Tale of Kingdoms: A new Conquest

The Tale of Kingdoms mod, revived.

File Details

Tale of Kingdoms 1.0.1 for 1.17

  • B
  • Jul 4, 2021
  • 5.53 MB
  • 663
  • 1.17
  • Fabric

File Name

taleofkingdoms-1.0.1.jar

Supported Versions

  • 1.17

Curse Maven Snippet

Fabric

modImplementation "curse.maven:tale-of-kingdoms-a-new-conquest-413354:3376600"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

See the forum post for more detail:  https://www.convallyria.com/community/d/4-tale-of-kingdoms-101

 

Changelog
Lots of other things will have happened, but I will try to keep this list minimised.

- Updated to Java 16
- Added 1.17 support
- Added server support
- The guild has had several improvements
- Nerfed the damage reficule soldiers do
- Added per-mob worthiness (also configurable on server)
- Added configurable shop item costs
- The difficulty of ToK is now scaled based on the MC difficulty setting
- Added multibuy for shops, more items are now sellable
- Added carpet mod support
- Added a coin drop animation
- Added a new command system (use /taleofkingdoms, cheats need to be enabled)
- Added the `k` keybind for manually starting a kingdom
- Start conquest screen will now pause the game
- Updated Finnish, Hebrew, Polish, Dutch translations
- Added Russian translation
- The guild repair now costs 3,000 coins, and repair information has been added to the GUI
- Special guild NPCs are no longer pushable
- The reward for saving lone villagers has been buffed to (saved villagers * 6) (from 3)
- Added a warning when start conquest screen is closed that you can use the start kingdom keybind
- Deprecated methods are no longer used for packet handling

 

Bug fixes

- During the guild attack, both the guild Guild Master and the attack Guild Master shared the same properties. The two entities are now seperate. (https://gitlab.com/SamB440/tale-of-kingdoms/-/issues/48)
- Killing all the guild attackers and then killing another mob would start the attack again - Oh no! (https://gitlab.com/SamB440/tale-of-kingdoms/-/issues/50)
- Worthiness will now scale based on game difficulty (https://gitlab.com/SamB440/tale-of-kingdoms/-/issues/43)
- Mobs may now have individual worthiness, and is configurable server-side (https://gitlab.com/SamB440/tale-of-kingdoms/-/issues/42)
- Archers lost their AI when relogging (https://gitlab.com/SamB440/tale-of-kingdoms/-/issues/49)
- Mouse cursor would centre when clicking sign contract or hire hunter buttons (https://gitlab.com/SamB440/tale-of-kingdoms/-/issues/47)
- Shift clicking into a sell GUI would make the item stuck (https://gitlab.com/SamB440/tale-of-kingdoms/-/issues/44)
- Added a keybind for starting a kingdom (default: k). If you didn't know, you can use esc when loading into a world to prevent ToK generating the guild there! (https://gitlab.com/SamB440/tale-of-kingdoms/-/issues/45)
- Fixed repairing without coins
- Fixed exiting GUI on contract sign
- Fixed shift clicking sellable items
- Fixed various hunter and archer bugs
- Fixed guild attack bugs
- Fixed structure block data length (MC-148809)
- Fixed duplicate keys in Finnish translation file
- Fixed several structure related errors
- Various other things that I am too lazy to list here