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The Mi Alliance: Invasion!

A hostile, interdimensional army is out to colonize your world!

File Details

mialliance-3.1.0

  • R
  • Jul 22, 2023
  • 19.13 MB
  • 144
  • 1.18.2+2
  • Forge

File Name

mialliance-3.1.0.jar

Supported Versions

  • 1.18.2
  • 1.18.1
  • 1.18

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:the-mi-alliance-invasion-636607:4658079")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

VERSION 3.1.0 (MC 1.18.2) - 22/07/23

-The Dimension Patch!

 

-Added the Tonkmi. Thanks for your support!

>The Tonkmi is a rare spawn that drastically improves the Tonk on which it sits by allowing it to fire more specific salvo types

>Tonkmis fire AP shells that are regular Tonk arrows that deal 33% extra damage

>HE shells explode and deal splash damage like Bombimis

>Breach shells explode with a delay. They are easily dodged by players but they deal heavy terrain damage, watch out! Not used by friendly Tonkmis.

>FLAK shells are the most important- they decimate any air units, including those that fly fast. A single Tonkmi can use its Tonk to shoot down at least a single MiKo, and it can even hit Elytra players flying at full speed for terrible, terrible damage!

>Has a 50% Tonk Staff drop rate that allows you to manually fire your Tonks and to create your own Tonkmis

-Added Nether Mis

>Mis can now spawn in the Nether (And other modded dimensions with a roof)

>Mi content and a new enemy has been added to the Nether. Find out by playing…

>Mis build underground Colonies only, and focus on building horizontal paths.

>Mis spawn into these worlds using portals set at Colonies, allowing them to warp straight in! Beware of being spawn-fragged while you engage their Colonies…

>Nether Mis are very experimental and require full playtesting in order to reach full fruition. Expect the next update to expand on Nether content…

-Added Infermium

>A mysterious new ore that is found on lower levels in the Nether…

-Added End Mis

>Mis in the End will focus on aviation technologies above all.

>This code allows any Mi party to spawn above the Void by placing the party in a Billoo. This means that classic Skyblock can now be played with Mi Alliance in this manner as well!

>End Mis are very experimental and require full playtesting in order to reach full fruition. There are currently no End-exclusive Mis- this will change in the future.

-Added Mis for all dimensions

>Mis in dimensions without a day/night cycle (Like Twilight Forest) that are otherwise normal will now also be invaded by Mis!

>In the future, there will be a way to initiate Phase Two in other dimensions, but the focus of Mi Alliance will always remain on the Overworld.

-Change: Mi spawn rates halved.

>Current Mi spawn rates are awesome for Mi-centric gameplay, but many modpacks with any automation or systems require Mi-canceling equipment to do anything focused on building. Players are busy with fighting Mis 50% of their playtime! This is just enough time for players to mine resources and work on their army, but not enough time for them to also build beautiful buildings or delve into other, technical (automation) mods

>The most casual players, according to my data, don’t use Config, so it makes sense to cater the default no-config state of Mi Alliance to casual players.

>Anyone can still play on their preferred spawn setting using Config.

>The growth rate of Mitopian Colonies has not been altered.

-Mi Radars nerfed again

>Now, they have a very short summoning range, making them more defensive and not a must-be-disabled threat. The goal, together with spawn rate changes, is to give players more downtime in which the Alliance is not a worry.

-Tubian spawn fix

-Mis no longer spawn when Game Rule “Do Patrol Spawning” is off

>This rule is normally used to prevent Pillager patrol spawning, but to my knowledge, no one uses this rule to disable Pillager patrols. This way, it becomes easy to turn off Mi spawning for specific worlds without needing a custom gamerule or config

-Reduced drop rate of Mi Seedlings and Mi Essence from regular Mi

>Players do not need to be nerfed- but in most playthroughs of Mi Alliance, players tend to have more seedlings than they can ever use, while more expensive projects such as a Tonk are left behind. Ideally, players should be able to equip every single Mi they create in every stage of the game. In the early game, Mis tend to be underequipped.

