Exodus is a new, expansive adventure journey for you to endeavor upon. With a ton of seemingly endless content to explore, Exodus packs an insane journey into a single mod. Whether it be fighting intimidating monsters, slaying mysterious bosses, looting innocent dungeons, or adventuring upon an expansive quest line, Exodus is the ultimate adventure mod for anyone to play.
Exodus has several different focuses we are trying to accomplish, whether it be depth, challenges, or the general idea of the mod, Exodus hopes to bring an immersive mod for anyone to play. With customizability playing a huge role in the mod, you have the ability to remove and add whatever you want. Or even choose from a variety of future official and non-official add-ons.
Exodus is in a development stage, and there is not a public build available right now. As time and development goes on, Alpha builds will be periodically released to a select group of people. The first open build will most likely not get released for a few months. With that being said, to speed up development, we are looking for extra sets of hands to help with the artwork, modeling, and sound effects. Alongside this, we would love to have extra ideas going around as well, so if you aren't best suited in other areas of the mod, creating ideas, lore, and quests could also be something you could do.
-----
Follow me on Twitter for more recent updates, and other news that I may have.
Weekly Updates
5-6-15: Over the past week, I've been primarily working a lot on the ranged weaponry Exodus will add. Since Exodus will also introduce a new bow and arrow system of allowing you to choose which arrows you want to use, integrating this with all the ranged weapons gets a little tedious. The system is also fairly basic, and I'm considering re-working it to something more simple and easy to use. As of now, right-clicking an arrow will make the said arrow the primary one. This isn't too convenient for the user, as you would need to have the arrow in your inventory.
This is where I need some help from people following this project ;). If you have any suggestions regarding this, let me know.
Older Updates
4-29-15: After 6 months of development and 3 name changes, Exodus is now the start of something entirely new. Previously known as Ascension, Exodus aims to take what was already in place, and re-build it from the ground up. Ascension, in my opinion, was released way too early, which is why I stopped it, and went back to the drawing board. With Exodus, the mod will be for the most part finished, rather than incomplete, as well as in a playable and stable state.
Anyways, since the last update for Ascension was pushed out, Exodus has added a lot of new content since then as well, including a few new mobs, tons of both ranged and melee weaponry, magical weapons and armor, a few new structures, as well as a few new systems including soul capturing and the basics of infusion. Future weekly updates will go in-depth into what was actually worked on as well.
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Features
- 40+ monsters, semi-bosses, and bosses.
- Hundreds of unique weaponry varying with special abilities.
- 20+ randomly generated structures and dungeons in all dimensions.
- A few new biomes.
- 1 guaranteed new dimension (and most likely a couple more).
- Several gameplay systems (Soul Capturing, Infusion, Scrolls).
- Expansive story and quest line.
- Plus many more features to come (and you can suggest them!).
Progress
I figured I'd also document how close certain areas of the mod are ready, or not ready. Mainly for my benefit, but I enjoy looking at these types of percentages in other mods as well, so maybe you would to.
While 27% overall completion may seem small, it is a good number for what I've been able to work on. Also, the code for the mod is around 50% complete, considering I can re-use large portions of already written code. This number is being dragged down by other aspects of the mod, such as lore and quests, as well as artwork and sound assets. These 4 areas (5 if you want to included modeling) are areas where the mod lacks in heavily, and are areas I need help the most.
Just take this in mind when looking at this number.
Screenshots & Videos
At the moment, screenshots are not available. I have some, just not in the format I want them in. If you really want to see some screenshots, head over to the (old) Ascension thread, as there are some there. In a few days, I should have this updated with screenshots.
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Exodus Essentials
Exodus brings a lot of new content into Minecraft, all of which needs to be well documented. This "document" can be found here, and this will be the main, up to date source of information. The thread will also, periodically, get updated with new information as that information becomes available. Anyways, here are some essential bits of information that you need to know about Exodus.
Expansive
When I say expansive, I actually mean it. That can be considered as one of my top 3 focuses that I want to accomplish. Having an expansive, immersive mod allows for so much to take place - whether it be combination of weapons and armors, dungeons, dimensions, mobs, bosses, quests, you name it. And with that being said, that is how Exodus will feel on a first join.
Customizability
Another main focus that I am trying to accomplish would be to create something highly customizable, and highly manipulative to fit into a majority of mod packs and mod setups. This is something that I would need help from the users however, so in early versions of the mod, this might not be as prevalent as I would like it to be. Nonetheless, this is something I will really look into after things get rolling.
