File Details
Explorer's Eve 1.4.0
- R
- Jun 24, 2023
- 85.21 MB
- 226
- 1.19.4
- Forge
File Name
Explorer's Eve-1.4.0.zip
Supported Versions
- 1.19.4
Prepare yourself for a grand adventure to take down an even grander adversary. Because of how long this changelog is, it's sorted mainly by dimension, but really, why not just download it and see for yourself?
Ported to Minecraft 1.19.4 and updated mods.
Removed KubeJS, FastSuite, and their dependencies due to not existing on 1.19.4.
Removed Patchouli because it took too long to update.
Removed Damage Tilt because it's a vanilla feature now!
Added Open Loader to load the included data and resource pack while KubeJS is absent.
Added Twilight Forest.
Added the Aether, Aether: Lost Content, and Deep Aether.
Added Blue Skies.
Added L_Ender's Cataclysm and Citadel.
Added Nullscape.
TL;DR
Extended progression - Start in the Twilight Forest, escape to the Overworld, and gather Command Block components from many different places!
Unique behavior - Many modded bosses have new abilities, ranging from minor distractions to total reworks!
Better treasure - 45 unbreakable treasures will aid you in your journey, if you can find them! And there's plenty more stuff to make looting well worth your time!
New true final boss fight - A unique, custom fight! Empower a Withered Beacon if you're willing to risk it all in one last showdown!
Bug fixes - Yep. Always.
GENERAL
The rundown house spawns in the Twilight Forest, and the player spawns in the house.
Changed starting equipment to be more fitting for the Twilight Forest.
Removed the Patchouli guidebook due to Patchouli taking too long to update.
Added /trigger Guide, a menu of progression documentation and advice that changes as the player moves through the pack.
Rewrote the music system. It now can properly handle multiple music-making triggers in an area without making me want to just remove it from the pack!
The player's spawn point is now set whenever they enter any dimension other than the End or the Bowels.
Modified the CustomMusic toggle to affect all of the pack's music except for the Wither Storm and Withered Symbiont themes.
Added music to all modded bosses. All music is from Minecraft: Story Mode, except for the Wither and Harbinger, which use CWSM's default Symbiont themes.
Removed Glistering Melons and Cake as cure ingredients for Golden Apple Stew.
Added Naga Scales, Star Flares, Skyroot Remedy Buckets, Experiment 115, Brewberries, Crescent Fruit, Cherries, and Goldenleaf Berries as Golden Apple Stew ingredients.
Charms of Life can be found as various dungeon and boss loot.
The Charm of Life II is craftable with a Totem of Undying, two Charms of Life I, and tainted dust. There's an advancement for this.
Scattered 45 special, unbreakable treasures throughout the pack. Most specifics aren't included in this changelog to make discovery more fun.
Gave special treasures a lore tag to identify them easily. There's an advancement for collecting one, one advancement per dimension for getting all of its relevant treasures, and one more for collecting them all.
Added Daydream and Nightmare mode adjustments for all of the new boss effects.
Added the Sickly Teratoma, an item used to manually spawn a Withered Symbiont near the Wither Storm. It's crafted using withered mob drops and ores, which gives an advancement.
Super TNT is found in Reanimated Ruins and the Bronze Dungeon.
Coruscant Panels are found in the Dark Tower, Ancient Cities, Ocean Monuments, End Cities, Ruined Citadels, the Gold Dungeon, the Nature Dungeon, and the Poison Dungeon.
The Redstone Heart is dropped by the Alchemist, the Summoner, the Ender Guardian, and the Harbinger.
Added a new true final battle. Commence it by constructing a Withered Beacon, dropping Tainted Dust on the support beacons, and using an Enchanted Command Block Book on the central beacon.
The true final battle rewards Witherite, used to craft plenty of ultimate items.
TWILIGHT FOREST
The player can't leave the Twilight Forest until they spawn the Wither Storm.
Forced progression is turned off, allowing the player to go wherever they want in any order.
Made Twilight Forest rare biomes a bit more common.
Changed all Twilight Forest dungeon chest loot. All of it. In general, there's less junk.
