 2.5 -> 4 to 3 -> 6.

3.6.14 * fix divine buffs expiring randomly after a few seconds

3.6.13 * dungeon chests now have a chance to give vanilla items that are dictated by lootables. (meaning configurable by modpack devs) Low lvl maps give stuff like coal, mid lvl give gold, and high lvl maps can give even diamonds! * fixed more dungeon signs * fix stations dupe bug

3.6.12 * implemented an experimental simple way to minimize effectiveness of mob farms (ill implement configs later, first i need to see if it works)

3.6.11 * should fix mana cost reduction throwing exception on synergies that dont cost mana.

3.6.10 * starter item config is now common config

3.6.9 * trying out performance optimizations * added ignored entities config, this stops stat data packets from being sent to client, should make servers less laggy as most entities are bats and fish, and you don't really care about their stats. You could also add sheep for example, if you have a huge sheep farm that's laggy. * orb of blessing can no longer reroll unique gear's stats * orb of unique blessing can now only reroll them, and the instability hit is now much higher (as unique gears are much less random now, i'm toning down the amount of times you can modify them) * made starter items a newbie gear bag instead. the bag now gives same items every time.

3.6.8 * updated chinese lang * added mastery descriptions by dreckz * added 3 new divine buff spells * removed some advancements

3.6.7 * added a new mastery: divine! * added new fire mastery synergy * removed deobf jar, seemed to confuse more non modders than it helped modders * pets shouldnt take spell damage from owners anymore

3.6.6 * removed experimental map drop rate restrictions * effective spell level is now derived from effective mastery level. * fix death message * fix spell cooldown being synced wrongly when in gui * should fix ores not generating in modded biomes

3.6.5 * fixed volcano doing only 1 hit * buffed thorn armor and hunter instinct stats

3.6.4 * should fix possible server crash

3.6.3 * should fix some spells not going on cooldown after casting 3.6.2 * fix entrance room

3.6.1 * should fix mobs sometimes not doing dmg * fix effect stats scaling to player level instead of spell level

3.6.0

SPELL REWORK! * spell tree has been remade into masteries. * spells and synergies now have levels * synergies now cost mana * removed some spells as i consider them bad (like geyser) and others because their spell school doesn't have enough spells, they'll probably be re-added later * added some new spells * spell damage stats are now percents and increase spell damage by percent, instead of adding to the damage. * infusion reworked * added cooldown reduction, mana cost reduction and cast rate stats (they might not be used yet though, but they're there) * added +1 to spell school levels stat * removed elemental conversion and transfer stats, mostly useless after spell damage became a percent * huge easy aoe spells now have much larger cooldown, added other semi aoe spells that are harder to hit and can't hit that many enemies at once. * added a new rune that adds levels to specific spells, you'll need that for after level 45

What should happen with the rework: * players should think more about how many points they want to spend and where * players should decide between base stats or spell levels * players should be able to play 2 schools of magic that use different elements without feeling useless * magic should be less op at endgame and more useful at early game. * aoe clearing a bunch of mobs should be much harder to do, especially from range, as high aoe spells are under long cooldown

If the system didn't make some of these happen, please tell me about it.

Other: * bosses now spawn less minions but they're all max rarity * blocking fully now stops attack knockbacks. can't figure out how to stop the attack sounds though * made vanilla teams usable for exp and friendly fire off. * casting spells now slows you down * server performance improvements (syncing mob stat packets to client should lag server less now as i almost cut down the packet size in half) * added all the buildathon rewards that people asked for (still many didn't come claim them though) * fixed unique cangetset field not doing anything in datapacks * mobs now have a small chance to increase their own rarity and level by killing other mobs. (experimental feature but i think it will be good) * decreased default regen hunger cost * made weapon costs scale with weapon level. This is experimental until i see if it can be abused or not. If people find some way of using lvl 1 weapons to do a lot of damage then i'll have to switch back to scaling costs to player level. * spells levels now dictate their damage and mana costs too. To get maximum player level of spell effectiveness you'll need +1 to skill level gear stats. (5 or 6 of them) * added new affixes and runeword. * increase default stat points per lvl * as talents pic is no longer 3 mb, starting talents shouldnt freeze game anymore * potion of spell reset now gives 10 spell reset points instead of 1, but its a bit more expensive * added a lot more dungeon rooms by @Eclipse