Challenging
Finally, this isn't something to be taken lightly. This mod will be hard - I'll just say that. But, you do have the option (since I love being able to customize things), to make it easier on yourself, and you will have options to play on the mods standard Easy and Normal modes (via configurations).
Content
Now for the good stuff. I've divided up what the mod will add into different categories, such as mobs, structures, weaponry, items, block, and so on. I'll try and describe each thing in some way, whether it be by a description, or by providing stats. As always, if you have suggestions on things not added, or things already added, please, please say them. I'd love to here them.
Mobs
Key Melee/Ranged; spawnable biomes; difficult (1-5); special abilities
No Nether or End semi-bosses have been made, however, it would be nice to have a few in the Nether, although, the End would be subject to further discussion.
Mobs for our dimensions have not yet been thought out. A majority of our dimension planning has been put off while we work on more important things.
World Generation
Overworld
Ore Generation
- Citrine Ore: Ok spawn rate; below Y-48; large veins
- Malachite Ore: Common spawn rate; below Y-64; medium veins
- Vexal Ore: Semi-rare spawn rate; below Y-48; small veins
- Flerovium Ore: Rare spawn rate; Y-0-256; tiny veins
Structure Generation (* indicates spawners present)
- *Small Abandoned House: Common spawn rate; all biomes; ok loot
- Medium Abandoned House: Common spawn rate; all biomes; ok loot
- Watchtower: Ok spawn rate; all biomes; good loot
- *Small Ruin: Semi-rare spawn rate; non-forest biomes; good loot
- Shrine: Semi-rare spawn rate; all biomes; good loot
- *Tower: Ok spawn rate; all biomes; good loot
Dungeons
- Maze Dungeon: Ok spawn rate; underground; great loot
- Large Ruin: Rare spawn rate; non-forest biomes; great loot
Boss Structures
- Sphinx: 3 per world; deserts
- Ruin of Alacrity: 1 per world; rare spawn anywhere
Nether
Ore Generation
- Veconite Ore: Ok spawn rate; medium veins
- Amirite Ore: Semi-rare spawn rate; medium veins
- Midgardian Ore: Rare spawn rate; small veins
Structure Generation (* indicates spawners present)
- Nether Watchtower: Common spawn rate; ok loot
- *Small Hut: Common spawn rate; good loot
- *Nether Shrine: Semi-rare spawn rate; good loot
Dungeons
- Nether Ruin: Rare spawn rate; great loot
Boss Structures
- Shrine of Cabrakan: 2 per world; rare spawn
- Hades' Fortress: 1 per world; very rare spawn
The End
Ore Generation
- Contrite Ore: Ok spawn rate; medium veins
Structure Generation
- Ender Hut: Common spawn rate; great loot
- Ender Tower: Ok spawn rate; amazing loot
Generation for our dimensions has not been planned out either.
Scrolls
- Fireball Scroll: Shoots a large fireball where directed.
- Frostbite Scroll: Shoots a large frost shard where directed.
- Ethereal Scroll: Heals the user by 5 hearts.
- Heat Wave Scroll: Every living entity within 10 blocks is set on fire.
- Elemental Scroll: Entities within 5 blocks gain randomized effects.
- Ender Scroll: Teleports the user within 32 blocks without damage.
Soul Capturing Soul Capturing is a magical system in which allows you to capture "souls". Each living entity, vanilla and Exodus (and in the future, other mods mobs) have a "soul". The value of the soul varies on how difficult the mob is, so a higher difficulty mob would yield more souls, whereas a Zombie for instance, would only yield 1. To capture these souls, you need to have a Soul Gem. These gems have a capacity to how many souls they can hold as well, but once a soul gets captured, it can be re-used elsewhere. For instance, magical weapons, such as Staffs, use souls as an ammunition, so in order to fire a staff, you need to have souls in a Soul Gem. Souls can also be used to enable special abilities on other weapons, or a variety of other options in the future.
Scrolls
Scrolls are a unique item which can help at any given moment while in a battle. Some scrolls can provide a lot of damage, heal the user, or perform actions to get out of battle entirely. Each scroll has a different "rarity" as well, so more common scrolls are typical less powerful, while rarer scrolls, or typically better. Scrolls cannot be craftable, but are rather prevalent as loot, and occasionally as mob drops.
Infusion
Sometimes, weapons can be a pain to deal with. Either, they don't do enough damage, their abilities don't last as long, or the durability seems to run out too quickly. Infusion is a great option to improve your arsenal. Each weapon comes in tiers, 5 tiers to be exact, starting with the Base tier. You can then infuse these weapons to increase their performance. Tier 2 weapons increase damage, Tier 3 weapons increase special abilities, Tier 4 weapons increase base statistics, while Tier 5 weapons increase everything once more while providing unlimited durability.