Removed diamonds entirely from the Twilight Forest.
Echo Shards are used to open Twilight Forest portals. They're dropped by the Questing Ram, the Twilight Lich, the Hydra, the Knight Phantoms, the Ur-Ghast, and the Snow Queen. They're also found in the Labyrinth vault.
The player gets slow falling and strong resistance upon leaving the Twilight Forest in case of a failed portal spawn. If the portal fails so hard that the player spawns in the ground, they're teleported up to safety.
Rebalanced Twilight Forest equipment: Nerfed Ironwood armor by 1 point, Arctic armor is slightly better than leather, Yeti armor is slightly better than chainmail, Fiery armor is notably stronger than iron.
Changed enchantments on a bunch of Twilight Forest equipment.
Fiery Ingots are made by smithing instead of crafting because why not?
Arctic monsters and tiny birds drop more loot.
The Crumble Horn is unbreakable.
Lich scepters can be transmuted into other kinds by using an End Crystal and the respective recharge item.
Customized Hollow Hill stalactites. Small hills have coal, copper, and trollsteinn. Medium hills add gold, iron, redstone, and copper blocks. Large hills add lapis, iron blocks, and gold blocks.
All Twilight Forest bosses drop additional loot.
The Naga has a bit more health and splits in two partway through the fight.
The Lich moves slower, has more health, shoots faster fireballs that don't explode, regains its shields and monsters halfway through the fight, resummons its shadow clones, throws potions, and heals whenever it kills a player.
The Minoshroom has more health, sees further, deals absurd knockback, can't be stuck in lava, wields the Warped Axe, and throws the axe to teleport sometimes.
The Mazebreaker is crafted at a Smithing Table by combining a diamond pickaxe with a Warped Axe. This grants an advancement.
The Hydra inflicts Mining Fatigue on nearby players, summons fire jets, tosses lava that drains after a while, has three distinct phases to up the intensity, and clears the arena of danger when it dies.
Dark Leaves give the darkness and poison effects to anyone who steps on them.
Replaced the Goblin Knight Stronghold with a customized version of the Undead Fortress containing the Knight Phantoms. This structure includes a unique tower piece that extends to the Dark Forest canopy.
The Knight Phantoms have more health, never drop their gear, and summon ominous flares to attack the player as the fight progresses.
Goblin Knights spawn naturally in the Dark Tower and drop iron nuggets instead of armor shards.
The Ur-Ghast has much more health, doesn't leave fire behind when shooting fireballs, enters tantrums at specific intervals instead of randomly, breaks side towers after a ghast trap is used, calls down lightning strikes, summons ghastguards, and summons monsters to defend the ghast traps.
The Alpha Yeti summons ice crystals whenever it throws ice.
The Snow Queen will occasionally try to freeze the player in a large block of ice and sometimes drops ice cubes from the ceiling. If she or her minions get stuck in ice, they free themselves. She also breaks the arena layers as the fight progresses.
Made Twilight Forest Thornlands thorns over ten times less dense. This helps to avoid lagging the game.
Moved Ignis to the top of the Final Castle, complete with a ruined arena. It creates an unbreakable force field around the arena when it spawns, prevents players from escaping, creates huge fire puddles when jumping, and despawns when all players die, leaving behind the ashes to resummon it.
Twilight Forest music discs now spawn somewhat randomly instead of specific discs in specific dungeons.
Significantly adjusted the Twilight Forest advancement page to match its new nonlinearity. This includes removing some irrelevant advancements and changing many of their descriptions.
Repurposed several unused Twilight Forest items as custom ingredients.
Made the Twilight Forest a bit darker so the Wither Storm stands out more.
Added gravel to the Twilight Forest underground. Seriously; there normally isn't any.
Blazes drop Fire Charges instead of Blaze Rods when killed in the Twilight Forest.
Slowed down baby Skeleton Druids.
Redcap Sappers are more common in Medium Hollow Hills.
Ice bombs no longer spawn in the Aurora Palace.
Removed Knightmetal Ingots and Armor Shards, making Knightly gear uncraftable.
