This mod is soooo cool !! I really enjoy it you did a great job on it !
So in v1.1, will our werewolf form look more like..um.. werewolf ? Or will it still look like the steve base ?
There is another werewolf model being made but it might not make it in time for 1.1 release. If it doesn't make for 1.1, it'll be in a small update shortly after it.
Some information of it is in the guide book under savagery, but I'll give specifics. Rage causes a berserk like effect for 2 mins. During that time, vision is tinted red, strength and a few other stats are increased for each entity the player kills. Every kill also increases the duration. However during this time, hunger is dramatically increased and if it drops bellow 3 bars, you will automatically leap and attack at nearby entities without control. If used correctly it can greatly increase your damage and survivability, however don't use it near entities you care about.
actually the rage power auto unequip when i close the menu, it's a bug ?
Thank you for bring it up, yes it's a bug, 2 of them actually. The rage ability unequips when you enter the menu again after exiting it, it stays equipped till then. The second bug is Rage requires you to be sneaking when you press it. I'll release a fix for it along side 1.8 & 1.8.9 beta soon.
Whoa, playing with rage mode... it's pretty sick! o.o Except, the autodrop makes it so I can't eat. Is that intended? Because I'm now starving to death, but I can't eat, and I'm pretty sure rage won't wear off in time to stop it o.o
Oh, I see now-- kills increase hunger. But you might want to provide another way to eat, because I think I'm stuck in rage mode now...
Okay, well it did wear off. But I did lose quite a bit of health due to starvation damage. You might want to think of a workaround for that...
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I think tow things, wich may solve the problem that JayZX535 is speaking of the rage.
1- More hunger per kill, and saturation, so you will gain like +1 or +2 of food and like 4 or 6 to saturation. Or even better if you don't want the player to "fully heal" add saturation.
2- Autoeat dropped eatable (meatyyyyy) items, so then you will be able to eat dropped meat, wich will help you to recover from the problem.
I think tow things, wich may solve the problem that JayZX535 is speaking of the rage.
1- More hunger per kill, and saturation, so you will gain like +1 or +2 of food and like 4 or 6 to saturation. Or even better if you don't want the player to "fully heal" add saturation.
2- Autoeat dropped eatable (meatyyyyy) items, so then you will be able to eat dropped meat, wich will help you to recover from the problem.
Well, what do you think?
Those are definitely good ideas-- also, maybe making sure that the balance of a rage kill gives you more hunger than it adds to the rage timer-- so the hunger you gain will last longer than the rage boost. Also, it might be good if some monsters granted hunger + a boost (not sure if the rage boost happens already or not). I mean, it doesn't make sense to eat skeletons or the like (definitely not other werewolves/dire wolves! o.o), but you can eat rotten flesh, so zombies should provide hunger + rage boost. Likewise, maybe witches could be a food source? They don't normally drop food, but it sort of makes sense... spiders maybe a little, but not much (who wants to eat a spider?? o.o). Perhaps there could be an option to allow mobs to attack in rage mode in the config (for other mods' mobs), and maybe also an exclude option (for the autokill berserk mode). I.e., it doesn't make sense for a werewolf to kill and eat wolves, but in my modpack I have a mod that adds more types of wolves and rage mode makes me go after them. That's just wrong to think about...
Whoa, playing with rage mode... it's pretty sick! o.o Except, the autodrop makes it so I can't eat. Is that intended? Because I'm now starving to death, but I can't eat, and I'm pretty sure rage won't wear off in time to stop it o.o
Oh, I see now-- kills increase hunger. But you might want to provide another way to eat, because I think I'm stuck in rage mode now...
Okay, well it did wear off. But I did lose quite a bit of health due to starvation damage. You might want to think of a workaround for that...
(There is one food that gets around this... at a cost)
Yes, not being able to eat food is intended. Rage mode is suppose to have a heavy negative effect to counter the potential power increase it gives. I will make adjustments to it in the finished version but it'll still be a ability you can not use recklessly. Additionally, you can make rage mode wear off faster by holding down the Drop key (Default Q). The function will be more visually apparent when complete.
I think tow things, wich may solve the problem that JayZX535 is speaking of the rage.
1- More hunger per kill, and saturation, so you will gain like +1 or +2 of food and like 4 or 6 to saturation. Or even better if you don't want the player to "fully heal" add saturation.
2- Autoeat dropped eatable (meatyyyyy) items, so then you will be able to eat dropped meat, wich will help you to recover from the problem.
Well, what do you think?
