File Details
Order of All Creation Relic Hunters-0.1.8.zip
- B
- Apr 20, 2022
- 19.61 MB
- 111
- 1.16.5
File Name
Order of All Creation Relic Hunters-0.1.8.zip
Supported Versions
- 1.16.5
[Mod changes]
Updated:
Apotheosis
Appleskin Forge
Architectury
Ars Nouveau
Attribute fix
Better Burning
Bookshelf
Botania Pots
Botany Trees
Champions
Cosmetic Armor Reworked
Curios
Custom Villager Trades
Cyclic
Diet
Dotcoin
Dungeons Arise
Dungeons Gear
Enchantment descriptions
Enigmatic Legacy
Endergetic Expansion
Farmers Delight
Gecko Lib
Grapple Hook
Lootr
Mowzies mobs
Music Player
One Probe
ProjectE
Relics
SecurityCraft
Simple Rich Discord Presence
Sophisticated Backpacks
Spartan Weapons
Tips
U-team core
War Dance
In control
Removed:
Better Nether (Makes nether too lush, it's meant to be a fiery hellscape... and we've got enough biomes through byg. going for some other stuff.)
Chisel (It has some real soviet log spam that can get in the way, and it's sort of classified as bloat? as much as I liked the blocks, theres plenty other materials to try out there.)
Locks (it broke with latest lootr, and mod maker isn't all that responsive lately. we might revisit it if it comes back and gets other mechanics like lock breaking, but for now, it's gone. speedrunners and thieves rejoice I guess? might be some quests that still refer to them, but just ignore that...)
Unique Enchantments (offed it, so we could bring in some other enchanting options. with more interesting options potentially.)
Dynamic Surroundings (it's been succeeded by immersive FX...)
Grapple hooks (their physics system messes with the capability of the other mobility mods, resulting in silly deaths and stuff that you should've been able to pull off but couldn't cause wall jump/move plus failed to work cause it was enforcing it's physics)
Added:
Ageing Spawners (Spawners now bust themselves after spawning up to a maximum amount of times. Existing ones can still be changed using spawn eggs gotten through capturing. And they can be consumed into soul shards to make "proper" long duration spawners for entertainment or farming purposes.)
Soul Shards (As mentioned, yep, the ol soulshards is now in this pack instead of the rather powerful silk touching of spawners and upgrading of them using apotheosis mechanics.
Pehkui
Custom Player Models (for origins and size related stuff for them. now that it's not crashing on startup)
Better Third Person (For those who want to try third person playing, I haven't configured it too much though, but it exists.)
Fish's Undead Rising (Old favorite mob adding mod focusing on undead usually. Has some pretty good weapons and stuff you can make too.)
Forge Creeper Heal (creeper craters are temporary. In case you're bad at dealing with them and really don't like craters.)
Save my Stronghold (should hopefully stop stronghold getting smooshed by other generation/caves through it)
Tax Free Levels (makes level 30 etc only cost level 30 etc. rather than 30 levels from whatever level you're at. if that makes sense. Known issue that it doesn't work with the grindstone splitting on enchantments currently.)
Immersive Effects (as it says, "dynamic surroundings but better". we'll see, eh?)
Infernal Expansion (more focused content and cooler looking new mobs to come with.)
Bygone Nether (a handful of nether structures!)
Trading Post (Mod that makes a table that can be used to trade with all nearby villagers at once.)
Cursery (A light chance to get curses when working your enchanted items. Cursed aren't hyper bad in this pack cause they actually improve your enchantment limit if you can deal with their effects. The chance goes up the more and more you enchant.)
Flashfyre's enchants (enchants. indeed.)
Marblegate's Flowing Agony (some very interesting and likely op enchants in this one.)
---
[Gameplay/Mechanics/Quests]
Simply having the summon items for the meet your fight bosses now finishes the quest. it no longer gives soul shard and aeternalis, however it still provides research.
Some day these should also provide hints and stuff towards the bosses themselves when found. but of course I gotta get motivated to write quests first. :V
Also made sure some quests were linked to the activation of their central node if they existed in some of the other artifact sets... I really need to get to making flavor text for them all...
Buffed max enchantability points:
Base enchantment points lowered to 7.
Enchantment points per enchantability to +1.5, from +1 per.
Overall this means transposing enchantability affixes is even greater, and things that have naturally high enchantability are better choices for using a lot of enchants.