However, getting these tiers may be a bit hard. To start infusing, you'll need an Infuser, along with a Plain Infused Crystal. With this, you can upgrade your weapon pretty easily. As you get to higher tiers, you'll need larger Infused Crystals, such as Common, Rare, and Grand. Each crystal is progressively harder to get as well.
Lore
Not much has been done here. I'll probably start this sometime soon for those who want to help out in this area, along with quests and such. If you have ideas, let me know!
Quests
Again, not much thought here either. I'd like the Lore to get done first though.
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Frequently Asked Questions
Q. Where is the download?!
A. There isn't one - the mod is still heavily under-development, however, if you are interested in testing the mod, just say so. I'll add you to a testing list, so whenever there is a testable Alpha version, that will get sent out to those testers.
Q. Can I help with the mod?
A. You sure can! We could really use some help in the modeling and texturing parts of the mod, but could also use help with ideas, lore, and quests. As for coding, feel free to look into our bugs or non-working bits of code, and submit a pull request on our GitHub. If you are more experienced in Forge, I'm open for extra team members as well.
Q. When will the mod be released?
A. As for a main release, not any time soon. Alpha builds will be released periodically to a specific group of testers, which would then be followed by a Beta release hopefully sometime this summer.
Credits
The Team
TheXFactor117 - Creator & Lead-Developer
wildbill22 - Developer (generation)
Resnov981 - Texture Artist
Honorable Mentions
DesHex - A few models and textures
terminat0r375 - Ideas and early testing
SpaciousName - Feedback and early testing
This is quite the sum of ideas. I am keen on following the progress of this as I feel it could be up there with the top three current Dimension mods (that being the Aether, Twilight Forest and Between Lands).
I would suggest keeping that in mind while building this so that players can add on these without conflict of code. Also, I would also like to suggest that perhaps a plethora of nether mobs that all do the same thing (aka light you on fire) can be sort of monotonous and is fairly overdone. Try giving them another set of effects. Blindness is scary in the Nether as is Nausea. One of the worst is having a mob that has a natural Knockback to it. The fear of being knocked back into a puddle of lava is pretty real when in the nether and could immersify (immersify? Is that even a word) the player into the game more.
This is quite the sum of ideas. I am keen on following the progress of this as I feel it could be up there with the top three current Dimension mods (that being the Aether, Twilight Forest and Between Lands).
I would suggest keeping that in mind while building this so that players can add on these without conflict of code. Also, I would also like to suggest that perhaps a plethora of nether mobs that all do the same thing (aka light you on fire) can be sort of monotonous and is fairly overdone. Try giving them another set of effects. Blindness is scary in the Nether as is Nausea. One of the worst is having a mob that has a natural Knockback to it. The fear of being knocked back into a puddle of lava is pretty real when in the nether and could immersify (immersify? Is that even a word) the player into the game more.
Yes, one of my main goals is to keep the mod highly compatible and customizable, so I'll be looking into not only just compatibility, but even integration if feasible.
As for your Nether suggestions, I really needed them ;). I've primarily spent all my time with the Overworld side of things, and never thoroughly went through the Nether ideas. The natural knockback effect would be a very nice addition as well, along with the status effects (I most likely would've added status effects anyways, but this is a good reminder).
Anyways, I really appreciate your thoughts on the mod itself, as well as the suggestions you provided. I'll definitely make use of those.
A skill tree may find its way in, although, I'm not sure how I feel on a skill tree. If I were to add one, it would be fairly small. If you want to keep suggesting things related to a skill tree, feel free to do so.
Maybe you could like generalise it into "tools", "armor" and "weapons" (and maybe "infusion" or so)
In the future, if people find a skill tree a nice addition, I would then consider it. I think what you've shown would be a nice start, although they would be modified.
Anyways, I know you have enjoyed building and such, and there are some structures that I have not created, and structures that need upgrading, so if you want to take a look at the structures, and pick some you might want to make, feel free to do so.
5-6-15: Over the past week, I've been primarily working a lot on the ranged weaponry Exodus will add. Since Exodus will also introduce a new bow and arrow system of allowing you to choose which arrows you want to use, integrating this with all the ranged weapons gets a little tedious. The system is also fairly basic, and I'm considering re-working it to something more simple and easy to use. As of now, right-clicking an arrow will make the said arrow the primary one. This isn't too convenient for the user, as you would need to have the arrow in your inventory.