The hunger per kill will be adjusted. The auto-eat dropped food is interesting, but I won't allow it at this time as this ability is specifically design to be fueled solely on kills.
the lift & throw power is cool but i think the mob you catch up on your head is one block too high
The position for the entity on lift and throw isn't implemented yet, it currently just uses the default mounting position. It'll be adjusted in the final version.
1.8 and 1.8.9 beta is now available. 1.7.10 has also been updated with some bug fixes.
(There is one food that gets around this... at a cost)
Yes, not being able to eat food is intended. Rage mode is suppose to have a heavy negative effect to counter the potential power increase it gives. I will make adjustments to it in the finished version but it'll still be a ability you can not use recklessly. Additionally, you can make rage mode wear off faster by holding down the Drop key (Default Q). The function will be more visually apparent when complete.
The hunger per kill will be adjusted. The auto-eat dropped food is interesting, but I won't allow it at this time as this ability is specifically design to be fueled solely on kills.
The position for the entity on lift and throw isn't implemented yet, it currently just uses the default mounting position. It'll be adjusted in the final version.
1.8 and 1.8.9 beta is now available. 1.7.10 has also been updated with some bug fixes.
Ohhhh, okay-- with Q it should be better, but I wasn't aware of that before... but yeah, I know it's all still WIP lol
Okay XD
Config file to allow us to change what entities are auto-killed in rage mode?
Config file to allow us to change what entities are auto-killed in rage mode?
For rage mode, the 'balance' config will allow the negative effect to be disabled at release. But I'll add some configs to adjust what is targeted. It'll be limited but it should be enough.
i just noticed the differente bonus exclusive at each tier, and WTF. i understand if it was some power only whit low savagery and other only whit high savgery, but some power only at tier 2 or 4 for (example)? this don't make sense, this is not rp and not fun... so why ?
When I was designing this version of the mod, I wanted players to choose how deep they wanted to go into lycanthropy and made 5 tiers. But since the negative effects weren't serve enough, and bonuses not strong enough in comparsion, there was no incentive to use 2-4 tiers. It's not perfect I know that, but it was the easiest way to make each tier more desirable. Additionally there will be a config option by release which can change the tier exclusives to work exactly like the others if they wish, I prefer balance but I won't stop people that just want to have overpowered fun either. I'm not going to change it for this version. This mod wasn't originally planned to be developed this much when I started. Which is why for the 1.9 version I'm remaking this mod in a new direction. The 1.9 version is designed for werewolves to start off weak and progressively become stronger.
You do realize bonuses aren't exclusive to those tiers, right? You unlock them at that tear and have them for any higher tiers, too. Sorry if I'm misunderstanding, but your post is a little hard to read...
There is tier exclusive bonuses, it's the one in the center between T1 & T2 abilities.
For rage mode, the 'balance' config will allow the negative effect to be disabled at release. But I'll add some configs to adjust what is targeted. It'll be limited but it should be enough.
There is tier exclusive bonuses, it's the one in the center between T1 & T2 abilities.
Okay, thanks! I think that will help a lot...
Wait, so there are tier-exclusive abilities? o.o How long have they been tier-exclusive?? So there are abilities at tier 3 that aren't available for tier 4 and 5? I'm very confused...
It's okay! No worries-- I just wanted you to know I wasn't positive I was understanding correctly lol. And dude, that's awesome-- I would love to learn French, but I'm stuck learning Spanish for school XP Maybe someday on my own...
So far, this mod is AMAZING.... I paired it up with the witchery mod so me and my friend could do a vampire/werewolf survival. I found a glitch in the 1.7.10 version of the mod where you never transform back into human. At first it was fine but then it got annoying. Also, please update the 1.7.10 version aswell as the 1.8.9 one because most mods to pair this up with are 1.7.10. But great work nonetheless, but i can't wait for that pick up/throw ability! I also was wondering if you could make it so you can go on all fours, so your faster, can go through 1 block tall spaces and dig dirt/gravel/sand super fast, and have a bite ability and snarl ability. bite it just a bite that makes mobs bleed (wither-like effect) and snarl would scare away hostile mobs so you can heal when low. This could be activated by a key or whatever you like. Also, make female Werewolves which you can breed with to create children which can't turn on you like wild wolves would. One last thing to, once finished this mod, try working on a vampire mod, because there aren't any good ones out there and you seem to be really good at making that style of mod. Sorry for asking so much and writing out such a long post, but please take my ideas into consideration! Thank you!
Hey man, this is a pretty cool mod, just happened to stumble across it, not often you see mods of this type. Good job on this and I hope you continue to update it.