Removed/disabled some buggy or not so useless enchantments so they don't clog up enchantment pools.
Affixed Loot Spreading
Affix Items now spawn in chests within dungeons! However to compensate the tome towers have now been turned off so they're not as immediately easy to just walk up to and collect. Time to go Dungeon diving!
Bountiful Expansion!
Bountiful's rewards and requests have all been redone.
From the lootboxy style enchanted or unenchanted loot table draws on completion from the armorer leatherer and toolsmith, some undead hunting for the cleric to a scattering of choice thematic loot and trinkets up for potential rewards from different folks this'll keep the prospective bounty hunter and friends occupied.
(note: might be busted at times? Unsure. I ran into a bug just before releasing with one of them. but I'm tired. I just want to release. so leatherer and huntsman currently share the same rewards and objectives for now until I stare at it enough to make it awkward and fix itself.)
Damage enchant and enemy power flattening
Most enchantments that provide just flat damage have been reduced in maximum levels (attainable through apotheosis enchanting) so that you might consider picking something else more interesting (and maybe give the enemies more of a chance).
As a result, Champions have been bonked across the board.
Knockback resist growth down to 0.01 from 0.05 per multiplier
Health growth from 0.75 to 0.25 per multiplier
Attack growth from 0.2 to 0.1 per multi.
Armor growth from 1.5 to 0.75 per multi.
Scaling of Majrusz difficulty level scales to set 33% and 66% increases.
Quest changes
Expanded "Armaments of an old war" to include dungeon gear's new armor variants recently added.
Sunglasses hand-in quest for some reason needed a research page...? Well I fixed that.
Some quests got descriptions and words onto them. It's been a while since I wrote some stuff...
[Food Changes]
BIG Diet mod overhaul, Special thanks to Chief/TheRealJackieCrazy.
Food groups are now more unique, split into 4 categories.
Celerity (light food, suitable for hunters and speed freaks.)
Composure (Exquisite sweets. Liked by stealthy warriors with good twitch reactions.)
Ferocity (suitable for warriors, berserkers and big doodle damage!)
Resilence (Suitable for Tanks and defenders.)
Empty food groups won't give negatives, but as you scale up the different food groups will give positives and small negatives, with a fully balanced diet giving an overall positive growth in all things. But if you end up focusing on any given food group you'll be provided with greater more powerful effects.
Read the quest about food in the survival section for more exact info!
Eating a variety of foods still provides health increases as you taste more things for those capable of it.
Culinary construct is now limited to food items with 10 or less saturation/hunger (half a hunger bar) when making foods out of it. so no-one adding in giant or powerful food items to extend your sandwiches etc and make them super powerful. Should limit the choices a little to combining only smaller foods earlier on and give consideration to stronger foods from mods you can cook directly to play around with your food groups.
[Artifact Rebalances]
Handful of changes to enigmatic legacy spellstones and artifacts.
If you're capable of doing so you can also equip multiple spellstones (octopode subclass!)
Angel blessing speed boosts up to 1.5 normal from 1.0, 1.0 elytra from 0.6 elytra.
Eye of nebula dodge up to 25% from 15%. Dodge range decreased to 4 from 16 however to stop you being thrown to some completely unknown place when it does so.
Golem heart armor base up to +8 and +20 when without armor. Up from +4 and +16.
Golem heart only makes you 25% more vulnerable to magic, rather than double.
Monster slayer charm bonus damage up to +20% damage and +40% to undead from 10% and 20% respectively.
Void pearl damage down to 2 from 4 with only withering 1 instead of 2.
Ocean stone water speed down to 140% from 200% on account of other swim boosts existing and making you break the game by swimming too fast.
Ocean stone XP cost is also halved.
Forbidden fruit's health regen negation down to 40% rather than 80%. considering you also can't enjoy foods anymore to get health increases or potion effects? it's quite the oof pick if you get "lucky" to find it.
---
[New origins and rebalances]
NEW ORIGIN
SWARM GOLEM
"A bizarre species of eusocial arthropods, resembling a cross between a myrmex and a bee. The hive shares a mind with their queen, who serves as the core of their mobile humanoid nest. This collective automaton travels every corner of the earth in search for the dormant magical pollen of flowers."
A Mobile beehive that grows stronger by sampling certain types of leaves and flowers in the environment to build and improve a magically animated mobile hive Golem.
First only capable of wearing a chestplate it gradually becomes bigger with more health and more capable of wearing armor by sampling unique forms of leaves that improve it's defensive abilities.
