File Details
Beta 0.5
- B
- Dec 4, 2022
- 10.86 MB
- 93
- 1.16.5
File Name
Chivalry-Wizardry Beta 0.5.zip
Supported Versions
- 1.16.5
Beta 0.5: The Great Cut
This beta update is extremely important. I have now realized that this modpack is filled to the brim with too much content. As such, many mods will be cut away, including Project: War Dance. I'll keep the medieval Identity of the modpack, but make it more enjoyable by having less keybinds to worry about and more fun arcade mechanics. I now want to cut away a huge amount of content, because I want this to be a stable multiplayer experience for servers. Sometimes less truly is more.
From now on all Modpack versions will fall into two categories, [Legacy] for the big modpack up to update 0.4 and the newer versions which will have slightly less content to make it more performant.
One known issue is that FancyMenu is not working correctly in the new Minecraft Launcher, I am working to solve this problem.
Origins:
Airbender: upgraded Leap from 1,8 to 2,2. Wind Ride activation can now trigger from a 0,01 block fall, making it more consistent, reduced cooldown from 400 to 300 ticks.
Elf: updated Melee inability with more conditions to avoid nerfing other damage types accidentally.
Updated the following mods:
-Dungeons Gear
-Dungeons Mobs
-L_Ender's Cataclysm
-Medieval Siege Machines
-Mowzie's Mobs
-Oculus
-Xaero's Minimap+Worldmap
Changes and additions:
-Added Ars Creo
Removed content:
-Brutal Bosses (Champions is already a great mod to add mini-bosses to the game, Brutal Bosses is amazing, but two mini-boss mods make it more confusing to tell the difference.)
-Enigmatic Legacy (it was an extremely complex mod, it added way too many keybinds and there are already plenty of Bauble mods available. Plus there was a visual bug in JEI)
-Project: War Dance (despite at first really liking this mod for its creativeness, it's extremely messy and unintuitive to the new player. A smaller more dedicated modpack would be favorable for it.)
-Dungeons Enhanced (there's already too many dungeons in this mod, removing a few will help the performance.)
-Snad (sorry to all the Snad lovers).
-Better Badlands
-Better Default Biomes
-HT's Treechop (it was a neat idea, but in the end it added more keybinds and I'd rather keep it simpler.)
-Untamed Wilds (honestly, in a modpack about medieval times extra animals aren't all that interesting, it's better to keep the player's attention elsewhere.)
-Removed Not Enough Crashes (Oculus incompatibility)
-Enderling Invaders (Dungeons Mobs already did it so it's not needed anymore.)
-Macaw's Bridges, Fences and Walls
-Infernal Expansion (the Nether is already good as is with the mods provided.)
-Enhanced Celestials (barely impacted the game with the amount of mods present, the modpack is better without it.)
-Human Companions (I am cooking something up with Customnpcs, Human Companions just added more confusing structures in the game.)
-Life Steal enchantment (wasn't that important with the already present enchantments.)
-Stoneholm (underground villages are a cool idea at first, but I'd like dungeons to mainly be hostile for the player to avoid confusion.)
-The Endergetic Expansion (the End already has boat loads of content pumped into it, a little less won't hurt.)
-The Graveyard (for its low impact on the experience as a whole.)
-Library of Exile (useless)
-Kiwi (useless)
-Wyrmroost (Ice and fire is enough.)
-ToroHealth (Jade does the job.)
-Tumbleweed (neat, but not needed.)
-Repurposed Structures (already too many dungeons in the game.)
-Outvoted (with remade enchants and the Wildfire already present, Outvoted becomes outdated.)
-Goblins and Dungeons (goblind villagers are enough.)
-Aquaculture 2 (let's keep fishing simple too.)
-Two Players One Horse (Knights mostly rode alone.)
-Void Totem (the Void should ALWAYS be punishing.)
-Bad Mobs (there's already a mod that can provide a similar service)
-Armor toughness bar (neat, but not fully needed.)
-Architect's Palette (there are already plenty of blocks to choose from.)
-Elytra Slot
-Charm of Undying (these two mods are not necessary.)
-Better Biome Blend (too many bugfix/performance mods might conflict with one another and break the game.)
-Charm Reforged (Quark already suits nicely, the amount of less content should help.)
-Drippy Loading Screen (I don't intend on making a better loading screen, I want to focus only on the main menu.)
-Ender Storage (with a backpack this is not as needed.)
-Item Highlighter (not that useful.)
-The Conjurer (already enough dungeons)
-Visual Workbench (can break other mods.)
-Traveler's Titles (can be abrupt.)
-Stalwart Dungeons (already too many dungeons to count.)
-Horse Combat Controls (too many keybinds.)
-Valhelsia Core + Structures
-Dynamic Surroundings (sheer weight of the mod.)
-The Outer End (sheer weight.)
-Kotlin (useless heavy library mod.)
-Auudio (useless on its own.)
-CreativeCore (useless on its own.)
-Piglin Expansion (Pyromancer, BetterNether and Sapience already enhance the Nether enough.)
-Cartographer (the extra maps are kind of op.)
-OpenBlocksElevator (it was useful, but for a Medieval modpack perhaps it's better to make real stairs.)
-Oh The Biomes You'll Go (too many biomes make the game super heavy and scuffed.)
-Baubley Heart Canisters (makes the game a walk in the park if you have a Heart Locket maxed out.)
-Mounted Pearl (ridable creatures should be a movement type on their own without the assistance of Ender Pearls.)
-Blue Skies and relative quest line (heaviest mod in the modpack and never really expanded too much upon it, there's already different dimensions you can travel to that have interesting sights to see.)
-Removed many config files that are not needed and make the modpack heavier. I have saved them with a backup to not lose everything I have made in case I might need it in the future.