This is where I need some help from people following this project ;). If you have any suggestions regarding this, let me know.
For the bow system, how about you sneak + scroll? I made an example with gimp:
I guess it would look nicer if you would turn the arrows on spot 2 & 3 a bit transparent
EDIT:
Or it could be nice little side gadget on the HUD, a bit like this: (I knwo that it looks bad)
Also, if I'm allowed to make some suggestions, other ranged weponry besides bow and arrow would be nice (in my opinion), maybe something like throwing knives.
For the bow system, how about you sneak + scroll? I made an example with gimp:
I guess it would look nicer if you would turn the arrows on spot 2 & 3 a bit transparent
EDIT:
Or it could be nice little side gadget on the HUD, a bit like this: (I knwo that it looks bad)
Also, if I'm allowed to make some suggestions, other ranged weponry besides bow and arrow would be nice (in my opinion), maybe something like throwing knives.
If I were to do a GUI, it'd probably be more simpler with say, an icon in the bottom right corner that would appear if the a bow is in hand. There are other types of ranged weapons besides bows, such as magical staffs and crossbows.
I've added a little percentage chart of what has been completed/how much as been completed in the Progress spoiler. I haven't really described all of what I've done, but hopefully that will help out.
Regarding bow and arrows, and being able to choose which arrow is the primary, I think the best solution would be to have an overlay in one of the corners of the primary arrow. That arrow can then be changed by either a key press, or shift-right-clicking with a bow in your hand to other arrows available in your inventory. I'll see about adding a few overlays, and post a picture of what I mean. I'm really just seeing if this would be a better way to do this, since I really won't be the one playing the mod.
Exodus is a new, expansive adventure journey for you to endeavor upon. With a ton of seemingly endless content to explore, Exodus packs an insane journey into a single mod. Whether it be fighting intimidating monsters, slaying mysterious bosses, looting innocent dungeons, or adventuring upon an expansive quest line, Exodus is the ultimate adventure mod for anyone to play.
Exodus has several different focuses we are trying to accomplish, whether it be depth, challenges, or the general idea of the mod, Exodus hopes to bring an immersive mod for anyone to play. With customizability playing a huge role in the mod, you have the ability to remove and add whatever you want. Or even choose from a variety of future official and non-official add-ons.
Exodus is in a development stage, and there is not a public build available right now. As time and development goes on, Alpha builds will be periodically released to a select group of people. The first open build will most likely not get released for a few months. With that being said, to speed up development, we are looking for extra sets of hands to help with the artwork, modeling, and sound effects. Alongside this, we would love to have extra ideas going around as well, so if you aren't best suited in other areas of the mod, creating ideas, lore, and quests could also be something you could do.
-----
Follow me on Twitter for more recent updates, and other news that I may have.
Weekly Updates
5-6-15: Over the past week, I've been primarily working a lot on the ranged weaponry Exodus will add. Since Exodus will also introduce a new bow and arrow system of allowing you to choose which arrows you want to use, integrating this with all the ranged weapons gets a little tedious. The system is also fairly basic, and I'm considering re-working it to something more simple and easy to use. As of now, right-clicking an arrow will make the said arrow the primary one. This isn't too convenient for the user, as you would need to have the arrow in your inventory.
This is where I need some help from people following this project ;). If you have any suggestions regarding this, let me know.
Older Updates
4-29-15: After 6 months of development and 3 name changes, Exodus is now the start of something entirely new. Previously known as Ascension, Exodus aims to take what was already in place, and re-build it from the ground up. Ascension, in my opinion, was released way too early, which is why I stopped it, and went back to the drawing board. With Exodus, the mod will be for the most part finished, rather than incomplete, as well as in a playable and stable state.
Anyways, since the last update for Ascension was pushed out, Exodus has added a lot of new content since then as well, including a few new mobs, tons of both ranged and melee weaponry, magical weapons and armor, a few new structures, as well as a few new systems including soul capturing and the basics of infusion. Future weekly updates will go in-depth into what was actually worked on as well.
-----
Features
- 40+ monsters, semi-bosses, and bosses.
- Hundreds of unique weaponry varying with special abilities.
- 20+ randomly generated structures and dungeons in all dimensions.
- A few new biomes.
- 1 guaranteed new dimension (and most likely a couple more).
- Several gameplay systems (Soul Capturing, Infusion, Scrolls).
- Expansive story and quest line.
- Plus many more features to come (and you can suggest them!).
Progress
I figured I'd also document how close certain areas of the mod are ready, or not ready. Mainly for my benefit, but I enjoy looking at these types of percentages in other mods as well, so maybe you would to.
