What about 2.5 version? Is it good for playing or many breakable bugs?
I'd recommend Scimiguy's version. As it fixes many of AoA's problems, and there's a new patch coming soon-ish. Scimi has the latest version in his signature.
2.5 has some new stuff, but it's buggy and especially not suitable for a survival world.
Scimiguy, that would be really cool if we could damage other players with the weapons from AoA (Snipers and guns essentially ^^). There should be a way to enable or disable it
But why wait for 1.13 and wait for all the 1.12 mods to update to 1.13, when he can just update to 1.12 so that it can immediately be played with other 1.12 mods instead? He can update to 1.13 once (or if) it becomes a popular version to mod.
I personally don't agree. Such a big mod takes a lot of time to update to newer versions, and he will have to do twice the work. Besides, there have been so many changes in the code, that by the time Scimiguy updates to 1.12, 1.13 will have been released and the mods will already be ported.
On another note, I feel the start of a new game with this mod is repetitive and kind of boring since you need to farm a lot and have luck even to get to the first dimension. I think it should be more like Arcana RPG where you have to kill mobs to get unique items. Also, a lot of the mobs and bosses in this mod have the similar, if not the same, attacks. If it isn't too hard, this should probably be changed.
I agree, and I plan to make the game less grindy and more enjoyable without taking away from the sense of achievement in levelling - and without making it easier. This takes a lot of planning however so it's not something that'll be done quickly. As for mobs, I also want to do more stuff with them, however that will probably come with my back-end rework of the combat system, which will be after I update to 1.12+. Look forward to the mod being more varied and enjoyable - in time
I personally don't agree. Such a big mod takes a lot of time to update to newer versions, and he will have to do twice the work. Besides, there have been so many changes in the code, that by the time Scimiguy updates to 1.12, 1.13 will have been released and the mods will already be ported.
This is not true.
The majority of the work required in updating a mod to a newer mc version is converting over the code that no longer works or applies because it has changed in forge/minecraft. The more versions behind you fall, the greater the amount of things that require changing.
Updating to 1.13 would be far, far easier from 1.12 than it would be if I was updating from 1.7.10.
So updating to 1.12 would allow us to have a playable version on 1.12, and then I can just put in a little bit of additional effort to bring it to 1.13 as well.
I agree, and I plan to make the game less grindy and more enjoyable without taking away from the sense of achievement in levelling - and without making it easier. This takes a lot of planning however so it's not something that'll be done quickly. As for mobs, I also want to do more stuff with them, however that will probably come with my back-end rework of the combat system, which will be after I update to 1.12+. Look forward to the mod being more varied and enjoyable - in time
Have you thought about adding a Withering banker and perhaps adding a way to prevent NPCs from despawning or make metaloids spawn in some rare underground structure? This would add an alternate way to get an ancient teleporter that's more fun but more difficult as well. Also, about mobs being more varied, I just came up with an idea: make all wizard mobs and bosses use a different spell. Goblins could stay the same, but for example, wither wizards could fire projectiles that fire wither skulls as they travel, Shyre trolls could fire orbs that act like the firefly staff, and Miskel could fire homing wither shots (I have more spell ideas, but the list would be so long that it would become spam). Also, the "inaccuracy" of mob's projectiles should be removed, as this makes dodging unfair since being hit or not is luck based.
This is not true.
The majority of the work required in updating a mod to a newer mc version is converting over the code that no longer works or applies because it has changed in forge/minecraft. The more versions behind you fall, the greater the amount of things that require changing.
Updating to 1.13 would be far, far easier from 1.12 than it would be if I was updating from 1.7.10.
So updating to 1.12 would allow us to have a playable version on 1.12, and then I can just put in a little bit of additional effort to bring it to 1.13 as well.
