If I am thinking right, yes, but then again I haven't tested this to be sure.
OK, I'm going to keep my eyes peeled for the next 1.10.2 beta release and do a little experimentation to see if I can figure out a way to update without dumping everything. What's concerning me is, in the worst case I can discard every leveled item I have in inventory, but what's to say there isn't a leveled weapon sitting in a chest in a dungeon somewhere that's been generated, but which I haven't found yet? The last time I tried to update from L2 to L3, the server wouldn't start, and my recollection is it looked like it was an invalid-data problem.
Levels 3.0.1-beta has been released to fix some major issues around the new beta. Sorry it took so long, but this build should clear up some issues. If anything else is not working properly, let me know. I'm going to be working on re-working the Attribute system to be less randomized - you'll be able to pick the Attributes you want as you gain the ability to unlock them. Alongside that, some values such as attack damage and attack speed will be adjusted to balance things out as well.
If you have any suggestions for the mod as well, I would love to hear them.
Well, I'm able to load 1.10.2-3.0.2 without any obvious NBT nastiness happening. The one thing that does seem glitched is that, while all normal vanilla-type weapons and armor have reset to level 0, I have two Slashblade katanas, and they have NOT reset, they are still maxed out at their old level-7 cap. They have, however, both reset their rarity to Common. I suppose I'm going to have to try to break them for their BladeSouls and craft new ones...
And I'm assuming you're trying to migrate from Levels 2?
Yes, correct. It went a LOT more cleanly this time. No problems except with the Slashblade-mod weapons, and I wasn't really expecting that to go flawlessly since they are a totally different weapon implementation. ...Well, OK, I suppose they can't be a TOTALLY separate implementation, because Levels still recognizes them as weapons, so they must be subclassed from the vanilla sword. But they are very heavily modified, and to my everlasting joy, they do not appear to implement the never-to-be-sufficiently-accursed new combat mechanics.
I was actually pleasantly surprised when I first found out that that Levels works with them at all.
Yes, correct. It went a LOT more cleanly this time. No problems except with the Slashblade-mod weapons, and I wasn't really expecting that to go flawlessly since they are a totally different weapon implementation. ...Well, OK, I suppose they can't be a TOTALLY separate implementation, because Levels still recognizes them as weapons, so they must be subclassed from the vanilla sword. But they are very heavily modified, and to my everlasting joy, they do not appear to implement the never-to-be-sufficiently-accursed new combat mechanics.
I was actually pleasantly surprised when I first found out that that Levels works with them at all.
Well, as long as mod authors try to prioritize compatibility, everything should work properly from the most part. As long as an item extends ItemSword, everything is good to go from a Levels standpoint. I'm still a little puzzled why they acted differently from vanilla weapons...I can't think of a reason for them being different. But other than that, I'm glad things seemed to go more smoothly now. I am also guessing you haven't run into any other major issues like crashes and such?
Is levels/augmented_weaponry.cfg the only configuration file used by 3.0.2?
Leveling might be a bit fast in 3.0.2. It took me about three minutes (granted, three minutes of maniacal slaughter during which I killed about 40-50 mobs) to bring a brand-new Legendary-grade Slashblade Muramasa katana to level 7, and less than five minutes (and slightly under 90 mobs) to max it out. The same five minutes saw a Rare diamond helm, Legendary diamond chestplace, and Common diamond leggings reach level 3. (I didn't get hit much. I rarely do.) The Muramasa picked up Void and Soulbound attributes, the armor pieces didn't gain any.
[...] But other than that, I'm glad things seemed to go more smoothly now. I am also guessing you haven't run into any other major issues like crashes and such?
I'll definitely look into balancing these numbers out. I haven't touched them since I first entered them. I also changed the equation for weapons/armor leveling, making it more dynamic (meaning higher rarity items will level up much faster than say common weapons).
Levels 3 will hopefully get some big improvements in the coming days/weeks. I've gone through this thread and gathered a few new features to implement and am also looking to expand to different areas within the game, such as bows, shields, other tools, and enemies again. There are a few concepts I'm toying with such as Levels even adding its own randomly generated weapons. I'm also interested in hearing if anyone else has any ideas for the mod too.
Levels 3 will hopefully get some big improvements in the coming days/weeks. I've gone through this thread and gathered a few new features to implement and am also looking to expand to different areas within the game, such as bows, shields, other tools, and enemies again. There are a few concepts I'm toying with such as Levels even adding its own randomly generated weapons. I'm also interested in hearing if anyone else has any ideas for the mod too.
I think "randomly generated weapons" needs a bit more explanation of the concept. Are you talking about, for example, dungeon loot sometimes containing already-leveled legendary weapons and armor?
I think "randomly generated weapons" needs a bit more explanation of the concept. Are you talking about, for example, dungeon loot sometimes containing already-leveled legendary weapons and armor?