Removed the Uncrafting Table, Steeleaf tools, Glass Sword, and Ice Sword.
OVERWORLD
Removed most diamonds from Overworld chests. Replaced some of them with Echo Shards to make returning to the Twilight Forest easier.
YUNG's Better Desert Temples spawn in badlands as well as deserts.
The player immediately gets Mining Fatigue upon entering an unconquered Ocean Monument. They're also rarer.
The chest inside Ocean Monuments now contains much better loot.
Removed the Leviathan dungeon and moved the Leviathan Blade to Better Desert Temples.
Customized Stronghold monsters to be a bit more interesting.
Renamed Cataclysm's 'Eye of Mech' to 'Redstone Locator' and changed its recipe. The recipe includes a Nether Star, but the star isn't consumed in crafting.
The Harbinger can't regenerate heath, has slightly more health than normal, does less damage, and doesn't do knockback with its smoke clouds. Also, its arena has buttons instead of levers.
The Wandering Trader will trade various weird items for Coruscant Panels after the Wither Storm has split. It also launches a firework upon spawning so the player notices it.
NETHER
Added Soul Prisons to Nether Complexes. New odds are 2/5 fortress, 2/5 bastion, 1/5 soul prison.
Bastions can now spawn in basalt deltas.
Added Fiery Tears to Soul Prisons and Fiery Blood to bastions, replacing Netherite gear and Netherite scraps.
Added Wither Skeleton Skulls to a couple of uncommon Nether Fortress chests.
The Netherite Monstrosity is summoned by placing a Tainted Dust Lamp in a golem structure in Nether Fortresses. Until it's summoned and defeated, players will get mining fatigue nearby. When summoned, it never sucks up lava, it shoots fireballs instead of lava bombs, progressively floods the fortress with lava, summons monsters to assist it, and drops plenty of Netherite Scraps alongside Burning Ashes.
Disabled the Soul Blacksmith and Burning Arena from spawning naturally.
Added a challenge advancement, Why Did We Get Here, for having all effects at once including Wither Sickness.
AETHER
Disabled the Aether's tool nerf config.
Enabled the alternate Aether lightmap for visual distinction from other dimensions.
Reorganized Aether dungeon loot.
Removed junk from Mimic drops.
Changed the Aether's advancements a bit because of loot shuffling. They're also less linear.
Aether whirlwinds can't throw diamonds.
Evil Whirlwinds throw Zephyrs and Cockatrices.
Bosses aren't affected by Skyroot's double drops ability.
Obsidian armor can be repaired with obsidian, making it a much more sustainable alternative to diamond.
Replaced the golden parachute given to players upon entering the Aether with a regular cold parachute.
Nerfed the Shield of Repulsion a bit by making it deflect fewer projectiles.
Moved Pink Aerclouds to the bottom of the Aether instead of infuriatingly high up.
Vanilla gear can't be repaired in the Aether's enchanter.
Changed Aether dungeon frequency significantly. Bronze dungeons are rarer, gold dungeons are very rare, platinum dungeons are somewhat common, and silver dungeons are about the same.
The Slider can sleep to heal, drop blocks from the ceiling, summon sentries, build walls, break walls, and teleport.
The Valkyrie Queen has more health, shoots lines of lightning, teleports a lot, summons additional Thunder Crystals, and toys with gravity.
The Sun Spirit launches fireballs, shoots a flame laser, summons walls of fire crystals, coats the arena in fire, summons various minions, and has unique movement. It drops 4 Coruscant Panels.
The Aerwhale King has less health and summons lots of whirlwinds. Below half health, it coats the arena in constant fog.
Fixed certain modded picks not damaging the Slider.
Removed all Aether glove, ring, and pendant crafting recipes. They're now exclusively dungeon loot.
Removed the Aether's aesthetic capes, vanilla gear accessories, Phoenix Bow, Flaming Sword, Invisibility Cloak, Holy Sword, and Neptune gear.
END
Added additional creatures to the End's natural spawns. The central island stil only has Endermen.
Eyes of Ender locate structures in the End. This grants an advancement.
If the player dies in the End, their corpse is moved somewhere on the main island between the obsidian pillars.