Oh, sorry for spreading misinformation then. I thought I remembered reading a modder say that a lot of changes had to be made every time mods are ported to newer versions, but I guess I was wrong. In that case, it really would be better to port to 1.12 and then 1.13. Speaking about 1.13, the reason I say the "flooded l'Borean" should be 1.13 specific is because that version greatly improves water physics to the point where they are better than even some ocean based games (such as the new version of Raft). Just thought I'd mention that in case you don't watch snapshot videos.
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I feel like Scimi should work on adding a little more content to the dimensions that we currently have (like rare things/structures [whether it'd be underground]). Maybe something MASSIVE that basically is used as an end-dimension type thing. That and what he's been doing, working on optimization. That'll give more time to work with than to add another dimension. Update the mod to 1.12, then start adding the underwater dimension once the new update comes out.
I also would like to suggest some mobs/events (i bet you already have one planned) to help make your base feel more unsafe. Not saying difficult, but have a few minor inconveniences other than creepers. For me, personally, i love making bases and feeling homey, but then all of a sudden, from a peaceful day... a mob starts attacking your crap or stalking you. Not all the time, but periodically. It'll also give you something else to do. It'll give more life.
Just putting this out there, Scimiguy has received my permission to update this mod. I've given him the source and other unreleased content. This doesn't mean I'm totally dissociating myself from AoA, but since I won't be working on it myself it makes sense that someone with the desire to do so can.
OMG, I'm so glad you gave him permission. Also, Xolova you should replace the download on the first page with Scimiguy's version or (If Scimiguy make's a new forum page.) redirect it to there for people who get confused on where the download page is. One more thing is you should report mod's that have stolen textures from your mod and try to get rid of 9minecraft's page on your mod.
Scimiguy, I have a suggestion, you should add at least add 2.5-2.7 for 1.7.10 because Xolova's original plan was to add those for 1.7.10 and there are many people like myself who only play 1.7.10 for the discontinued mods that haven't moved out of 1.7.10 (like the witchery mod)
(This is a suggestion, I'm okay with whatever your plan is.)
I've fixed both of those bugs in the next update, thanks for reporting them
As for 2.5-2.7, I will not be doing those on 1.7.10.
The more stuff I add to 1.7.10, the longer it takes to get to 1.12, which a LOT of people are waiting for.
Think of the premise - if a developer stays with 1.7.10 because no-one else is moving away from it, then what reason would any other developer have to move on from 1.7.10 either?
Sometimes we have to accept the past and move forward, and 1.7.10 now being almost exactly 4 years old, it's probably about time we moved forward.
If other developers don't want to put the time into updating, there's not a whole lot I can do about that, and it's on them to do something about it.
At the moment, 1.1 is planned to be the last content update for 1.7.10, after that release I'll be moving to 1.12mc.
Yeah, I agree with you Scimiguy. 1.7.10 is an old version and no one really plays it that much (expect me sometimes.) Again, it was a suggestion and I will be playing the 1.12.2 version when that comes out. (I have a 1.12.2 and 1.7.10 Modpack on my computer that I made and most of my 1.7.10 mods have gotten updated past 1.7.10, so I will get to play both) Again, if I find any bugs I'll report them.
I'm so excited for the fact that Scimiguy has officially gain an official permission from Xolova to update the mod. That means no worry about the update being taken down or anything. Plus, I think that the new tipped arrow and lingering potion along with new status effect and enchantment as well as combat mechanic is gonna be interesting. E.g: ArcWizard of Shyreland could fire a magic that cause you to glow, which allows mob to see and pathfind to you through wall. It doesn't make mob go through wall, but if say a zombie is behind a wall, and has a route to you, but won't chase you since it can't detect you, that same zombie will attack you IF you have glowing, this can be rather problematic.
This is intended to be the last content update to 1.7.10. I will still be releasing bug fixes where required, and when localization is complete I will update with the newly localized versions.
Moving forward, I will be working on getting the mod going towards 1.12+!
Wah, sorry then.
What about 2.5 version? Is it good for playing or many breakable bugs?
I'd recommend Scimiguy's version. As it fixes many of AoA's problems, and there's a new patch coming soon-ish. Scimi has the latest version in his signature.
