Though I don't mention it in the video, I would like to give you a suggestion. In Legend Of Zelda when you Z-target you can use the bow while doing it. That would be a cool feature in this mod, not exactly overpowered because you can't snipe with z-targeting, and I urge you to add it!
Hmm... flying around underground with SPC's noclip feature shows that the treasure rooms added in the latest update seem to generate an awful lot, especially when treasures of emeralds, heart pieces, and/or potions of Healing II are common, with less common contents of diamonds and golden apples. Granted, they would be uncommon to just happen across while mining, and you seemed to do a good job of making sure they're not exposed to caves, but perhaps the spawn rate could be toned down a little. I mean...
Most, if not all, of those rectangular sections are the treasure rooms. (The chests don't show up from too far away.)
I don't know, it's up to you.
The spawn rates are adjustable in the config, so it's up to you I did tone down the default values for the next update to 4 attempts per chunk with only 25% chance each time, though, as I also feel there are too many. If you put it all at max though (10 and 100%), there will be secret rooms pretty much everywhere, not to mention the lag it will cause when generating the world. I suppose I could put a hard cap on it. Thanks for the suggestion!
Though I don't mention it in the video, I would like to give you a suggestion. In Legend Of Zelda when you Z-target you can use the bow while doing it. That would be a cool feature in this mod, not exactly overpowered because you can't snipe with z-targeting, and I urge you to add it!
That's not a bad idea, I may just add that in! It does make it awfully easy to hit mobs, though, but with the limited z-targeting range it shouldn't be too OP. Thanks for making a mod review, btw. I will add it to the main page xD
If you put it all at max though (10 and 100%), there will be secret rooms pretty much everywhere, not to mention the lag it will cause when generating the world.
Haha, how bad could it...
Point taken.
(Also that didn't really cause me lag at all :P)
Haha, how bad could it...
Point taken.
(Also that didn't really cause me lag at all )
You're welcome
LOL! That's a pretty awesome picture xD I've fixed the generation some more so that the chests don't generate in the walls and the rooms no longer occasionally stick out like sore thumbs (you know the ones I'm talking about, like a big block sticking out of the mountainside).
Any suggestions for alterations to the loot tables? I'm trying to get a good balance of cool stuff, but not make it too ridiculous. Of course, that in part depends on the users config settings, as you've clearly demonstrated
Are you planning on adding other items? If so, you should add the hookshot and some of the masks from Majora's Mask.
The hookshot would certainly be interesting! Say, a wood and a stone variant? I'll give it a go and see if anything comes of it. I don't think I will be adding any of the masks, though, at least not in the foreseeable future.
Latest update is out with some important bug fixes and balance changes, as well as allowing Z-targeting at any time as suggested by Link100200. Note that sword skills are still only useable while holding a sword, with the sole exception of Dodge. Locking on with a bow does not guarantee that you will hit your target!
Also, keep in mind that the skill orb drops have a higher chance with certain mobs, and Looting greatly affects your chances of getting an orb. If you just run around with a normal sword fighting random mobs, then it may indeed be a very long time before you find an orb even with the config settings maxed.
Change Log for Beta 0.3.1: Bugs and Balance
Changed:
- Arrows and saddles added to secret room chest loot
- Can now lock on to targets no matter what you are holding
- Dodge is the only skill that may be used when not holding a sword and locked on
- Secondary heart piece no longer uses loot multiplier for its weight
- Smelting recipe now turned off by default
- Increased default orb drop rate from 1/1000 to 5/1000; still increases at +5/1000 per Looting level
- Reduced max bomb weight from 100 to 20, secret chest multiplier from 10 to 5
- Reduced creeper bomb drops slightly
- Nerfed Dash knockback distance to a slightly more reasonable amount
- Nerfed Dash damage to +1 per level, down from +2
Fixed Bugs:
- Server crash when Parry used (no such field 'playMissSound')
- Chests occasionally generating inside the wall of secret rooms
- Rooms sometimes protrude awkwardly into open air, etc.; now generate more conservatively
- Dodge sometimes activating while trying to activate Spin Attack
Now that Heart Pieces can be found more readily by searching out secret rooms, as well as occasionally appearing in normal chests, what do you guys think of removing them from random mob drops? Or should we change it to each piece grants 1/4 heart instead of 1/2? Or just make it all configurable? <-- probably that
As always, I look forward to hearing your ideas and suggestions.
