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An extremely challenging modpack focusing on an unforgiving gameplay while maintaining a cohesive progression and fairness in its challenge, painstakingly integrating every mod

Description

 

Welcome to BrutalityCraft. This is an extremly hard RPG modpack that challenges the player with reworks  and additions to every aspect of the game from mobs to recipes and progression. All while trying to create a fleshed out experience focusing on the quality of the mods and reworks over quantity. 

All while trying to be fair where every challenge has a solution and you can still have fun 

 

 

BrutalityCraft 4.0 is out NOW! YEAHHHH

Gun changes, tons of new mob drops, class changes, death changes and more!

Read the changes here

Join the discord to show your progress or seek advice. I don't think anyone has gotten close to beating it yet

Join the discord here for help or discussion

 

 

 

 

 

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This pack includes

  •  300+ Quest Questline explaining all the reworks and additions(Press G to open it)
  • Overhauled Recipes for Hundreds of items of modded and vanilla items
  • Smarter monsters that will adapt to you with new traits with revamped mob drops
  • Realism focus in the mechanics and progression
  • Deadly bosses and dungeons
  • Overhauled Enchanting
  • Overhauled progression integrating more mods with each other and the base progression
  • Overhauled Potions
  • A new class system
  • Overhauled Iron's spells & spellbooks
  • Overhauled Food(Its way more than just adding Farmers delight)
  • New way to get to the nether and End
  • And more!

 

 

 

Brutality Offers several intresting mechanics to help overcome the difficulty.

 

In lots of packs certain playstyles are favoured over others where progression favoured mages or tech players but doesn't leave a clear idea on the purpose of farming and fishing beside getting one or 2 items. That's where recipe variations comes in. There are now multiple recipes that each suit a certain speciality to allow for farmers, fishers, fighters and forecasters to all be able to progress while doing why they enjoy and not being forced to kill a boss or go into a magic mod they're not comfortable playing

 

Another big problem of packs is having lots of cool mods but no real introduction to them. Did you know there's a questline in the Twilight Forest mod where you can get free ingots like Diamonds and a trophy in the super early game? A lot of you probably weren't formally introduced to these. Recipe variations can introduce niche items that  require a deeper dive into each individual mod for a progression benefit. Also players will try out other playstyles to get an easier method to get an item, thus diversifying their pallet with a fishing trip or  potion brewing

 

 

 

 

 

 

 

 

There are various Classes in BrutalityCraft that provide various starting equipment to aid you in this challenge each being very unique from what you are used to.

 

Certain Potions are now accessible before the nether through a new creation method and have new uses in accessing Alex's Caves and making other items

Getting to the nether has been made more challenging(I tried not to make it tedious) where you need a gateway to hell requiring 4 shards obtained from doing various actions. This was done to delay the progression a teeny bit so the player can 'stop and smell the flowers' since minecraft is best when you slow down a bit and enjoy the smaller things. That and let them get more opportunities to behead you

Since the average mob is the now the spawn of Satan being able to rip you limb from limb mob drops have now been adjusted to fair compensate you for your struggles dropping Iron nuggets every time. Don't think you'll be able to mob farm though...

 

 

You're probably wondering what that weird scroll is the mob drops. Well it's part of the rework of Iron's spellbooks. Well for Starters several recipes have been adjusted as a sort of integration/compack of Sons of Sins. Also every individual spell now needs to be unlocked like the eldrich spell class. Thankfully it's easy to get from chest loot and mob drops.

No I didnt just add Farmer's delight. Steak, Porkchops and other pieces of meat have been Reworked to give less hunger but give a special effects. They will give Hunger immunity. What's so useful about that? Well Zombies give Hunger and Husks give nausea and Hunger. Now I know this seems like I just made it harder for the sake of being harder but with how much food there is and how strong it is in general I thought this was a neccesary change. Also I reworked Golden carrots to give less hunger and saturation but give speed to make things fair but discourage farming this stuff off villagers (I don't like just nerfing everything and calling that an improvement but Golden Carrot's needing a rework ). This along with all the other additions you'll get

Speaking of villagers...when you find a village you will see something different. If you want a villager you will need to cure a wild one(I like this mechanic in the game and I think Villages are a bit OP. Also this works perfectly with the potion overhaul where certain potions are available earlier than usual) Another change is villagers are now harder to cure and have had some of their trades nerfed still

 

You think I just nerfed them? Well villagers now have new 'flagship' trades that traderare items in exchange for even rarer items. 

 

Also villagers now sell new items relevant to progression like a fish stew being sold by fisherman which are now used to make strength potions(Which also are used in certain recipes)

 

 

Enchanting has had the biggest changes being seperated into 3 main changes. For starters you now need to unlock the enchantments you want by crafting the books and Reading them(This allows for various enchantments to have their own special requirements and each be made useful in a way like Sharpness being pretty hard to get while bane of arthropods is really easily to get making it more viable in turn). Curses are also now a thing. Whenever you enchant an item there's a chance for a new or existing curse to be applied. Now you probably think I'm just adding BS difficulty but you can progress the create mod to industrialise the creation of books and avoid the curses and increased costs of enchanting. Also there are now New enchants. A couple Hundred new ones.

 

Sanity Changes

Whe you get low Sanity you will now get special buffs. Also it has been rebalanced to be more forgiving

 

Weather Changes

 

Weather is much more interesting now with Thunder storms spawning charged mobs and lightning being more dangerous during which you will bear witness horrors beyond your imagination. When it starts rainibg you better start praying

 

Vistors 

The difficulty will not just wait for you to come and engage with it. You won't be able to easily hide away from the threats... you will receive visitors. In various shapes and sizes. Some are petty raiders who will put a bullet in your head. Others are more...eldrich. Special hordes and custom mob spawning is being worked on

 

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Please give any Suggestions or Glitches.

 

Things to be added:

Flesh out the bosses

Flesh out the Thread obtaining into a questline

More Sanity integration(I still need to make that more fair)

Overhaul Create Recipes

More recipe Variants

Flesh out the nether amulet with more recipes and interesting ways to get the pieces

Add more natural progression to certain items required in progression. Like getting some random niche item isn't really good but getting an item that you already are familiar with through some other mechanic is better