It won't materialize anytime soon so it's not anything to worry about. I think I am going to mainly focus on adding in some sort of blacksmithing rank to increase chances of higher rarities, at least bow/shield leveling systems, and potentially tools as well, alongside many overall improvements scattered about. And of course, I'm open to new ideas anyone has and even suggestions to what I have just laid out.
can i in any way spawn a sword or an item with specific abilities? i need to do it
With the current versions, that isn't possible. However, I will be adding that feature into the new Levels 3 versions which will hopefully be released soon.
If I am thinking right, yes, but then again I haven't tested this to be sure.
OK, I'm going to keep my eyes peeled for the next 1.10.2 beta release and do a little experimentation to see if I can figure out a way to update without dumping everything. What's concerning me is, in the worst case I can discard every leveled item I have in inventory, but what's to say there isn't a leveled weapon sitting in a chest in a dungeon somewhere that's been generated, but which I haven't found yet? The last time I tried to update from L2 to L3, the server wouldn't start, and my recollection is it looked like it was an invalid-data problem.
Levels 3.0.1-beta has been released to fix some major issues around the new beta. Sorry it took so long, but this build should clear up some issues. If anything else is not working properly, let me know. I'm going to be working on re-working the Attribute system to be less randomized - you'll be able to pick the Attributes you want as you gain the ability to unlock them. Alongside that, some values such as attack damage and attack speed will be adjusted to balance things out as well.
If you have any suggestions for the mod as well, I would love to hear them.
Download and changelogs can be found here.
Levels 3.0.2-beta has been released to fix a server/client crash. If things still aren't working properly, let me know.
Downloads can be found here.
Well, I'm able to load 1.10.2-3.0.2 without any obvious NBT nastiness happening. The one thing that does seem glitched is that, while all normal vanilla-type weapons and armor have reset to level 0, I have two Slashblade katanas, and they have NOT reset, they are still maxed out at their old level-7 cap. They have, however, both reset their rarity to Common. I suppose I'm going to have to try to break them for their BladeSouls and craft new ones...
(And one of them is a thousand-kill blade, too.)
And I'm assuming you're trying to migrate from Levels 2?
Yes, correct. It went a LOT more cleanly this time. No problems except with the Slashblade-mod weapons, and I wasn't really expecting that to go flawlessly since they are a
totally differentweapon implementation. ...Well, OK, I suppose they can't be a TOTALLY separate implementation, because Levels still recognizes them as weapons, so they must be subclassed from the vanilla sword. But they are very heavily modified, and to my everlasting joy, they do not appear to implement the never-to-be-sufficiently-accursed new combat mechanics.I was actually pleasantly surprised when I first found out that that Levels works with them at all.
Well, as long as mod authors try to prioritize compatibility, everything should work properly from the most part. As long as an item extends ItemSword, everything is good to go from a Levels standpoint. I'm still a little puzzled why they acted differently from vanilla weapons...I can't think of a reason for them being different. But other than that, I'm glad things seemed to go more smoothly now. I am also guessing you haven't run into any other major issues like crashes and such?
Is levels/augmented_weaponry.cfg the only configuration file used by 3.0.2?
Leveling might be a bit fast in 3.0.2. It took me about three minutes (granted, three minutes of maniacal slaughter during which I killed about 40-50 mobs) to bring a brand-new Legendary-grade Slashblade Muramasa katana to level 7, and less than five minutes (and slightly under 90 mobs) to max it out. The same five minutes saw a Rare diamond helm, Legendary diamond chestplace, and Common diamond leggings reach level 3. (I didn't get hit much. I rarely do.) The Muramasa picked up Void and Soulbound attributes, the armor pieces didn't gain any.
Nope, no crashes, no obvious glitches.
I'll definitely look into balancing these numbers out. I haven't touched them since I first entered them. I also changed the equation for weapons/armor leveling, making it more dynamic (meaning higher rarity items will level up much faster than say common weapons).
Levels 3 will hopefully get some big improvements in the coming days/weeks. I've gone through this thread and gathered a few new features to implement and am also looking to expand to different areas within the game, such as bows, shields, other tools, and enemies again. There are a few concepts I'm toying with such as Levels even adding its own randomly generated weapons. I'm also interested in hearing if anyone else has any ideas for the mod too.
I think "randomly generated weapons" needs a bit more explanation of the concept. Are you talking about, for example, dungeon loot sometimes containing already-leveled legendary weapons and armor?
It won't materialize anytime soon so it's not anything to worry about. I think I am going to mainly focus on adding in some sort of blacksmithing rank to increase chances of higher rarities, at least bow/shield leveling systems, and potentially tools as well, alongside many overall improvements scattered about. And of course, I'm open to new ideas anyone has and even suggestions to what I have just laid out.
can i in any way spawn a sword or an item with specific abilities? i need to do it
With the current versions, that isn't possible. However, I will be adding that feature into the new Levels 3 versions which will hopefully be released soon.
great mod really enjoying it and hope development isn't taking too much out of you
I appreciate that. Development is going well and I'm looking forward to releasing what I'm hoping will be one of the best versions of Levels.
How do i access the tokens tab to get the powers?
That is only available if you are using Levels 2. Press 'L' by default with the item in hand, you might need to change it.