File Details
R.A.D. - 1.55
- R
- Sep 12, 2024
- 80.36 MB
- 364.8K
- 1.12.2
- Forge
File Name
RAD-1.55.zip
Supported Versions
- 1.12.2
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Issues or suggestions - GITHUB or DISCORD
- Changed all performance mods to the newer and updated versions
Quest Book
* Overhauled roots chapter to be more in depth and better guide the player through the mod
* Not all quest have proper descriptions they will be updated in 1.56
* Added flavour text to certain items in quest
* General bug fixes
* Buffed Rewards From Legendary Tier Rewards Chest
* Make the rewards feel more worth it for the difficulty of the quest the crates are locked behind
Spartan Weaponry
* Standard Bolt Armour Piercing - 0.25 > 0.10
* Standard Bolt - 4.0 > 1.0
* Diamond Bold Armour Piercing Factor - 0.5 > 0.15
* Diamond Bolt - 5.0 > 1.5
* Diamond Bolt Range Modifier - 1.25 > 1.0
* Crossbow bolts have been nerfed due to just how immensely powerful they are compared to melee options being able to outclass weapons of the same type massively even when those weapons are enchanted.
* Diamond Arrow 3.5 > 1.5
* Iron Arrow 3.0 > 1.0
* While not as strong as crossbows this is nerf is aimed at keeping them more in line so that one option is not a direct power creep compared to another
* Dagger Base Damage 2.5 > 3.0
* Dagger Damage Multiplier 0.5 > 1.0
* Parrying Base Dagger Damage 2 > 2.65
* Parrying Dagger Damage Multiplier 0.5 > 1.0
* Daggers base damage made them really underwhelming and fall off even in the mid game these changes should hopefully make them a more viable option for fast attacking early/mid game weapons
* Saber Base Damage 4.5 > 4.0
* Rapier Base Damage 2.5 > 2.0
* Very strong early game weapons due to armour penetration reducing their flat damage should put them more in line with other weapons
* Quarterstaff Base Damage 1.5 > 2.65
* Greatsword Base Damage 6.0 > 5.0
* Greatsword Damage Multiplier 2.0 > 1.5
* A very powerful 2 handed weapon that clears out large swarms of mobs with very few downsides.
* Lance Base Damage 4.0 > 4.5
* Halberd Base Damage 6.5 > 5.5
* Halberd Damage Multiplier 2.5 > 2.0\
* Javelin Base Damage 1.5 > 2.0
* Javelin Throw Damage Multiplier 3.0 > 3.5
* Javelin Damage Multiplier 0.5 > 0.75
* Throwing Axe Base Damage 2.0 >2.25
* Throwing Knife Base Damage Multiplier 1.5 > 1.75
* Throwing Knife Damage Multiplier 0.5 > 0.75
* Throwing Damage Bonus 2.0 > 2.25
* Encourage the usage of throwing weapons more/ as an alternative to crossbows/bows
* Glaive Base Damage Multiplier 4.0 > 4.25
* Glaive Damage Multiplier 1.0 > 1.5
* Pike Damage Multiplier 0.5 > 1.0
* Katana Base Damage Multiplier 3.5 > 4.0
* Katana Damage Multiplier 0.5 > 1.0
* Putting them more in line with weapons of the same class i.e increase two handed weapons base damage so their closer to other two handed weapons
Scaling Health
* Increased additional bonus for aether and twilight forest difficulty from 10 > 25
* Most players skip using gear from the dimension and use vanilla gear and with how early game loot can be skewered they can end up sweeping through the dimension
Enchantments
* Disable ares blessing due to a bug allowing it to work on unintended armour
* Capped the enchantment runed to maximum level 3
* This is due to the fact any level higher than 3 would basically work the same as level 1 due to how it was coded
Scripts
* Updated vampire fangs info to make it more clear how to become a vampire
* Noticed players would misunderstand the message from the fangs so hopefully this makes it more clear
* Re enabled void fortress armour as it no longer causes a memory leak
* Changed fire starter description as testing in 1.55 beta has no crashes
* Disabled moonglow modifier on the spell extension due to it causing a crash
* Added a note to nature compass explaining why it can sometimes fail in otg worlds in the overworld (note to self make sure its not included in rad lite)
Infernal Mobs
* Blacklisted the following mobs from being infernal
* Sun Spirit
* Ender Dragon
* Ferrous Warnought
* The original intention was just to disable regenerative effects/damage reduction due to how these mobs work but sadly the mod only allows for full blacklisting
Miscellaneous
* Reforge Token Changed from 3 > 6
* Make the recipe more friendly to new players who may not know how to abuse farming of emeralds/diamonds
* Reset OpenTerrainGenerator folder to fix vampirism and other biomes not being updated correctly when rad otg was updated.