Ok, i found a bug in the 1.8.9 1.1 beta where when you try to pick up a wither it will crash you, but you should add a command like /lycan to make you a werewolf, and then /lycan savagery <level> to set savagery. just asking to make it easier to become a werewolf in creative because currently i have to effect my self with resistance and go into gm s and let a werewolf hit me, if there is a easier way please let me know. I actually came here to suggest adding wall jumping and climbing but then i saw the beta and saw it was already added! Also, add a beheading trait to werewolves, so its easier to get mob heads, and add werewolf heads and silver weapons and armor. Maybe add extendable claws (got inspiration from the iron claws i saw in the beta) that can be sharpened on trees/stone and let you cause armor piercing damage and bleeding. And i was wondering about the iron calws, can they currently be used? and if so what would they do? maybe can be used to mine stone because werewolves cant use tools? I dont know your choice, but please take my ideas into consideration, it would be awesome if they were added! Also read my other post about transforming into wolf form instead of just hybrid form. And you could add a hearing system? I dont know if thats possible but try atleast! Sorry for typing a super long post (again) !
that make a lot of suggestion ..., but theyr already a mechanic to change your savagery quicly in creative, use the tonic potion, each of them give 1 tiers in the direction you choose. And just remeber, this mod is already the result of few long month of work, so be cool with suggestion. for the moment, razmen is remaking a lot of mechanic for the 1.9 as he say.
I know, i do apologize for two long posts, i was unaware that he was working on a 1.9 verison.
This mod is soooo cool !! I really enjoy it you did a great job on it !
So in v1.1, will our werewolf form look more like..um.. werewolf ? Or will it still look like the steve base ?
One Little question, will this mod update to 1.9?
Just for knowing, because some mods will not update :/
There is another werewolf model being made but it might not make it in time for 1.1 release. If it doesn't make for 1.1, it'll be in a small update shortly after it.
Some information of it is in the guide book under savagery, but I'll give specifics. Rage causes a berserk like effect for 2 mins. During that time, vision is tinted red, strength and a few other stats are increased for each entity the player kills. Every kill also increases the duration. However during this time, hunger is dramatically increased and if it drops bellow 3 bars, you will automatically leap and attack at nearby entities without control. If used correctly it can greatly increase your damage and survivability, however don't use it near entities you care about.
Yes this mod, or to be more exact a redesign/sequel is being made for 1.9.
Thank you for bring it up, yes it's a bug, 2 of them actually. The rage ability unequips when you enter the menu again after exiting it, it stays equipped till then. The second bug is Rage requires you to be sneaking when you press it. I'll release a fix for it along side 1.8 & 1.8.9 beta soon.
Whoa, playing with rage mode... it's pretty sick! o.o Except, the autodrop makes it so I can't eat. Is that intended? Because I'm now starving to death, but I can't eat, and I'm pretty sure rage won't wear off in time to stop it o.o
Oh, I see now-- kills increase hunger. But you might want to provide another way to eat, because I think I'm stuck in rage mode now...
Okay, well it did wear off. But I did lose quite a bit of health due to starvation damage. You might want to think of a workaround for that...
I think tow things, wich may solve the problem that JayZX535 is speaking of the rage.
1- More hunger per kill, and saturation, so you will gain like +1 or +2 of food and like 4 or 6 to saturation. Or even better if you don't want the player to "fully heal" add saturation.
2- Autoeat dropped eatable (meatyyyyy) items, so then you will be able to eat dropped meat, wich will help you to recover from the problem.
Well, what do you think?
Those are definitely good ideas-- also, maybe making sure that the balance of a rage kill gives you more hunger than it adds to the rage timer-- so the hunger you gain will last longer than the rage boost. Also, it might be good if some monsters granted hunger + a boost (not sure if the rage boost happens already or not). I mean, it doesn't make sense to eat skeletons or the like (definitely not other werewolves/dire wolves! o.o), but you can eat rotten flesh, so zombies should provide hunger + rage boost. Likewise, maybe witches could be a food source? They don't normally drop food, but it sort of makes sense... spiders maybe a little, but not much (who wants to eat a spider?? o.o). Perhaps there could be an option to allow mobs to attack in rage mode in the config (for other mods' mobs), and maybe also an exclude option (for the autokill berserk mode). I.e., it doesn't make sense for a werewolf to kill and eat wolves, but in my modpack I have a mod that adds more types of wolves and rage mode makes me go after them. That's just wrong to think about...
Before I thought the lift and throw mechanic was you picking entities up gravity gun style but not placing them on top of your head like a hat
(There is one food that gets around this... at a cost)
Yes, not being able to eat food is intended. Rage mode is suppose to have a heavy negative effect to counter the potential power increase it gives. I will make adjustments to it in the finished version but it'll still be a ability you can not use recklessly. Additionally, you can make rage mode wear off faster by holding down the Drop key (Default Q). The function will be more visually apparent when complete.
