File Details
dungeon blasters 0.8
- B
- May 7, 2024
- 10.58 MB
- 70
- 1.16.5
- Forge
File Name
dungeon blasters 0.8 1.16.5.zip
Supported Versions
- 1.16.5
a lot of changes, redos, and new things.
Mods
Updated Enchantment Descriptions, lootr, Modernfix, tac, Xaeros
Added Cloud Nine
Added Iceberg, Equipment Compare
Added Wither Dimension Whitelist
Added Villagers Leashed
Added Sparse Structures Reforged
Added Curios Quark Oddities Backpack
Added Terraforged
Added Fireproof Boats
Added Timeless and Classics Guns: LesRaisins Append Pack
Removed MrCrayfish's Gun mod
Added MrCrayfish's Vehicle mod
Added Just Enough Vehicles
Removed Ultimate Car Mod
cvm fits the modpack better, the cars are less modular but they drive a lot better. you can find access to flying vehicles pretty early so having better land vehicles to go with them is good.
Added/Changed/Removed
2 new modes!
The Wither
Use a Wither Skeleton skull as fuel in the Keygen to get a key to the Wither's dungeon.
Destroy the end crystals scattered around the dungeon to summon the Wither. The Wither has phases for spawning adds and extra projectiles(T2+ only). A Tier 1 Wither does not spawn any additional mobs, and does not spawn extra projectiles.
The Forbidden Temple
A roguelite mode where the player chooses between three rooms to clear, each with their own mobs and challenges. The more rooms you clear, the more loot to collect.
Breaking spawners in the nether has a chance to spawn a monster box. Opening the monster box will yield a Temple Key.
Revamped Endless Dungeons - New map with new mechanics. still work in progress
Added Tier 6 dungeons (still a heavy work in progress)
Added Paragon boards (still a heavy work in progress)
Added a new unique
Added a respawn anchor to entrance rooms in every dungeon
Added more loot tables to worldgen dungeons
Added crafting recipe for pcb blueprint
Removed Knight's set, it was only made to test set items.
Buffed all uniques slightly
Added new ammo types to biggerstacks config
Changed stats of some ingredients (again)
Updated the loot rooms in trial dungeons
Added a chance for zombies, creepers, skeletons and spiders to drop their essence in dungeons
Made hunting logs look nicer (just a tiny bit. i still need to focus more on them)
Added Strongboxes - Strongboxes are blocks that spawn randomly in dungeons. Right-click them and then stand in their radius for a certain amount of time to unlock them. Contains dungeon coins.
Added new guns to loot tables
Adjusted loot tables all around
Added a fuelium recipe for the magma crucible
Doubled the size of all extended mags
Expanded the default mag size of all guns by 50% (Revolvers too, even if that doesn't make any sense. i don't care lol)
Adjusted the rarity of some worldgen structures. Structure placement should be less chaotic now.
Added skill icons for the unholy class
Added doors to entrance rooms in standard dungeons
Added recycler recipes for horse armor
Added recycler recipes for the new guns
Added new ammo types to amadron network
Made oil lakes in overworld much rarer
Decreased the movespeed of main bosses in dungeons (apotheosis bosses)
Gave trial dungeons their own loot tables
Made a lot more affixes applicable to shields
Removed guardians from water trial dungeons. (They were crashing the game and I wasn't sure why)
Witch spiders and desert spiders will never spawn as spitters
Reduced the energy on hit gain from socketing topazes into weapons by a lot
Updated icons of gun and blaster souls
Fixed a ton of small bugs/issues
i'm working on phasing out infinitedungeons, probably going to be removing the mod completely at some point. there's a lot of problems i can't change or work around, and the mode itself is cool but gets pointless and boring very quick. even if i built new dungeons for it i would be limited by the mod and whatever the datapack allows to customize, which is a lot but not enough to keep working with. i just figured at this point that i would make a similar sort of "custom mode" to fit into the modpack better, which is what i've been doing already.
the forbidden temple started out as a copycat to poe sanctum. i wasn't able to include most of what that had, but i figured it would be better to keep it simple anyway and i'm quite happy with how it turned out. it still needs a visual overhaul and more rewards and so much more to make it into something cool though but its at a good starting point.
endless dungeons are still a work in progress but they've been reworked for this update. the map is larger and there are more areas to camp or run between while killing mobs/ capturing objectives. there are only two objectives to choose from but i plan on adding more onto it.
each round, killing a certain amount of mobs will spawn loot nearby. this can only happen 5 times per round.
each round, killing a high amount of mobs will "refresh" the objectives, removing any that haven't been used and spawning new ones randomly. this is mainly for late rounds where the objective requirement might become higher than what is spawned at the beginning of the round.
theres not meant to be an order to do any of these in. they both scale up very high and start off pretty easy so its fine to start it whenever and take it from there i guess. tier 6 dungeons are meant to be the hardest content right now, after you fight the wither a few times. i'm not sure where it will sit in the future though, i eventually want to implement the dragon fight and the end dimension as the last dimension to explore. will it be harder than tier 6 dungeons? probably not. i struggled a lot with that. dying to it over and over, asking myself if i made it too hard, or if my gear is too weak, or if i am just bad. i am also one person testing it on one build, so even the end result could be something too easy or difficult for anyone else. ultimately there were just too many piglin brutes and vindicators spawning, rushing me down and chunking a third of my health in one hit. i readjusted the spawnrates to be more tolerable, though they're still just as dangerous if they do spawn. desert spiders will blind you for 8 seconds which usually kills you. their spitting attack also applies effects, so i changed it so they never spit, because they're already too strong. the dungeon bosses are slow enough to kite around the room, but theres 3 of them in tier 6 dungeons. it kinda becomes this weird balancing act of if you should rush to kill the dungeon bosses before all of the adds spawn, or just keep them away from you while you clear the adds. also the wither spawns in t6 dungeons. pretty cool.
admittedly using mob essences in dungeons makes them a cakewalk compared to normal. but i think thats fine.