End Ships are a little more interesting and contain the Punisher.
Buffed the Punisher with Smite so it's viable in a world with so many new treasures. Also fixed a duplicate tag.
The Ender Dragon now bans most projectiles below 25% health.
The Ender Guardian deals slightly more damage, has a lower damage cap, and summons an unbreakable End crystal that fires waves of Void Runes as the fight progresses. However, it doesn't inflict Stunned or use Obsidian Explosive Traps.
Added a challenge advancement for defeating a Withered Symbiont in the Outer End.
Removed Nullscape's weird amethyst block loot table change.
Removed the End Ruins dungeon.
BLUE SKIES
Removed Gatekeeper Houses. Instead, ruined portals can spawn in the Overworld, containing some Blue Skies loot.
The Zeal Lighter is craftable with a flint and steel, a moonstone shard, and tainted dust. It's also unbreakable no matter how it's crafted.
The player gets a separate inventory in a Blue Skies dimension. Their non-Blue Skies Inventory is fully restored when they leave. Certain items pass through this inventory swap, like the Redstone Heart and Zeal Lighter.
Players get some crackers when they first enter the Everbright or Everdawn.
Added a new Suspicious Stew recipe using Blue Skies ingredients.
Changed all Blue Skies chest loot tables to be generally better. Once again, tons of small changes.
Made the Nature and Poison dungeons a bit more common.
Standardized Diopside and Charoite rarity. They now both spawn at y=16 and lower.
Moonstone Ore drops 1 extra shard more than normal.
Shade Monitors drop 2-3 Monitor Tails instead of 1-3, matching the Everbright's Azulfo.
Diophyde Prowlers can drop string and drop 1 additional leather.
Emberbacks can drop gunpowder.
Added Tiny Birds to certain Blue Skies biomes, particularly forests.
Glimmer Reeds can be crafted into paper.
Made Blinding Dungeons more common.
Added Loyalty III to the Soulbound Spear.
Main Blue Skies boss drops are unbreakable and guaranteed upon defeat.
All Blue Skies bosses drop an Enchanted Golden Apple on first defeat (per dungeon).
The Summoner and Alchemist gain one of their counterpart's abilities below half health.
The Summoner and Alchemist only drop a Redstone Heart on their first defeat at any given dungeon, discouraging farming.
Added a map to Blinding dungeons that points towards the nearest Nature/Poison dungeon.
Blinding Dungeons now always contain one 8-minute invisibility potion to offset how horrible the Wither Storm is.
The Arachnarch's rare loot bag always drops a Different Sword.
The Arachnarch and Starlit Crusher only drop Coruscant Panels and a Charm of Life on their first defeat at any given dungeon.
The Arachnarch and the Starlit Crusher drop a Charm of Keeping, which allows the player to regain their alternate inventory and cancel the swapping effect. If the player tries to use it without an empty inventory, in a wrong dimension, or if they've already used it before, nothing happens, so there are no worries about wasting it.
Removed the Blue Skies sapling alchemy recipe.
WITHER STORM
Enabled Wither Storm teleportation to the Twilight Forest, the Aether, the Everbright, and the Everdawn.
The Wither Storm can be distracted by additional modded structures.
Increased the default head escape mercy time to 55 seconds.
Reworked the Wither Storm's early phase injury system. Now, it must be hit in the head to break the tractor beam, the tractor beam applies all of its effects, and the Wither Storm stops shooting skulls while lifting up a player.
Reduced the range at which the Wither Storm will try to drop on the player in early phases.
Remade the death mercy system. Now, if the player is killed by the Wither Storm or a flaming skull, they instantly get infected, and if no players are around that the Wither Storm hasn't killed, it slows down and (probably) gets distracted.
Changed how the Wither Storm detects whether to dig or not. It now checks how many blocks are between the Storm and the player instead of how many blocks are above the player.
When the Wither Storm uses its multishot attack, there's a chance for it to have a greater delay between shots.
The Wither Storm stays closer to the ground in phase 4, then returns to 50 blocks up in phase 5 and after.
