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Guild Adventures

Highly Stylized, Visceral Action-Combat Adventure! Features a top-down pseudo-isometric view.
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Guild Adventures v2.7.0hf1.zip

File nameGuild Adventures v2.7.0hf1.zip
Uploaded
Sep 22, 2026
Downloads
53
Size
333.3 MB
Mod Loaders
Fabric
File ID
8948358
Type
R
Release
Supported game versions
  • 1.21.1

What's new

Guild Adventures 2.7.0hf1

HOTFIX: Mo' Mana projectile spells no longer kill items

Version 2.7.0 completely recombobulates many progression, combat, loot, magic, and rendering systems. A number of older standalone systems have been removed or consolidated into the RPG Series framework.
I WHOLLY RECOMMEND STARTING A NEW WORLD, SO MANY THINGS HAVE CHANGED AND IT IS A COMPLETELY DIFFERENT BALANCE AND EXPERIENCE. I'M NOT EVEN COMPLETELY SURE OLD WORLDS MIGRATE EASILY.

## Progression

* Removed the custom Aspirant and Devotion skill trees.
* Moved character progression more directly into the RPG Series Class Skills and Weapon Skills trees.
* Updated quests that previously awarded Devotion points to instead award Class Skill points where appropriate.
* Updated respec rewards to use RPG Series Orbs of Oblivion.
* Added new boss-related progression for the Visage of War and Visage of Malice encounters.
* Completing both Visage encounter paths now contributes to the main progression sequence.

## Keystones and Equipment

NOTE: Old Keystones had the problem of being permanent and expensive, without being swappable easily. This addresses that.

* Added Keystone Reliquary.
* Added 20 equippable keystone-style relics with build-altering effects and tradeoffs.
* Added Keystone Reliquary items to high-tier RPG accessory loot.
* Several mechanics previously represented as skill-tree keystones have been moved into equippable items.
* Added Sigils as another equipment customization system.
* Sigils can resonate with your gear to increase enchantment levels, and can be incredibly valuable for the right builds.
* Sigils can appear through several loot sources, including chests, mobs, bosses, and fishing.

## Magic

NOTE: Until you have a good setup in Spell Engine, there was little incidental magic use. 
I wanted warriors and other classes to use more magic and be more generalists early game so that they can ease into magic.
Mo' Mana is a more non-committal magic system for people who want to use something like magic without delving super deep into it or wrapping a whole
character design around it.

* Added Mo' Mana (Mo' Problems).
* Added rune drawing, spell construction, mana commitment, mana debt, catastrophes, tattoos, staves, and Runegrafts.
* Added Lesser and Greater Runegrafts for staff customization.
* Added wizard support for Mo' Mana spells.
* Added several environmental and terrain interactions to Mo' Mana spells.
* Mo' Mana uses RPGMana as its shared mana resource.
* Mo' Mana elemental schools can use existing Spell Power attributes.

## Defenses and Attributes

NOTE: The single biggest lever to survival is no longer just stacking maximum life. Maximum life is now very rare, and secondary defenses are the way to go.

* Updated Extra Spell Attributes.
* Added armor conversion support for RPG armor sets.
* Mage armor can provide Reabsorption.
* Evasion armor can provide Evasion Rating.
* Fortitude-oriented armor can provide Fortitude.
* Evasion and Suppression now use rating-based values in more places.
* Fortitude has been changed to no longer grant Endurance Threshold
* FOrtitude instead makes you regenerate more from saturation.
* Updated several accessory stats to use the newer defensive attribute system.
* Added additional support for defensive keystone interactions.

## Loot

* Removed Loot & Explore.
* Updated RPG Series loot injection.
* RPG Series now has fallback loot detection for structure chests that do not have explicitly configured RPG Series loot tables.
* Loot tier can now be inferred from the existing contents of a chest.
* Updated RPG equipment, accessory, treasure, and spell-scroll loot injectors.
* Updated existing loot configurations to the current RPG Series format.
* Added Keystone Reliquary items to RPG accessory loot.
* Added Spellblades: Zero equipment to RPG loot tiers.

## Spellblades

* Removed Spellblades and Such.
* Added Spellblades: Zero.
* Added Spellblades: Zero weapons and armor to the RPG Series loot system.
* Removed outdated Spellblade encyclopedia entries.
* Some older FTB Quest random reward pools still contain references to removed Spellblades and Such items and may display missing-item entries.

## Bosses and Encounters

* Added Divine Encounters: Face of the Enemy.
* Added the Visage of War encounter.
* Added the Visage of Malice encounter.
* Added related structure-discovery and boss-kill quests.
* Added progression rewards for completing both encounter paths.

## Combat

NOTE: You should be less pressured to aim properly with attacks - the question is whether you should attack at the moment rather than can you hit the attack if necessary.

* Updated Visceral Combat.
* Added RPG-oriented target assistance.
* Added target acquisition, limited aim correction, attack approach, target stickiness, and target highlighting.
* Added improved weapon slash effects.
* Updated Better Combat trail integration.
* Removed Combat Roll Extension.
* Updated Combat Roll configuration.

## Camera and Controls

* Expanded Dungeons Perspective configuration.
* Added room, shape, and terrain-silhouette culling options.
* Added contextual targeting and interaction support.
* Added joystick-style movement support.
* Added additional sightline and visibility handling.
* Disabled distance fog and the previous render-distance cap.
* Disabled scroll-wheel zoom.

## World Rendering and Performance

* Added Distant Horizons.
* Added C2ME.
* Removed Chunky.
* Default vanilla render distance is now set relatively low while Distant Horizons handles long-distance terrain rendering.
* Added updated performance and rendering configurations for Sodium, ModernFix, shaders, particles, and related systems.

## Healing and Resources
Healing is flat health now so that you are incentivized to gain sources of increased healing, 
and so that your sources of healing don't naturally scale with increasing health, compounding durability.

* Changed healing potions away from percentage-based maximum-health recovery.
* Standard Healing Potions now restore 8 health.
* Greater Healing Potions now restore 12 health.
* Updated RPGMana.
* Added formula-based Spell Engine mana-cost calculation with support for manual overrides.

## Spell Engine

* Updated Spell Engine.
* Added additional target-validation tolerance to reduce failed casts against moving targets.
* Updated entity-relation rules for area effects.
* Updated handling of tamed entities when their owner is unavailable.

## Class and Spell Content

* Updated Wizards, Archers, Paladins, Rogues & Warriors, Bard, Battlemage, Mercenaries & Artificers, and related RPG Series mods.
* Added or updated several class-specific spell and status effects.
* Added configurable Bard song volume.
* Updated Archers Expansion and related addon effects.

## Survival Systems

Removed several standalone survival and difficulty systems:

* Stamina Attributes
* Health Regeneration Overhaul
* Food Overhaul
* Vanilla Foods
* RPG Difficulty
* Zombie Awareness

These systems are no longer part of the default Guild Adventures setup.

## Interface and Presentation

* Updated FancyMenu title-screen and overlay layouts.
* Added additional shader options.
* Added AstraLex.
* Added BSL 10.1.8.
* Added an Excalibur compatibility resource pack.
* Updated Reactive Music.
* Added a new music pack and adjusted music transition settings.
* Updated several HUD, minimap, particle, lighting, and camera configurations.

## Mod and Dependency Cleanup

* Updated 47 existing mods.
* Removed several unused or replaced libraries and dependencies.