{Order Of The Five Realms}{Beta V.1.12c}
What's new
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{Combat Beta}
Focuses on implementing a leveling system for the Combat skill tree, as well as improving Combat. Other skills will be worked on in future betas.
-Mod Addition: Illager Invasion (Adds more Illagers to fight in both raids/world, as well as content and structures)
-Mod Addition: Raided (Meant to complement Illager Invasion, Raided adds raid exclusive features with some new enemies to fight within Illager structures.)
-Mod Addition: Undead Unleashed (Mod focused on adding more undead monsters to your worlds along with new items, spells, materials, tools, Structures, and armor.)
-Mod Addition: Mob Variants by Xires87 (First fabric mod added to the modpack thanks to Sinytra Connector! This mod is meant to give you more biome specific mob variety in your worlds without straying too far from the modpacks vision.)
-Mod Addition: Variants & Ventures Mob Spawning/Config Fix (Is used in conjunction with Mob Variants to add biome specific Monsters to the modpack. This not only adds more types of mobs to fight but also helps with immersion/world building.) {Additional Note: This is a custom version made for the pack intended to fix issues with the Config of the original.}
-Mod Addition: Species (Adds new gameplay features that fit the style of the pack by reworking some game mechanics, adding animals and mobs, with some new challenges.)
-Mod Addition: True Ending ~ Ender Dragon Overhaul (Changes the Ender Dragon boss fight by adding more mechanics to the fight; furthermore, It increased the Dragons health to 300 from 200 HP. Change was made to make the fight more interesting and harder.)
-Mod Addition: Trials Chambers (Backports the Tricky Trials Update to version 1.20.1 to the best extent possible.)
-Mod Addition: Better Archeology Skeleton AI Fix (Custom mod made by me to fix a major bug introduced in the Gathering Beta. Uses the same tags as the old one, so all data should be safe!!!)
-Mod Addition: Siege Weapons (Intened to give players new ways to bring distruction to forts)
-Mod Removal: Mace Combat Backport (The addition of Trials Chambers made this mod effectively redundant mod bloat. If you have the old mace from versions prior, itβs recommended that you grindstone the enchantments off of it before saying good by to it π)
-Mod Removal: Crafter Backport (The addition of Trials Chambers made this mod effectively redundant mod bloat. Any redstone machines that use the old crafter will need to be repaired by replacing the old with the new.π₯)
-Mod Removal: Craftable Chainmail By Blackwolf (OOTFR Toolbox added a feature that made this mod useless. You can craft Chainmail armor with chained mail instead of chains)
-Mod Replacement: Better Archeology (Removed because I made a custom version of the mod that fixes a major bug with skeleton AI)
-OOTFR Toolbox Additions: All mob metals can be crafted into basic vanilla style armors and tools, giving more utility to these lumps of metal other than being sold for profit in villages. Chainmail is now crafted by using chained mail which is made with 3 iron nuggets the exact same way as chains used to be. Introduction of a new mob metal was added for Arthropod types of monsters to fill the missing gap from 2 to 3 bringing it in line with Undead and Living Monsters in terms of parity. The metal added is chromium, low end but much more durable than some of the others.
-Bug Fix: Fixed spawning with skeletons having only a spawn weight of 20 in snowy plains biomes, as opposed to the normal 80 by giving them a cup of hot coco.
-Bug Fix: Zombies now spawn normally in all biomes (I forgot which biome they were bugged in π)
-New Spawn Structure type: Most ocean ruins and temples with spawn water based enemies both new and old monsters
-Twilight Forest Spawn Adjustments: The Highlands, Spooky Forest, and enchanted forest have had their monster spawns reworked for better balance.
-Material Tier buff: Gold armor tools, and weapons are too weak and mediocre to ever be considered useful by the time you get stone tools, so I changed the leveling requirement for all gold related GEAR from a skill level of 20 to 15. This change was made to make pure gold gear more viable in the early game when you're working your way to the stone age of progression.
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That was all for Bata V.1.12c If you have any suggestions be sure to let me know via comments!!!
(Go forth and restore order to the Five Realms)
This mod has no additional files