Mobs - 38%
World Generation - 38%
Armory - 43%
Blocks - 58%
Items - 75%
Soul Capturing - 25%
Scrolls - 50%
Infusion - 5%
Dimensions (Nexus) - 0%
Lore - 0%
Quests - 0%
Artwork - 20%
Models - 10%
Sound Effects - 10%
Overall Completion - 27%
While 27% overall completion may seem small, it is a good number for what I've been able to work on. Also, the code for the mod is around 50% complete, considering I can re-use large portions of already written code. This number is being dragged down by other aspects of the mod, such as lore and quests, as well as artwork and sound assets. These 4 areas (5 if you want to included modeling) are areas where the mod lacks in heavily, and are areas I need help the most.
Just take this in mind when looking at this number.
Screenshots & Videos
At the moment, screenshots are not available. I have some, just not in the format I want them in. If you really want to see some screenshots, head over to the (old) Ascension thread, as there are some there. In a few days, I should have this updated with screenshots.
-----
Exodus Essentials
Exodus brings a lot of new content into Minecraft, all of which needs to be well documented. This "document" can be found here, and this will be the main, up to date source of information. The thread will also, periodically, get updated with new information as that information becomes available. Anyways, here are some essential bits of information that you need to know about Exodus.
Expansive
When I say expansive, I actually mean it. That can be considered as one of my top 3 focuses that I want to accomplish. Having an expansive, immersive mod allows for so much to take place - whether it be combination of weapons and armors, dungeons, dimensions, mobs, bosses, quests, you name it. And with that being said, that is how Exodus will feel on a first join.
Customizability
Another main focus that I am trying to accomplish would be to create something highly customizable, and highly manipulative to fit into a majority of mod packs and mod setups. This is something that I would need help from the users however, so in early versions of the mod, this might not be as prevalent as I would like it to be. Nonetheless, this is something I will really look into after things get rolling.
Challenging
Finally, this isn't something to be taken lightly. This mod will be hard - I'll just say that. But, you do have the option (since I love being able to customize things), to make it easier on yourself, and you will have options to play on the mods standard Easy and Normal modes (via configurations).
Content
Now for the good stuff. I've divided up what the mod will add into different categories, such as mobs, structures, weaponry, items, block, and so on. I'll try and describe each thing in some way, whether it be by a description, or by providing stats. As always, if you have suggestions on things not added, or things already added, please, please say them. I'd love to here them.
Mobs
Key
Melee/Ranged; spawnable biomes; difficult (1-5); special abilities
Hostile
- Banshee: Melee; underground; 4; blindness, nausea, invisibility
- Barbarian: Melee; all; 1; none
- Bears: Melee; forests; 3; none
- Frozen Wight: Melee/Ranged; cold; 4; slowness
- Ghost: Melee; plains; 2; invisibility
- Goblin: Ranged; all; 3; loss of items
- Golem: Melee; plains; 4; none
- Mummy: Melee; deserts; 3; blindness
- Orc: Melee; underground; 3; none
- Snow Blaze: Ranged; cold; 2; slowness
- Troll: Melee; forests; 4; none
- Wraith: Melee/Ranged; forests; 4; blindness, nausea, weakness
- Valkyrie: Melee; all; 1; none
- Demonic Banshee: Melee; Nether; 4; blindness, nausea, invisibility, fire
- Ghoul: Melee; Nether; 3; blindness
- Hell Spider: Melee; Nether; 2; fire
- Nether Crawler: Melee; Nether; 3; fire, nausea
- Nether Wight: Melee/Ranged; Nether; 4; fire, slowness
- Viridian: Ranged; Nether; 4; fire, blindness
- Vulcan: Melee; Nether; 4; fire, weakness
- Shade: Melee; End; 4; blindness, nausea, invisibility
- Ender Wraith: Melee; End; 4; blindness, weakness, slowness
Passive
- Doe: Forests; drops 0-3 raw venison
- Buck: Forests; drops 0-3 raw venison and 0-1 antlers
Semi-Bosses
- Dark Troll: Melee; underground; 5; prolonged blindness, extreme fatigue
- Mini-Golem: Melee; plains; 5; speed
- Wraith Deathlord: Melee/Ranged; forests; 5; randomized effects
No Nether or End semi-bosses have been made, however, it would be nice to have a few in the Nether, although, the End would be subject to further discussion.