The hunger per kill will be adjusted. The auto-eat dropped food is interesting, but I won't allow it at this time as this ability is specifically design to be fueled solely on kills.
The position for the entity on lift and throw isn't implemented yet, it currently just uses the default mounting position. It'll be adjusted in the final version.
1.8 and 1.8.9 beta is now available. 1.7.10 has also been updated with some bug fixes.
any chances for 1.9 alpha/beta? XD
Ohhhh, okay-- with Q it should be better, but I wasn't aware of that before... but yeah, I know it's all still WIP lol
Okay XD
Config file to allow us to change what entities are auto-killed in rage mode?
Won't be available for quite sometime if I decide to release a wip version of it.
For rage mode, the 'balance' config will allow the negative effect to be disabled at release. But I'll add some configs to adjust what is targeted. It'll be limited but it should be enough.
When I was designing this version of the mod, I wanted players to choose how deep they wanted to go into lycanthropy and made 5 tiers. But since the negative effects weren't serve enough, and bonuses not strong enough in comparsion, there was no incentive to use 2-4 tiers. It's not perfect I know that, but it was the easiest way to make each tier more desirable. Additionally there will be a config option by release which can change the tier exclusives to work exactly like the others if they wish, I prefer balance but I won't stop people that just want to have overpowered fun either. I'm not going to change it for this version. This mod wasn't originally planned to be developed this much when I started. Which is why for the 1.9 version I'm remaking this mod in a new direction. The 1.9 version is designed for werewolves to start off weak and progressively become stronger.
There is tier exclusive bonuses, it's the one in the center between T1 & T2 abilities.
Okay, thanks! I think that will help a lot...
Wait, so there are tier-exclusive abilities? o.o How long have they been tier-exclusive?? So there are abilities at tier 3 that aren't available for tier 4 and 5? I'm very confused...
It's okay! No worries-- I just wanted you to know I wasn't positive I was understanding correctly lol. And dude, that's awesome-- I would love to learn French, but I'm stuck learning Spanish for school XP Maybe someday on my own...
Hey How Do I Start A Pack With Wild Werewolves?
So far, this mod is AMAZING.... I paired it up with the witchery mod so me and my friend could do a vampire/werewolf survival. I found a glitch in the 1.7.10 version of the mod where you never transform back into human. At first it was fine but then it got annoying. Also, please update the 1.7.10 version aswell as the 1.8.9 one because most mods to pair this up with are 1.7.10. But great work nonetheless, but i can't wait for that pick up/throw ability! I also was wondering if you could make it so you can go on all fours, so your faster, can go through 1 block tall spaces and dig dirt/gravel/sand super fast, and have a bite ability and snarl ability. bite it just a bite that makes mobs bleed (wither-like effect) and snarl would scare away hostile mobs so you can heal when low. This could be activated by a key or whatever you like. Also, make female Werewolves which you can breed with to create children which can't turn on you like wild wolves would. One last thing to, once finished this mod, try working on a vampire mod, because there aren't any good ones out there and you seem to be really good at making that style of mod. Sorry for asking so much and writing out such a long post, but please take my ideas into consideration! Thank you!
Hey man, this is a pretty cool mod, just happened to stumble across it, not often you see mods of this type. Good job on this and I hope you continue to update it.
Ok, i found a bug in the 1.8.9 1.1 beta where when you try to pick up a wither it will crash you, but you should add a command like /lycan to make you a werewolf, and then /lycan savagery <level> to set savagery. just asking to make it easier to become a werewolf in creative because currently i have to effect my self with resistance and go into gm s and let a werewolf hit me, if there is a easier way please let me know. I actually came here to suggest adding wall jumping and climbing but then i saw the beta and saw it was already added! Also, add a beheading trait to werewolves, so its easier to get mob heads, and add werewolf heads and silver weapons and armor. Maybe add extendable claws (got inspiration from the iron claws i saw in the beta) that can be sharpened on trees/stone and let you cause armor piercing damage and bleeding. And i was wondering about the iron calws, can they currently be used? and if so what would they do? maybe can be used to mine stone because werewolves cant use tools? I dont know your choice, but please take my ideas into consideration, it would be awesome if they were added! Also read my other post about transforming into wolf form instead of just hybrid form. And you could add a hearing system? I dont know if thats possible but try atleast! Sorry for typing a super long post (again) !
I know, i do apologize for two long posts, i was unaware that he was working on a 1.9 verison.
", times, serif">Hey, for Multiplayer compatibility can you have it so if a player that is a werewolf hits another player they become a werewolf?