The Wither Storm picks up clusters much faster in phases 4 and 5.
If the Wither Storm fully catches up to a player in phase 4, nearby mobs will immediately become infected so the player can collect withered items if they return.
The Wither Storm won't progress past phase 4 until the player has left the Twilight Forest. When that happens, it instantly gains a bunch of evolution progress.
The Wither Storm gains all of its skull attacks when a player picks up an Echo Shard or associated Twilight Forest loot.
Made the Wither Storm's scattershot attack more common.
Reworked Wither Storm teleport timing. When the Wither Storm teleports, a hidden delay is added to counter it teleporting again for a while. Teleporting time is now less exponentially-based. However, if the player gets unreasonably far away, it'll still teleport instantly.
Buffed Wither Storm teleportation. It no longer removes runaway attempts or cuts chase time.
Implemented a custom teleport system to take the Wither Storm between the Aether and the Overworld. In the Aether, it rises from below, and vice versa in the Overworld. There's also no delay.
The Wither Storm is more accurate about teleporting to amulet holders.
The Wither Storm now deals a lot more damage when biting after phase 4.
The Wither Storm takes longer to teleport between dimensions. The exact time varies depending on where it's going.
The Wither Storm's line attack no longer uses skulls. Instead, the Wither Storm picks up a mess of clusters in front of a player.
The Wither Storm's scattershot attack is even more common, lasts longer, and is less accurate during the phase 6 chase.
The Wither Storm gains a new attack only during the phase 6 chase: It roars sharply and picks up many clusters in a wide area around the nearest player.
If the player is in water during the phase 6 chase, the Wither Storm shoots a randomly-oriented line of skulls at them.
The Wither Storm stops attacking immediately upon healing in phase 6.
The Wither Storm can now teleport during phase 6, as well as during phase 4 after the player collects an Echo Shard or a unique treasure associated with a shard-dropping boss.
A whole bunch of tainted flesh scatters over the surrounding terrain when the Wither Storm is seriously hurt, and the Wither Storm lowers to the ground until it heals.
The Wither Storm will uproot unbreakable dungeons if it catches up with the player.
The Wither Storm is held at phase 6.5 until a player collects the pieces to make a Command Block, at which time it upgrades to phase 7. If a player already has a Command Block weapon, which is only possible if the Storm is resummoned, it's allowed to advance to phase 7 at a normal rate.
The Wither Storm can't summon a Withered Symbiont while injured.
The Wither Storm no longer has an additional delay on summoning Withered Symbionts for players that kill one.
The Wither Storm won't prioritize amulet holders while a Withered Symbiont is active.
Slightly reduced the Withered Symbiont's defense against flaming skulls.
Gave the Withered Symbiont prettier particles when it's protecting itself from flaming skulls.
The Withered Symbiont now gets some upwards momentum when it freezes water.
Defeating a Withered Symbiont cures the Wither Sickness of all nearby players.
The Withered Symbiont no longer drops an Enchanted Command Block Book, ever.
Killing the rematch Symbiont will automatically open the bowels tunnel. It seals shut again when the Storm heals, and it opens permanently when the Command Block is damaged.
Added a new item: Thaumic Paper. Thaumic Paper is found in the bowels from chests or rarely from killing mobs. Three of them and leather combine to craft an Enchanted Command Block Book.
Sickened mobs spawn naturally in the bowels.
Removed most custom bowels structure changes.
If all players leave/die in the bowels before hitting the Command Block, they regenerate. This way, the player will be able to continue searching for a Command Block Book.
Tentacles, both in the Command Block battle and the Symbiont fights, no longer try to grab the player. Because of this,
the Wither Storm no longer skips attacking if the player is near a tentacle.
Reenabled several Command Block attacks on Daydream mode. Don't worry, they're nerfed, they're just not nonexistent.
The Command Block now can summon a variety of mobs from multiple dimensions. These mobs now spawn around the arena in a poof of smoke, and they have less health than before.
The Withered Symbiont that shields the Command Block no longer has a defense boost.
In the first phase of the Command Block battle, three random mobs are chosen to support a shield around the Command Block.
