Edit: GASP 500 DLs. TY everyone!
G'day. Today I'm bringing you a 1.12.2 modpack, I have called Timeless Technician.
Timeless Technician is primarily a tech centered, Semi-hardcore, combat focused modpack with questing!
Allow me to break it down:
Semi-Hardcore
(but not expert)
you've only got one life, set by better questing even outside of hardcore. If you fully "die" when you respawn it will be in spectator mode. You don't regenerate health normally and start with less of it, but have absorption shields that restore after a delay (sorta like halo if you need to compare it to something), so to heal damage you need healing items.
However, you have a mysterious ability to Regenerate like a Timelord changing your looks and genetic perks in a blast of fire and energy when you would have been "killed".
The power is gifted initially from a gold engraved fob watch found in your satchel keeping you alive atleast 12 times after taking a mortal wound. Of course, Regeneration isn't perfect, you're still damageable while regenerating despite it blowing away mobs and restoring health rapidly, but you can still be killed by sufficiently overwhelming damage. After regeneration you're both powerful and vulnerable, experiencing varying levels of regeneration sickness etc. But there are ways to gain more regenerations. Store them, and also ways to prevent death from other mods that you can collect in the off chance it's all not enough for the mess you got yourself into.
There are no new progression blocks or hefty long spanning crafting changes keeping you from pursuing your favorite mods how you want to. Although I do redo crafting recipes for certain powerful items I deem as being quite a bit strong.
To gain more health you can also eat lots of different foods from around the world or make heart crystals from scaling health!
Further the light on the surface changes with the phase of the moon thanks to Hardcore Darkness! The darkness really is something to fear as you delve deep with Yungs Better caves, or fight your way through Roguelike dungeons if you're feeling lucky!
Finally, In Time Presence must be used to be able to go to other dimensions for an extended period of time (invasions also pull you back to overworld, so theres no use hiding in other dimensions!)
Combat focused
(with satisfying mobility!)
mob spawns are higher than usual, mods like Grimoire of Gaia, The Dalek mod, special mobs, Special AI, infernal mobs, Zombie awareness and Scaling Health are all in the pack to make life hard for you.
The Mobs also seem to want you dead and will periodically invade and track you down through the Hostile Worlds mod. Some mobs spawned for invasions are able to mine, track and stack their way to you as you try to defend yourself.
Despite a lack of tinkers or Silent gems there are other options such as dualwielding in combat and using things like Spartan shields and Weapons, or bringing allies such as Doggy Talents dogs, Rats, Open modular turrets or even tiny clay soldiers to help you out and turn the tide!
Mobility options are supreme and satisfying, using a combination move plus for dodging and ledge climbing, wall jump for wall jumping, wall clinging, double jumping and heightened fall damage dampening so you can jump off things with more confidence and hooked which provides a set of easily used bauble based grapple hooks to tie your climbing all together, all at the very minimum! Swing, grapple, leap and climb your way up mountains, across jungle canopies and through ravines and other world generations. Who needs to build?
Tech Centered
(but not quite a kitchen sink)
A good number of your probably favorite and well known tech mods are installed, including Ender-IO, Mekanism, Immersive Engineeering, Actually Additions, Extra Utils 2, Cyclic, Matter overdrive, Embers and Refined storage.
You can mine for resources using Factory Zero Resources or immersive engineering. augment yourself with cybernetics or Genetics, build with the building gadgets, mine with ore excavator, make a reactor to power everything and maybe, if you live long enough, you can bring time itself under your sway with (edited recipe) Torcherinos and the parabox (end game).
With Story Based Questing
(in second person, no less!)
There's plenty more things around to know about of course. Such as the story of the Technician written throughout the quests. Many quests in this contain lots of written story for you to enjoy but also wrap up casual pointers and directions to cool items or mechanics you should probably know about.
Rewards are often just experience and heart crystal packages with items related to the quests, however there are also Prestige achievement quests. Prestige quests give you points which can be used early in the game to gain some bonus starting equipment for your new runs if something went south on a previous attempt to quickly speed you on your way. Although it's fine if you don't really want to utilize prestige, it's not needed to gain access to any items or mechanics!
A story sample from the introduction in the spoiler here if you're interested!
(at this point the player is sent a sound when the quest completes)
(cliff hanger! theres more to the memory, but you'll need to play. ;) )
Of course that's not all, there are plenty of mods and other things in here to play with such as:
Mysteries and ancient beasts to dig up in Fossils and Archeology.
You could build a large sprawling colony to support you in defense of your world with Mine Colonies.
Want to lend a hand?
(pretty please?)
Mechanically and in a story sense, Timeless Technician is complete. You can play through quests and enjoy the story. But other points of constant improvement also stand. Such as difficulty, mob invasion expansions, loot tables and villager trades and other such things. So if you have suggestions, let me know and I'll take them into consideration.
If you'd like to get involved in the pack and/or have a chat with me about feedback, the story etc I have a discord you can get to from here. Give me some suggestions or let me know how easy, hard, good or bad you think the pack is! :) Otherwise, please enjoy!
Hey, nice pack. I bit too big for my personal taste but the core and story are really good.
One problem I found is the difficulty can be very spiky. The "fairies" invasion is way too strong and mobs with fire on the first days can pretty much kill u with 1 hit.