Bosses
- Pharaoh: Melee; Sphinx's; 5+; summoning, blindness, nausea, weakness
- Alacrity: Melee; Ruin of Alacrity; randomized effects and summoning, instant kill chances
- Cabrakan: Melee; undefined; undefined
- Hades: Melee; Hades' Fortress (Nether); undefined
- Ender Queen: Ranged; undefined; undefined
Mobs for our dimensions have not yet been thought out. A majority of our dimension planning has been put off while we work on more important things.
World Generation
Overworld
Ore Generation
- Citrine Ore: Ok spawn rate; below Y-48; large veins
- Malachite Ore: Common spawn rate; below Y-64; medium veins
- Vexal Ore: Semi-rare spawn rate; below Y-48; small veins
- Flerovium Ore: Rare spawn rate; Y-0-256; tiny veins
Structure Generation (* indicates spawners present)
- *Small Abandoned House: Common spawn rate; all biomes; ok loot
- Medium Abandoned House: Common spawn rate; all biomes; ok loot
- Watchtower: Ok spawn rate; all biomes; good loot
- *Small Ruin: Semi-rare spawn rate; non-forest biomes; good loot
- Shrine: Semi-rare spawn rate; all biomes; good loot
- *Tower: Ok spawn rate; all biomes; good loot
Dungeons
- Maze Dungeon: Ok spawn rate; underground; great loot
- Large Ruin: Rare spawn rate; non-forest biomes; great loot
Boss Structures
- Sphinx: 3 per world; deserts
- Ruin of Alacrity: 1 per world; rare spawn anywhere
Nether
Ore Generation
- Veconite Ore: Ok spawn rate; medium veins
- Amirite Ore: Semi-rare spawn rate; medium veins
- Midgardian Ore: Rare spawn rate; small veins
Structure Generation (* indicates spawners present)
- Nether Watchtower: Common spawn rate; ok loot
- *Small Hut: Common spawn rate; good loot
- *Nether Shrine: Semi-rare spawn rate; good loot
Dungeons
- Nether Ruin: Rare spawn rate; great loot
Boss Structures
- Shrine of Cabrakan: 2 per world; rare spawn
- Hades' Fortress: 1 per world; very rare spawn
The End
Ore Generation
- Contrite Ore: Ok spawn rate; medium veins
Structure Generation
- Ender Hut: Common spawn rate; great loot
- Ender Tower: Ok spawn rate; amazing loot
Generation for our dimensions has not been planned out either.
Armory
Tools
- Citrine Tools
- Malachite Tools
- Flerovium Tools
- Veconite Tools
- Amirite Tools
- Midgardian Tools
- Contrite Tools
Armor
- Citrine Armor
- Malachite Armor
- Ethereal Armor
- Flerovium Armor
- Gyro Chestplate
- Veconite Armor
- Amirite Armor
- Midgardian Armor
- Contrite Armor
Melee Weapons
- Vexal Sword
- Razor Sword
- Ice Sword
- Blaze Sword
- Crystallized Sword
- Shadow Blade
- Ethereal Blade
- Gyro Mace
- Void Hammer
- Divine Rapier
- Blade of Alacrity
- Malice Blade
- Dark Malice Blade
- Pestilence Hammer
- Leeching Sword
- Excalibur Rapier
- Void Dagger
Ranged Weapons
- Iron Bow
- Malachite Bow
- Flerovium Bow
- Iron Crossbow
- Malachite Crossbow
- Flerovium Crossbow
- Wooden Staff
- Inferno Staff
- Blizzard Staff
- Elemental Staff
- Lightning Staff
- Oblivion Staff
- Veconite Bow
- Midgardian Bow
- Veconite Crossbow
- Midgardian Crossbow
- Amirite Staff
- Staff of Queens
- Ender Staff
- Demonic Ender Staff
- Contrite Bow
- Contrite Crossbow
Ranged Projectiles
- Citrine Arrow
- Poisoned Arrow
- Ethereal Arrow
- Citrine Bolt
- Poisoned Bolt
- Ethereal Bolt
- Veconite Arrow
- Amirite Arrow
- Veconite Bolt
- Amirite Bolt
- Contrite Arrow
- Contrite Bolt
Scrolls
- Fireball Scroll: Shoots a large fireball where directed.
- Frostbite Scroll: Shoots a large frost shard where directed.
- Ethereal Scroll: Heals the user by 5 hearts.
- Heat Wave Scroll: Every living entity within 10 blocks is set on fire.
- Elemental Scroll: Entities within 5 blocks gain randomized effects.
- Ender Scroll: Teleports the user within 32 blocks without damage.
