File Details
Transcendence-0.1.4.zip
- B
- Aug 17, 2018
- 4.34 MB
- 208
- 1.12.2
File Name
Transcendence-0.1.4.zip
Supported Versions
- 1.12.2
(third time's the charm! Reuploaded twice cause I forgot to hit save on some changes still in txtfiles and reactivate mods I was testing without. Also version'd it wrongly once :V).
Mod changes and updates
------
Updated Actually Additions
Updated applejuiceSkin
Updated Carry on
Updated Chisel and Bits
Updated Creative Core
Updated Cyclic
Updated Enchantment Descriptions
Updated Extra Utils
Updated JEI
updated Just Enough Resources
Updated Linear
Updated Mystical Agriculture
Updated Pams Harvestcraft
Updated Player Revive
Updated Scaling Health
Updated Silent Lib
Updated Silent Gems
Updated Silent Gems Extraparts
Updated Soot
Updated Totemic
transformed Embers into Embers Rekindlated as required by Soot. Turns out cause they're practically the same just rebranded and under new management aetherworks still works with it regardless. :D
Added Crafttweaker (yep. here we go... Rebalancing ahoy!)
Added Better Questing Quest book (Figured it suited the style. and might save some people some grief if they dunno the button or want to use the button elsewhere)
Added Thicc Entities (rebalance some mobs by hand.)
------
Config changes and Balancing
------
Rebalanced the recipes on the health restore items from rough tweaks and made them use crafting components from health and hunger tweaks. Salves heal 4, plasters, 8, bandages 16. Medkits heal 16 times 2 hearts a use. While enchanted medkits health 32 times 2 hearts at a time.
Also, improved the breakdown ratio to heart dust from heart pieces and made the fragments breakable too, with the scaleable health bandages and medkit for percentage HP heal over time also being rebalanced.
Sburb Disk's now require some choice resources from the overworld, twilight forest and aether to be created making them later game. To promote not only exploration but delay when they're craftable so you don't end up sticking yourself in the medium forever without a sufficiently cool base to exist in on the other side. (also related to story but also being able to speed build in general safety when using Sburb just in the overworld, so it makes that later on also.)
Nerfed Recurrent Complex's mass spawning of trees and decorational rocks etc. Overall structure gen is down to 75% also. But raised the chance of proper structure gen overrides like desert wells, strongholds, mineshafts and villages. So less world gen laggy spooky tree, more cool things. hopefully.
Made all infernal mobs drop 1 (elite), 2 (rare), 4 (infernal) cursed hearts. If you're feeling gutsy, Cursed hearts can be used to increase difficulty for stronger enemies, more chances for blights and more XP gains (and more fun...? :3).
Alternatively, they can be crafted with heart dusts and XP cubes to make the enchanted hearts to reduce difficulty instead. Moon multipliers affect these! So full moon is the most cost effective time to use them!
Added a pair of repeatable "Heart trade" quests to access the resources that used to be random drops from infernals which are unlocked later on after the introduction quests. Average/alright resources from cursed hearts or stronger resources out of enchanted hearts after trading a cursed heart once.
10 new mostly small less long winded quests made to draw interest towards certain helpful objects and give interest and direction towards their mods.
Rebalanced spawn locations for mobultion mods, particularly ones that spawn "all", since they'd end up spawning in the medium and aether. :V
Difficulty Changes
Changed damage scaling to be based on player difficulty. so no more taking stupid amounts of damage as your health gets higher.
Due to the access of difficulty hearts mob kill difficulty increases have been increased slightly.
Added a bunch of mobs to have special increase rates.
Lunar phases changed to [2.0, 1.5, 1.2, 1.0, 0.5, 1.0, 1.2, 1.5] (full at first value, new moon at value 5)
------
Known Bugs
======
Along with the bugs still standing from last version there are 2 new bugs that've been discovered and or fixed in dev but not applicable yet.
massive lag until reloading when being turned to stone by a gorgon but surviving due to player revive knock out. This has been fixed by player revive by making being stoned instagib, however the curse side version isn't updated yet. Provided you're not a derp and do research though before fighting medusa, you should never run into this bug though. :P
Statued mobs still do their thing. If you've toyed with a gorgon head in creative or in general you may find that things you turn to statues other than those directly from ice and fire can still move and do their thing. This is an issue between Ice and Fire and Mowzies and no known fix is out there unfortunately. :< So uh, kinda boned unless they can figure it out. It's not like you can find enough gorgons to make that many statues anyways... :V
======