Any weapon (sword based at least) seems to not be affected by strength, despite me having level 4 strength. However, my axes are able to take advantage of the potion effect, but not any sword based weaponry (including modded swords )
Could you add the iconic Z-target cursor target thing?
Rollback Post to RevisionRollBack
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I think the activation for the Leaping Blow needs to be tweaked a bit because you cant hit enemys with normal hits while jumping.
Maybe let it trigger only on sprint jump or with RMB + LMB.
That's a good idea, since it is annoying not being able to do a normal attack while jumping.
And I dont know if this can be "fixed" but its sometimes annoying when you kill a mob
and it directly targets an Enderman (especially bad in earlygame xD ) .
Like auto-targeting enemies hit with a sword, some people like it, others don't xD - I will make it configurable in the next version, but I don't anticipate having any options to ignore certain types of enemies - you'll just have to be careful! The targeting system needs a lot of work anyway, since it has a habit of not being as responsive as I'd like, among other things.
Uh and I just found a villager who sold BombBags for 64diamonds and 64emeralds which I think is a bit expensive.
Hahaha, yeah, it's supposed to be expensive. I think I will remove that trade anyway, now that bomb bags can be more reliably found in secret rooms it's not necessary to have villagers as a backup source.
Any weapon (sword based at least) seems to not be affected by strength, despite me having level 4 strength. However, my axes are able to take advantage of the potion effect, but not any sword based weaponry (including modded swords )
Are you sure that is a bug with my mod, or is it with vanilla Minecraft or some other mod? And I don't know of any level 4 Strength in vanilla Minecraft, and I certainly didn't add that in. If you are referring to the Power enchantment, not all skills count enchantment bonuses (e.g. Leaping Blow); in fact, some don't even use the sword's material bonus (e.g. Dash)!
Are you sure that is a bug with my mod, or is it with vanilla Minecraft or some other mod? And I don't know of any level 4 Strength in vanilla Minecraft, and I certainly didn't add that in. If you are referring to the Power enchantment, not all skills count enchantment bonuses (e.g. Leaping Blow); in fact, some don't even use the sword's material bonus (e.g. Dash)!
Found the source of the bug, wasn't your fault. Thanks for the mod!
Found the source of the bug, wasn't your fault. Thanks for the mod!
No problem The mod isn't completely bug free, but I'm working on that as best I can, so if you do find anything, let me know!
These are the bugs that are fixed (so far) in the coming update:
- ArmorBreak charging even after only one click
- Combo attacks not detected as miss when crosshairs not directly on target
- ArmorBreak can hit enemies through blocks
- Held bombs explode even while gui screen is open
And some changes:
+ Toggle auto-targeting of next opponent with '/'; also set the default using Config
- Leaping Blow activation using vanilla keys is now attack (LMB) while blocking (RMB) in the air
- Due to change in Leaping Blow, you can now attack normally while jumping
Modded swords and weaponry do work with this mod, very well actually
Yes, it will work with any Item that extends ItemSword, so as long as the mod's swords that you are using didn't write their own unique class, it is all 100% compatible, as Akitori so kindly attests to
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
The combo shouldn't dissolve if you change targets with the 'next target' key (e.g. Tab); if you disengage entirely the combo ends, though you bring up a good point. There is already a timer on the combo, so if you are too slow hitting targets, it ends, so there really isn't a reason to end it prematurely when not locked on. Excellent point.