>Seedling drop chance reduced by 30%

>Mi Essence drop chance reduced by 13%

-Tubian Colonies now spend resources 33% less efficiently

>In addition to providing resources for players, Tubian colonies reduce income of enemy colonies around them because Mi Alliance’ programming passively grows colonies that are nearest to the player to prevent overgrowth, snowballing, and the growth of colonies too far away from the player. In addition, Tubian Colonies grow too quickly during Totem-induced peacetime. They deserved to be nerfed.

-Base Metallium now found 11% more often

>Players often have 99 Mis and only 1 or 2 Tonks. This change, combined with the seedling nerf, will straighten this difference out!

-Colonies can now build MiKos for Carrymis

-Added Tubian Colony growth config option [Note: Config updated, thus reset! Be sure to go into your own Config after installing this update!]

>Previously, this was equal to enemy Colony growth

-Mis are now immune to the flow of water

>This feels a bit unfaithful to my doctrine of making Mis like players, but the AI has a lot of difficulties in navigating properly in water. Increasing swimming speed to counteract this has made Mis able to circumvent flowing water in straight lines, while in combat, but while they’re out and about doing Colony work, the AI does not update their movement path as often, and water often flows in multiple directions from multiple areas. Thus, this change is meant mostly to improve Mi logistics and allow them to build tunnels more freely even with water stopping them- it is not meant as a combat buff, though it will make early game water bucket tricks obsolete.

-Added Mi Spread tactic against air units

>When encountering Billoos, Mis will no longer stand in queue to die, though they’ll still take heavy casualties!

-Improved MiKo flight behavior

-MiKo attack improved- MiKos are from the age of gunpowder, and thus, their arrow cannon has been replaced with a gun akin to a Miridium Pistol.

>This attack is scarily accurate and deadly. It can be countered using the shield and by taking shelter. Unlike Gunslingers and Snipers, this attack cannot be dodged by having a high movement speed. This change was made to make MiKos relatively stronger against other MiKos, but relatively weaker against still-standing threats that are meant to counter them, such as the Tonk Turret.

-Enemy MiKo refuel/reservice time reduced 120 -> 40 seconds, making them a greater threat and giving the player a shorter window to hunt down a Carrymi

-Carrymi Platforms now avoid combat and don’t charge towards their enemy

-Colony Mis will sometimes wear cute caps out of materials they collect!

-Colony Mis that are stuck for extended lengths of time will now be able to teleport to Colonies while players are far away, making Mi logistics easier to handle for the AI

-Tonks deal 150% increased damage with their arrow salvo, but the arrows no longer set players on fire. They are generally more effective against groups of Mi, but less effective against heavily armored targets such as players.

-Miridium and Metallium plating is now four times cheaper to craft, making them viable decoration options

-Forgotten Armor crafting rate has been doubled.

>Players could easily make enough Forgotten Armor to equip their officers and important Metallium vehicles, but there was never enough Relicoid material to equip any standard Mis with Forgotten Armor. This change is a great buff to players’ end game.

-Mitrean Logs now convert any block tagged Dirt into mistrum soil.

-Billoo offensive capability buffed again.

>Accuracy +14%

>Arrow Speed +50%

>Arrow Damage +70% (Billoos now deal 7 damage (3.5 hearts on hit!))

>Their attack remains a deterrence weapon, but it is now capable of doing more than tickling, especially against clumped-up groups.

 

-Fixed Loonies and Tonks with riders sinking to the ocean floor

-Fixed Hammibal’s Army not spawning

-Improved MiKo flight behavior- will never fly unnecessarily low

-Removed unused old config options

-Fixed Colonies removing Forgotten-tier armor

-Fixed Mitrean Slabs and Stairs not being breakable by axe

-Fixed Incinerators using their charge attack against enemies they cannot see

-Fixed Colony security teams not moving around properly

-Removed a few Retreat voice lines

-Fixed Relicoid not saving properly

-Reduced frequency of friendly Relicoid voice lines

 

-New functions and systems keep adding load onto Mis: I’ll be carefully monitoring Mi performance. The goal is to let at least 90% of user’s computers comfortably run 150 active Mis in colonies, orders, and wars. When this is shown to no longer be the case, I’ll start working on a rehash of Mi systems to improve performance!