Blocks
Overworld
- Citrine Ore
- Malachite Ore
- Vexal Ore
- Flerovium Ore
- Citrine Block
- Malachite Block
- Vexal Block
- Flerovium Block
- Limestone
- Limestone Bricks
Nether
- Veconite Ore
- Amirite Ore
- Midgardian Ore
- Veconite Block
- Amirite Block
- Midgardian Block
- Fiery Netherrack: Sets the entity on fire (5 seconds) when stepped on.
The End
- Contrite Ore
- Contrite Block
Items
Valuables
- Citrine Ingot
- Malachite Ingot
- Vexal Gem
- Flerovium Ingot
- Flerovium Shard
- Ice Gem
- Blaze Gem
- Crystal
- Crystal Shard
- Plain Infused Crystal
- Common Infused Crystal
- Rare Infused Crystal
- Grand Infused Crystal
- Soul Gem
- Soul Gem Fragment
- Darkened Soul Gem
- Darkened Soul Gem Fragment
- Ethereal Gem
- Veconite Ingot
- Amirite Gem
- Midgardian Gem
- Malice Gem
- Dark Malice Gem
- Contrite Ingot
- Darkened Ender Pearl
Mob Drops
- Golem Gyro
- Cold Blaze Rod
Miscellaneous Items
- Staff Base
Gameplay Features
Soul Capturing
Soul Capturing is a magical system in which allows you to capture "souls". Each living entity, vanilla and Exodus (and in the future, other mods mobs) have a "soul". The value of the soul varies on how difficult the mob is, so a higher difficulty mob would yield more souls, whereas a Zombie for instance, would only yield 1. To capture these souls, you need to have a Soul Gem. These gems have a capacity to how many souls they can hold as well, but once a soul gets captured, it can be re-used elsewhere. For instance, magical weapons, such as Staffs, use souls as an ammunition, so in order to fire a staff, you need to have souls in a Soul Gem. Souls can also be used to enable special abilities on other weapons, or a variety of other options in the future.
Scrolls
Scrolls are a unique item which can help at any given moment while in a battle. Some scrolls can provide a lot of damage, heal the user, or perform actions to get out of battle entirely. Each scroll has a different "rarity" as well, so more common scrolls are typical less powerful, while rarer scrolls, or typically better. Scrolls cannot be craftable, but are rather prevalent as loot, and occasionally as mob drops.
Infusion
Sometimes, weapons can be a pain to deal with. Either, they don't do enough damage, their abilities don't last as long, or the durability seems to run out too quickly. Infusion is a great option to improve your arsenal. Each weapon comes in tiers, 5 tiers to be exact, starting with the Base tier. You can then infuse these weapons to increase their performance. Tier 2 weapons increase damage, Tier 3 weapons increase special abilities, Tier 4 weapons increase base statistics, while Tier 5 weapons increase everything once more while providing unlimited durability.
However, getting these tiers may be a bit hard. To start infusing, you'll need an Infuser, along with a Plain Infused Crystal. With this, you can upgrade your weapon pretty easily. As you get to higher tiers, you'll need larger Infused Crystals, such as Common, Rare, and Grand. Each crystal is progressively harder to get as well.
Lore
Not much has been done here. I'll probably start this sometime soon for those who want to help out in this area, along with quests and such. If you have ideas, let me know!
Quests
Again, not much thought here either. I'd like the Lore to get done first though.
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Frequently Asked Questions
Q. Where is the download?!
A. There isn't one - the mod is still heavily under-development, however, if you are interested in testing the mod, just say so. I'll add you to a testing list, so whenever there is a testable Alpha version, that will get sent out to those testers.
Q. Can I help with the mod?
A. You sure can! We could really use some help in the modeling and texturing parts of the mod, but could also use help with ideas, lore, and quests. As for coding, feel free to look into our bugs or non-working bits of code, and submit a pull request on our GitHub. If you are more experienced in Forge, I'm open for extra team members as well.
Q. When will the mod be released?
A. As for a main release, not any time soon. Alpha builds will be released periodically to a specific group of testers, which would then be followed by a Beta release hopefully sometime this summer.
Credits
The Team
TheXFactor117 - Creator & Lead-Developer
wildbill22 - Developer (generation)
Resnov981 - Texture Artist
Honorable Mentions
DesHex - A few models and textures
terminat0r375 - Ideas and early testing
SpaciousName - Feedback and early testing
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© TheXFactor117 2014-2015
This is quite the sum of ideas. I am keen on following the progress of this as I feel it could be up there with the top three current Dimension mods (that being the Aether, Twilight Forest and Between Lands).