Also, if you take damage above a certain amount, it will interrupt your combo and end it prematurely, so try not to get hit
Combos appearing on the first hit is also easy to add, and I don't see any reason not to do so. Originally I was thinking 'it's not a combo until the second hit, so don't show it until then', but that seems pretty pointless. Don't know why I did it that way, looking back on it ;P
As for individual damage appearing, I may add something like that but I haven't yet because it would end up filling quite a large portion of the screen. Perhaps restricting it to the last 2 or 3 hits would be reasonable?
Small update: I've been toying around with the Z-targeting icon showing over entities, but haven't gotten it to look quite how I want yet (my openGL skills are pretty crap). If I can manage to get it looking good, I will definitely add it in.
How do you manage to deal 287 damage? The maximum amount I can is about 60, and that's a critical overkill to a 45 HP zombie.
Yeah, that's great! The individual damage doesn't show the decimal, though. I wanted that since you put decimals on the total damage.
And maybe put the targets available for Ztargeting and their health a little lower, appearing only when you target something.
Like:
-------------------
+12.5
Zombie 12.50/25.00
Silverfish 8.00/8.00
OOT, I put the targeting key to R, so when I reload my Borderland gun I automatically aim at my enemy
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
Though I don't mention it in the video, I would like to give you a suggestion. In Legend Of Zelda when you Z-target you can use the bow while doing it. That would be a cool feature in this mod, not exactly overpowered because you can't snipe with z-targeting, and I urge you to add it!
The spawn rates are adjustable in the config, so it's up to you I did tone down the default values for the next update to 4 attempts per chunk with only 25% chance each time, though, as I also feel there are too many. If you put it all at max though (10 and 100%), there will be secret rooms pretty much everywhere, not to mention the lag it will cause when generating the world. I suppose I could put a hard cap on it. Thanks for the suggestion!
That's not a bad idea, I may just add that in! It does make it awfully easy to hit mobs, though, but with the limited z-targeting range it shouldn't be too OP. Thanks for making a mod review, btw. I will add it to the main page xD
Awesome! I will add that to the main page!
Point taken.
(Also that didn't really cause me lag at all :P)
You're welcome
also you should check out Link Removed
LOL! That's a pretty awesome picture xD I've fixed the generation some more so that the chests don't generate in the walls and the rooms no longer occasionally stick out like sore thumbs (you know the ones I'm talking about, like a big block sticking out of the mountainside).
Any suggestions for alterations to the loot tables? I'm trying to get a good balance of cool stuff, but not make it too ridiculous. Of course, that in part depends on the users config settings, as you've clearly demonstrated
The hookshot would certainly be interesting! Say, a wood and a stone variant? I'll give it a go and see if anything comes of it. I don't think I will be adding any of the masks, though, at least not in the foreseeable future.
Also, keep in mind that the skill orb drops have a higher chance with certain mobs, and Looting greatly affects your chances of getting an orb. If you just run around with a normal sword fighting random mobs, then it may indeed be a very long time before you find an orb even with the config settings maxed.
Change Log for Beta 0.3.1: Bugs and Balance
Changed:
- Arrows and saddles added to secret room chest loot
- Can now lock on to targets no matter what you are holding
- Dodge is the only skill that may be used when not holding a sword and locked on
- Secondary heart piece no longer uses loot multiplier for its weight
- Smelting recipe now turned off by default
- Increased default orb drop rate from 1/1000 to 5/1000; still increases at +5/1000 per Looting level
- Reduced max bomb weight from 100 to 20, secret chest multiplier from 10 to 5
- Reduced creeper bomb drops slightly
- Nerfed Dash knockback distance to a slightly more reasonable amount
- Nerfed Dash damage to +1 per level, down from +2
Fixed Bugs:
- Server crash when Parry used (no such field 'playMissSound')
- Chests occasionally generating inside the wall of secret rooms
- Rooms sometimes protrude awkwardly into open air, etc.; now generate more conservatively
- Dodge sometimes activating while trying to activate Spin Attack
As always, I look forward to hearing your ideas and suggestions.