As it grows it also gains access to summonable bee minions and a proximity based attack swarm damage things that get too close.
An origin that makes you consider creating a beautiful grove of unique trees and flora to refuel at between adventures and culminates in a considerably large amount of bonuses and resistances from status effects and types of damage through exploration.
Blazeborn Buff!
Blazeborns have new abilities!
Lift: Blazeborns can toggle on and off a slowfalling or levitation effect. While on fire you get levitation for a couple seconds at a time. When not on fire, you get slow falling instead. Toggle it off with secondary skill if it hampers your ability to manuever.
Fulmination: To ignite yourself you can hold Minecraft based fire items, like lava buckets, blaze rods, magma blocks or blazepowder. Using your active skill while holding them in either hand ignites you at the cost of hunger giving glowing (to draw foes in) and resistance for a short time while making close by enemies more flammable. 10 second cooldown.
Doing this with a mutant blaze core creates a much bigger effect and even gives you 30 seconds of sun blessing, allowing you to call sun strikes or use it for a laser beam but as triple the cooldown.
Redirection: When ignited you can immediately extinguish yourself with the power key to throw a volley of fireballs to ignite foes. This costs no hunger, just being on fire in the first place. Good to turn off the floating or capitalize on the flammable enemies after fulminating.
This has a 3 second cooldown, and goes on cooldown after using either version of fulmination (so that you don't accidentally immediately extinguish yourself mostly, due to the order of operation of the skills in how they're written.)
New Merling Sub-class!
GHOST SHARK
The ghost shark gains invisibility when in dark waters.
They however don't eat food directly, preferring to hunt living creatures for sustenance.
Striking from Invis causes a deadly bleed and wounds to enemies making them take additional damage from your ambush!
OCTOPODE
8 tentacle slots which allow equipping most hand, bracelet and ring relics to them. Also has 3 spellstone slots. However unable to wear any armor or feet relics other than a helmet!
New KITSUNE subclasses!
Gumiho, A more evil Korean fox spirit that has turned to dark sorcery as a way of quick power gain. levels up it's tails using life energy from hearts and other mob based materials, rather than knowledge and experience sources.
Yako, free willed and even more mischievous doesn't like armor heavier than iron, however as tails increases so does luck and stealth.
Kudagitsune, A servile race of fox spirits kept in sleeves or bamboo pipes. Is smaller than usual kitsunes and spawns in a village instead of at the normal world spawn.
Phantom Rework!
Phantoms are now spirit creatures that are the embodiment of certain emotions. In this case, the phantom is now a ghostly creature made of fear and dread.. Phase up to two blocks into surfaces to stalk and terrify your foes with debilitating blows feeding yourself off their terror. When full on hunger become corporeal gaining elytra flight while constantly radiating a fear aura that makes enemies who get too close run away from you. But watch out for the light, it quickly dispels your power and drains your hunger away reverting you to your ghostly form again.
---
[Balance, tweaks, Misc]
Handful of useful recipes for blood magic. Such as using life essence to make soul shards with only one piece and transmuting dragon fleshes between elements cause reasons. Soul shards have an upper HP limit allowed to use, so, it's not like having access to more of them will make you too much more busted.
Enabled The Aviary structure from dungeons arise.
Gave loot tables to the illager windmills and aviary from dungeons arise.
Moved the new coin gui closer to the main inventory so you can find it and actually notice it rather than wondering where your coins are disappearing to.
Turned off the oof sound. It's personal preference, but I know not everyone wants old steve's oof.
Fixed Golem being unable to eat ivory Psimetal. Removed reference to quartz metal.
Updated Apotheosis enchanting table values to new version's values.
Disabled recipes for crafting better nether netherite "fire bowls" out of raw netherite material. As it made the price of the actual netherite firebowls HUGE on EMC due to there being a recipe to just upgrade using a single piece of it... which is what the EMC value defaulted to.
Blocked crafting of the Reliquary Twilight cloak. Makes stealth too easy in dark areas cause it nullifies being detected at all.
Fixed Relics mod Relics having durability. We can't have that. Too balanced (and it took effort to find those things).
Removed the spawns of Ars nouveau wildens in the Atum.
stopped creepers and explosions in general gradually becoming more and more fire as local difficulty goes up
....
I think thats all... I might've missed some smaller changes while just tinkering and fixing stuff. But I hope I got all the big ones.