In reply to TieSKey:
Fairies? you mean the "illager force" if they end up coming with a summoner who fills the place with vexes? that one can be a little rough. :V I might make a "simple" version of that invasion that only has melee guys and a handful of flamers that will come earlier and make the bigger one an "improved" invasion that only shows when the hostile worlds difficulty goes up.
A shield helps a lot against the flamethrower Illagers, it won't penetrate and light you up. it's just the vexes dipping into the floor and stomping you that can be problematic cause the invasion mobs gain "omniscient" vision which means cause the invoker can see you he just spams vexes till he's full on them so you can't sneak up and burst him down like under normal circumstances.
But thank you.
typically you want to really focus in the first 7 days to buff up your armor, maybe scronge up some gold and make a skill book and do that kind of stuff. which helps immensely.
In reply to Darkmega92:
Yeah that little floating mobs that can go though blocks undamaged (didn't try a lava wall). I had 19 hearths and around 16 armor but those things killed me in mere seconds while trying to run away to a mineshaft.
Didn't know shields can block fire, although it doesn't help when a fire zombie just drops in your head or a thundering enemy casts a lightning strike over you on sight. I'm not sure if the diablo like mobs can be configured according to difficulty but maybe some free low durability fire resist charm or something could help.
Last, there seems to be some mobs with true dmg or some way to ignore armor (which is not poison nor wither) cuz sometimes a mere "zombie" eats away half of my hearts even with 18 armor and protection 2 enchantments.
On another note, how much have you worked on balancing Minecolonies? from my experience with the mod, while it is excellent, the AI and villager stats are really bad to deal with anything but vanilla mobs. It also takes a lot of time to build a village as despite normal expectations they are not auto-sufficient at all. So, point is, if u added it but still didn't have the time to test/tweak, it might be a good candidate for removal. If u did balance it then let me know so I try it :P
In reply to TieSKey:
i have since made it that the first invasion is always just a mixed vanilla mobs invasion. so shouldn't be anything weird or op in it. Super illager types like illusioner etc also won't spawn in them until it upgrades to improved one when the coroutil difficulty goes up later in game...
As for fire resisting, if you can break into a dungeon tier 2 floor, theres often a hall in there with some plants and brew stand. you can steal the brewstand and use vanilla food pantry to make fire sand, to make blaze rods, then use the blaze rods and some form of slime, like rice slime, to make magma cream for fire resist that way.
Yeah, infernals is annoying but I don't think you can game stage them or anything... best I did was remove the super annoying stuff like choke and sticky and reduced their chance to be super powerful, but they will still just often appear out of nowhere and ruin your day if you don't focus them down hard or get out quick.
you might be getting attacked by the brutes. brute zombie and skeleton have pure damage that chips away at health. their face looks like they have buckteeth or something. they'll hit you and you'll take damage through absorption shields, but it shouldn't convert ALL their damage, only like maybe 1-2 hearts of it. if they had a weapon though, thats another story cause the weapon adds to their base damage.
all I can probably suggest is bringing water with you like the MC pros to douse the flaming guys if you run into them too often. cause the fire special mobs take damage every tick from water, and to try to make the bottled milks I show in quests to restore yourself from debuffs from witches etc. I think a shield can save you vs lightning or just being armored if you feel it's about to come down as long as you dodge back and away from the flames afterwards.
Also, I need to put it in tips, but you can use rallying HP restoration for damage you take to absorption. cause if you take hp damage you can strike the source mob back to get most of your health back within about a second. but if you let them hit your absorption hearts then you strike them you can essentially use it as life steal.
and no, I haven't had a pass on minecolonies yet. but i probably really should look at that maybe tonight I'll take a prowl through the configs and maybe apply some bonus HP and base damage to them. thank you for the suggestion.
edit: as if just now I improved health of guards and knights drastically and made the building/breaking 50% faster in it's config, and buffed citizen and mercenary health+damage by x2 and gave them some natural base armor. since I do want to keep some form of ability to make villages or towns for the player, but keeping it optional. and minecolonies was probably the best bet as you can just not work on a colony and nothing from it will matter.
where-as minecraft comes alive was basically changing all vanilla based villagers and stuff. and millenaire was just really big on extra content and also added to world generation etc.
In reply to Darkmega92:
Yeah a bucket saves lives, but only after a 2nd run xD (wasted 5 lives on the first trying to run away from fire mobs and a really quick blood moon)
The potion crafting suggestion looks like a nice potential quest to add.
Didn't understand the rallying HP restoration thing.
Yup, minecollonies is the most "stand alone" village mod, although millenaire adds a bunch of things that are pretty much worthless outside the mod (most are just for trading). Personally, I'd rather try to tweak vanilla villages using "Guard Villages" or "Coherent Villages" (not sure if compatible with this pack version). The recruitable npc module of the AncientWarfare2 mod sounds good if u can disable the other modules.
Another balancing suggestion, while spartan weapons are nice and add some extra effects, since we can attack as fast as possible, the raw dmg of the osmium and amatist swords plus the easiness of their recipe makes the spartan ones less attractive.
In reply to TieSKey:
would you care to join my discord? I typed out a response and for some reason or another it got flagged as spam. :V Might be a touch easier if we want to keep discussing, rather than flooding my own comments section. :)