File Details
One Heart Start: Vanilla - 1.6
- R
- Feb 8, 2019
- 16.16 MB
- 75
- 1.12.2
File Name
One Heart Start - Vanilla-1.6.zip
Supported Versions
- 1.12.2
[Mods]
Updated FTB Library, FTB Quests, FTB Utilities
[Config]
roughtweaks - Reduced dropChance of healing items from 10% chance to 5% chance. *Reminder* Sleeping Heals 1 heart.
scalinghealth - MAJOR REWORK:
TLDR; No more bullet sponge zombies!
After playing the pack for a while, I've come to dislike the scaling difficulty portion of this pack. Mostly because my weapons do not scale with the mobs so in the end, I'm spending about 20 arrows to kill some beefy zombies. This is very much like the "bullet sponge" bethesda mechanic. I have decided to tweak all the difficulty values so that health is only buffed for 'bosses.' Damage, on the other hand, remains buffed for both bosses and hostile mobs. Difficulty no longers increases over time and instead is a flat rate set by gamestages (100).
In the previous model, Damage would scale with difficulty. This meant that even if you eventually got Protection IV diamond armor, the accomplishment of such armor would only allow you to 'keep up' with the damage demands the scaling provides. I was not a fan of this model, I prefer to start weak and end strong. Thus, I've decided to just have a flat damage rate at the beginning (albeit only 3 points higher) so that the player can eventually hit a point where they feel a little tankier. In a few quick test runs, being overwhelmed with mobs is still extremely deadly with 20 hearts and diamond armor, but the former model was impossible to fight more than 2 at a time. I'd like to test these settings and if you have any feedback on how scaling difficulty could be, please join my discord https://discord.gg/8NSWdyV .
-> Allow Hostile Extra Health -> Changed to 'false' (NO MORE bullet sponge zombies)
-> Bonus Damage Modifier has been reduced from 0.1 to 0.03. (They will still hit like a truck since you are stuck at 100 difficulty; 0.03*100 = 3.0)
-> base Health Modifier reduced from 0.5 to 0.1 (This applies to bosses only)
Post-thoughts:
There is an option to allow damage modifier to work both ways so that the player does more damage. This could be an interesting implementation but would only give the illusion of being stronger so I've decided to forgo this for now.
Regards,
sadface / poyo