I would suggest keeping that in mind while building this so that players can add on these without conflict of code. Also, I would also like to suggest that perhaps a plethora of nether mobs that all do the same thing (aka light you on fire) can be sort of monotonous and is fairly overdone. Try giving them another set of effects. Blindness is scary in the Nether as is Nausea. One of the worst is having a mob that has a natural Knockback to it. The fear of being knocked back into a puddle of lava is pretty real when in the nether and could immersify (immersify? Is that even a word) the player into the game more.
Yes, one of my main goals is to keep the mod highly compatible and customizable, so I'll be looking into not only just compatibility, but even integration if feasible.
As for your Nether suggestions, I really needed them ;). I've primarily spent all my time with the Overworld side of things, and never thoroughly went through the Nether ideas. The natural knockback effect would be a very nice addition as well, along with the status effects (I most likely would've added status effects anyways, but this is a good reminder).
Anyways, I really appreciate your thoughts on the mod itself, as well as the suggestions you provided. I'll definitely make use of those.
How about a skill system + a perk tree? (a bit inspired by the skyrim perk thingy)
If you want, I can do this for more things, just say the word and I'll begin to do the rest
(I love sykrim)
I've also got some ideas for new enchantments, for example
whirlwind is for armor and would make you faster
kangaroo is for armor and would make you jump higher
chilled aura is for armor and would freeze water under your feet and change lava to stone by walking over it
coloss(or juggernaut) is for armor and would help you resist against knockback
healthy is for armor and would let you regenerate faster
farmer is for hoes and would give a chance to drop more food when harvesting crops
uppercut is for swords and would launch the enemies in the air
heavenly would make weapons do more damage against nether mobs, the wither and the enderdragon
splash can be applied to weapons and would them allow to do splash damage
fused is only for bows and would let creepers wxplode if hit by the arrow
vitality is for armor and would slow poison damage
sorry if there are any spelling mistakes, but I'm in a hurry
A skill tree may find its way in, although, I'm not sure how I feel on a skill tree. If I were to add one, it would be fairly small. If you want to keep suggesting things related to a skill tree, feel free to do so.
Maybe you could like generalise it into "tools", "armor" and "weapons" (and maybe "infusion" or so)
In the future, if people find a skill tree a nice addition, I would then consider it. I think what you've shown would be a nice start, although they would be modified.
Anyways, I know you have enjoyed building and such, and there are some structures that I have not created, and structures that need upgrading, so if you want to take a look at the structures, and pick some you might want to make, feel free to do so.
Sure, I'll do what I can!
This is how far I've come yet, more will come, but I will send them to you in an all-in-one package
5-6-15: Over the past week, I've been primarily working a lot on the ranged weaponry Exodus will add. Since Exodus will also introduce a new bow and arrow system of allowing you to choose which arrows you want to use, integrating this with all the ranged weapons gets a little tedious. The system is also fairly basic, and I'm considering re-working it to something more simple and easy to use. As of now, right-clicking an arrow will make the said arrow the primary one. This isn't too convenient for the user, as you would need to have the arrow in your inventory.
This is where I need some help from people following this project ;). If you have any suggestions regarding this, let me know.
the new ranged gear is a very welcome change from the lack of attention bows get.
Game on, Dudes and Dudettes!
Hey X,
Are you developing this mod by yourself or have you acquired a team to aid you in your endeavors?
For the most part, it is just myself. I have another developer working on structure generation, so he is kind of on and off.
Thanks - ranged weaponry was something I really wanted, maybe even needed to incorporate.
For the bow system, how about you sneak + scroll? I made an example with gimp:
I guess it would look nicer if you would turn the arrows on spot 2 & 3 a bit transparent
EDIT:
Or it could be nice little side gadget on the HUD, a bit like this: (I knwo that it looks bad)
Also, if I'm allowed to make some suggestions, other ranged weponry besides bow and arrow would be nice (in my opinion), maybe something like throwing knives.
If I were to do a GUI, it'd probably be more simpler with say, an icon in the bottom right corner that would appear if the a bow is in hand. There are other types of ranged weapons besides bows, such as magical staffs and crossbows.
Nice! I'm a fan of magic.
I've added a little percentage chart of what has been completed/how much as been completed in the Progress spoiler. I haven't really described all of what I've done, but hopefully that will help out.
Regarding bow and arrows, and being able to choose which arrow is the primary, I think the best solution would be to have an overlay in one of the corners of the primary arrow. That arrow can then be changed by either a key press, or shift-right-clicking with a bow in your hand to other arrows available in your inventory. I'll see about adding a few overlays, and post a picture of what I mean. I'm really just seeing if this would be a better way to do this, since I really won't be the one playing the mod.