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Order of All Creation: Relic Hunters

Explore the land as a variety of unique origins in search of riches, knowledge and artifacts.

File Details

Order of All Creation Relic Hunters-0.1.5.zip

  • B
  • Nov 13, 2021
  • 15.15 MB
  • 283
  • 1.16.5
  • Forge

File Name

Order of All Creation Relic Hunters-0.1.5.zip

Supported Versions

  • 1.16.5

[Mod changes]

Added:
Better End Forge turned into Better End Reforked.

 

Updated:

Caves and Cliffs Backport
Caelus Forge
Champions
Cloth Config
Configured
Collective
colytra forge
Corail Tombstone
Curious Elytra Forge
Enigmatic Legacy
Gecko Lib
Magnesium
Polymorph
Project War Dance
Soft Border

 

Removed

 

[Gameplay/Mechanics/Quests]
Fixed Nomad not having deaths door mechanic to choose.

 

Patched Ascendant localization for heart crystal crafting power.

 

When respawning or when first chosing the deaths door skill you'll receive 10 seconds of resistance 5 incase your spawn is either being camped by mobs or you have a terrible spawn... :V
--
Darkling reworked!
Bonuses are now gained and lost more gradually. they are the most powerful at 0-4 light, half as effective at 4-8, negated at 8-12 and inverted at 12-16.

 

Darklings won't get blinded by bright non-sun based light, so no longer will you get bullied by your furnaces...

 

Night vision is gradually reduced till it's normal vision as you step into the light also, only when in sun light will they become blind after a period of time.

 

The blindness effect is now also white! cause I added some immersive engineering flashed effect in there for an equal duration also which has the effect of making the fog go white when applied with blindness.

 

Wearing a type of hood (literally any of the helmets with hood in their name) to shade yourself from the sun's scorning gaze stops you from being blinded. You will still get the whiteout and slow from flashed though.

Applying true sight using corail tombstone scroll magic allowing to see just fine and not even get flashed! (once any lingering blindness and flashed goes away.)

 

However regardless of how you deal, being in the sun is still greatly weakening to your defense and movement capacity. So be careful if you dare to brave the upper world...

 

While shadow fade is active: every time unstable intangibility refreshes it's duration you get a brief moment of diversion which breaks mob aggro so you can use it to escape mobs giving you a hard time. Pro-tip. Use light armor, especially a thief's hood from environmental, or apply discretion using your knowledge of death points, or use invisibility to reduce enemy aggro for the ultimate in sneaking power.

 

Buffed Shadow strike damage to 6, up from 4. It also doesn't deal "Magic" damage, it deals "magic" damage (yes there is a difference! cause the death message breaks cause it's not the right damage type if capitalized. it's that picky. How'd I find out? Got it reflected on myself by a champion like a dumb-ass. :V)

----

 

Minotaur: Two subclasses added!
Glory Bound and Oathbreaker.

Glorybound
They don't get as much restoration from eating foods straight and get strong hunger when starting to attack periodically. This is negated if they still have a nourished buff from consuming a foe or a filling meal. But to balance their killed foe consumption gives 33% greater benefits and has a 50% shorter cooldown. Spawns near an illager outpost with a Wrought helm and axe of a thousand metals ready to take some names and make war.

Oathbreaker
They're capable of using ranged weapons, but they do not gain the benefits of furious charges damage, armor and toughness. Their enrage is also 33% shorter with a 50% longer cooldown. However they also lose less armor and tougness from standing still and don't have a natural minor attack rate slow. Oathbreaker spawns casually in a prairie with a hunters promise bow and hunters armor.

--

 

New Soft Border Mechanics.
If you wander more than 50% of the border maximum outside into the darkness instead of withering you'll be affected by the new DoT effect "Disintegrate" which deals damage every second and has a different death message. After a short period of time if you survive the darkness's onslaught you'll later wake up somewhere on the edge of the safe area...

 

--

 

Dungeon Gear Relic section set up! Dungeon gear "Relics" are basically the unique variants of each type of weapon, bow, cross and armor, and also the artifacts. Similar mechanics, find the item and you'll get a toast about it. Then keep it and use it, or trade it in for soul shards, XP and EMC bundles.

 

Added a handful of quests to the Travel, Survive, Thrive section.

 

Made the other backpack upgrade given by the first "catalogue of recovered Artifacts" quest to not be invisible (it was accident). Also emboldened some key points about how all the quests there-in work so you know that they consume items when you give them in.

 

[Balance, tweaks, Misc]

How many times to I have to refresh this wardance client config before it stops reloading? Damn it forge.

 

Changed a few of the auto-parry mobs values in War Dance, after getting a better understanding how it worked.

 

Fixed tips client config which had also reset...

 

Attempted to give EMC to heads created by Cyclic's beheading enchantment again. Not sure if they'll continue to stick, but they worked for now.

 

Turned off Magnesium's "fog occlusion" setting by default so it doesn't de-render the world and act somewhat weirdly when you get blindness or the fog rolls in and you can still attempt to see using distance silhouettes glowing in the fog/blindness etc.

 

Added more bosses and large enemies into Cyclic capture ball blacklist. Sorry. No more deleting dragons or abducting pharaohs.

 

Defaulted War Dance item config but buffed shielding based items to cooldown after running out of parries a touch faster, in response to the recent projectile parry properties update from War Dance previously.