Any weapon (sword based at least) seems to not be affected by strength, despite me having level 4 strength. However, my axes are able to take advantage of the potion effect, but not any sword based weaponry (including modded swords )
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
That's a good idea, since it is annoying not being able to do a normal attack while jumping.
I will add that as a config option at some point, since it might be annoying to some to always automatically target things.
Like auto-targeting enemies hit with a sword, some people like it, others don't xD - I will make it configurable in the next version, but I don't anticipate having any options to ignore certain types of enemies - you'll just have to be careful! The targeting system needs a lot of work anyway, since it has a habit of not being as responsive as I'd like, among other things.
Hahaha, yeah, it's supposed to be expensive. I think I will remove that trade anyway, now that bomb bags can be more reliably found in secret rooms it's not necessary to have villagers as a backup source.
Are you sure that is a bug with my mod, or is it with vanilla Minecraft or some other mod? And I don't know of any level 4 Strength in vanilla Minecraft, and I certainly didn't add that in. If you are referring to the Power enchantment, not all skills count enchantment bonuses (e.g. Leaping Blow); in fact, some don't even use the sword's material bonus (e.g. Dash)!
I was just thinking about that last night - it's definitely on my list
Found the source of the bug, wasn't your fault. Thanks for the mod!
No problem The mod isn't completely bug free, but I'm working on that as best I can, so if you do find anything, let me know!
These are the bugs that are fixed (so far) in the coming update:
- ArmorBreak charging even after only one click
- Combo attacks not detected as miss when crosshairs not directly on target
- ArmorBreak can hit enemies through blocks
- Held bombs explode even while gui screen is open
And some changes:
+ Toggle auto-targeting of next opponent with '/'; also set the default using Config
- Leaping Blow activation using vanilla keys is now attack (LMB) while blocking (RMB) in the air
- Due to change in Leaping Blow, you can now attack normally while jumping
No.
Yes, it will work with any Item that extends ItemSword, so as long as the mod's swords that you are using didn't write their own unique class, it is all 100% compatible, as Akitori so kindly attests to
No.
And why combo dissolves after I change target?
Like:
-------------
Combo! Novice
2/3
Damage: 23.46
+12.16
+11.3
OcD Simple Add-On!
The combo shouldn't dissolve if you change targets with the 'next target' key (e.g. Tab); if you disengage entirely the combo ends, though you bring up a good point. There is already a timer on the combo, so if you are too slow hitting targets, it ends, so there really isn't a reason to end it prematurely when not locked on. Excellent point.
Also, if you take damage above a certain amount, it will interrupt your combo and end it prematurely, so try not to get hit
Combos appearing on the first hit is also easy to add, and I don't see any reason not to do so. Originally I was thinking 'it's not a combo until the second hit, so don't show it until then', but that seems pretty pointless. Don't know why I did it that way, looking back on it ;P
As for individual damage appearing, I may add something like that but I haven't yet because it would end up filling quite a large portion of the screen. Perhaps restricting it to the last 2 or 3 hits would be reasonable?
Small update: I've been toying around with the Z-targeting icon showing over entities, but haven't gotten it to look quite how I want yet (my openGL skills are pretty crap). If I can manage to get it looking good, I will definitely add it in.
The number of damages to display is configurable; I'm using the default of 3, but you can set it to display all 12 if you want!
Yeah, that's great! The individual damage doesn't show the decimal, though. I wanted that since you put decimals on the total damage.
And maybe put the targets available for Ztargeting and their health a little lower, appearing only when you target something.
Like:
-------------------
+12.5
Zombie 12.50/25.00
Silverfish 8.00/8.00
OOT, I put the targeting key to R, so when I reload my Borderland gun I automatically aim at my enemy
OcD Simple Add-On!