The Command Block now tosses a consistent number of spawners around the room. These spawners must be destroyed to lower the Command Block's shield. If the final phase is restarted, any existing spawners are removed so they don't add up forever.
Spawners in the final phase of the Command Block battle no longer spawn zombies. This is a significant buff.
The final phase of the Command Block fight takes a little longer to repeat each time it successfully heals.
The Command Block instantly heals the heads in the final phase if all players die/fall out of the arena.
TWEAKS
Added some lore tags to items to explain their uses.
Nerfed the Leviathan Blade to 6 armor instead of 8.
The Tainted Gem can point towards the new structures that contain Coruscant Panels.
Certain boss advancements now require that boss to be defeated in its home dimension.
Changed CWSM advancements to align with the new progression. Again.
The Withered Symbiont makes a pillar of bright particles until the fight starts, so it's easy to find.
Forceloading now loads fewer chunks per dimension, and it also loads the new modded dimensions.
Lowered the volume of the Ur-Ghast's screaming.
The Wither no longer gains extra armor before charging.
Tainted Logs can be crafted into Tainted Planks.
Underbrick can be duplicated using bricks.
Tainted Dust can be made by stonecutting tainted and infected flesh.
The Wither Storm's hitbox is no longer squashed by default. It didn't seem to make a big difference, and server owners can turn it back on if they need to.
Changed the Wither Storm's attack delays to be a bit less random.
The Wither Storm won't eat critical materials or special treasures.
Disabled respawn anchors in the bowels.
Added a short (4.5 seconds) intro track to the Command Block fight.
Command Block battle summoned mobs no longer drop anything.
Added a chat message upon collecting the Withered Nether Star to remind the player that the true final battle awaits.
Withered Support Beacons are made with Star Flares instead of Nether Stars.
Added a custom failsafe for the Twilight Forest portal sometimes failing to spawn.
FIXES
Fixed biome tags being broken for, uh, a long time.
Fixed some boss effects activating when the only nearby players are in Spectator mode.
Fixed the Wither sometimes not being able to shoot skulls.
Fixed the Wither replacing blocks in mountains when trying not to break stuff.
Fixed the Punisher activating for players that aren't holding it.
Fixed the Withered Symbiont not attacking if it transitions to phase 2 while summoning mobs.
Fixed tractor beam effects reapplying while the player flies with an Elytra.
Fixed some Wither Storm teleporting effects overlapping for some reason.
Fixed the Wither Storm exploding the spawn hut before fully spawning.
Fixed the Wither Storm's tractor beam effects sometimes persisting after player death.
Fixed the Wither Storm not attacking when high above the player.
Fixed the Wither Storm sometimes not fully clearing its attacking status.
Fixed the Wither Storm acting as if a Symbiont has been defeated even if it only despawned.
Fixed the Wither Storm rarely shooting immediately after the phase 6 chase starts.
Fixed the Wither Storm using its scattershot attack with the player too close during the phase 6 chase.
Fixed the Wither Storm trying to attack in phase 6 even when no players exist.
Fixed the Wither Storm being distractible in the phase 6 chase.
Fixed the Wither Storm's injury healing sound playing to players that change dimensions while it heals.
Fixed the Wither Storm thinking that a player is nearby when they're in the bowels dimension.
Fixed the bowels ambience not actually being quieter.
Fixed the "Temple of an Old Warrior" bowels piece not spawning.
Fixed bowels music acting weird with multiple Command Blocks, again...
Fixed small bowels caves sometimes sneaking past the edge of the Command Block's sealed arena.
Fixed the bowels Withered Symbiont not properly returning to its Command Block.
Fixed the Command Block's phase 15 loop sound being off by half a second.
Fixed some Command Block effects probably bugging out if two Command Blocks in separate bowels sections are active at once. This is yet still not a recommendation to spawn multiple Wither Storms.
Fixed Command Block battle monsters not getting cleared in refights.
Fixed the Command Block's skull burst attack sometimes playing its warning sound but not actually doing anything.
Fixed a whole bunch of issues that all of 1.4's new changes caused. This release took so many betas to get right.