2.5 has some new stuff, but it's buggy and especially not suitable for a survival world.
Please, call Me Cruuk.
Okay thanks. Can i play it with Divine rpg? I mean does it compatible?
I think you can enable it in the config.
I personally don't agree. Such a big mod takes a lot of time to update to newer versions, and he will have to do twice the work. Besides, there have been so many changes in the code, that by the time Scimiguy updates to 1.12, 1.13 will have been released and the mods will already be ported.
On another note, I feel the start of a new game with this mod is repetitive and kind of boring since you need to farm a lot and have luck even to get to the first dimension. I think it should be more like Arcana RPG where you have to kill mobs to get unique items. Also, a lot of the mobs and bosses in this mod have the similar, if not the same, attacks. If it isn't too hard, this should probably be changed.
I agree, and I plan to make the game less grindy and more enjoyable without taking away from the sense of achievement in levelling - and without making it easier. This takes a lot of planning however so it's not something that'll be done quickly. As for mobs, I also want to do more stuff with them, however that will probably come with my back-end rework of the combat system, which will be after I update to 1.12+. Look forward to the mod being more varied and enjoyable - in time
This is not true.
The majority of the work required in updating a mod to a newer mc version is converting over the code that no longer works or applies because it has changed in forge/minecraft. The more versions behind you fall, the greater the amount of things that require changing.
Updating to 1.13 would be far, far easier from 1.12 than it would be if I was updating from 1.7.10.
So updating to 1.12 would allow us to have a playable version on 1.12, and then I can just put in a little bit of additional effort to bring it to 1.13 as well.
Developer of Advent of Ascension
Come chat with us in the official Discord server!
Please consider supporting my development on Patreon. You might even get some little goodies in return
https://www.patreon.com/Tslat
Have you thought about adding a Withering banker and perhaps adding a way to prevent NPCs from despawning or make metaloids spawn in some rare underground structure? This would add an alternate way to get an ancient teleporter that's more fun but more difficult as well. Also, about mobs being more varied, I just came up with an idea: make all wizard mobs and bosses use a different spell. Goblins could stay the same, but for example, wither wizards could fire projectiles that fire wither skulls as they travel, Shyre trolls could fire orbs that act like the firefly staff, and Miskel could fire homing wither shots (I have more spell ideas, but the list would be so long that it would become spam). Also, the "inaccuracy" of mob's projectiles should be removed, as this makes dodging unfair since being hit or not is luck based.
Oh, sorry for spreading misinformation then. I thought I remembered reading a modder say that a lot of changes had to be made every time mods are ported to newer versions, but I guess I was wrong. In that case, it really would be better to port to 1.12 and then 1.13. Speaking about 1.13, the reason I say the "flooded l'Borean" should be 1.13 specific is because that version greatly improves water physics to the point where they are better than even some ocean based games (such as the new version of Raft). Just thought I'd mention that in case you don't watch snapshot videos.
Check this out.
https://twitter.com/MCXolova/status/999325432527892480
(The quote option isn't working for some reason....)
@EatingSilencerforBreakfast Yeah we saw that, we talked about it on Scimi's discord
(You should join it Silencer...)
Please, call Me Cruuk.
I feel like Scimi should work on adding a little more content to the dimensions that we currently have (like rare things/structures [whether it'd be underground]). Maybe something MASSIVE that basically is used as an end-dimension type thing. That and what he's been doing, working on optimization. That'll give more time to work with than to add another dimension. Update the mod to 1.12, then start adding the underwater dimension once the new update comes out.
I also would like to suggest some mobs/events (i bet you already have one planned) to help make your base feel more unsafe. Not saying difficult, but have a few minor inconveniences other than creepers. For me, personally, i love making bases and feeling homey, but then all of a sudden, from a peaceful day... a mob starts attacking your crap or stalking you. Not all the time, but periodically. It'll also give you something else to do. It'll give more life.
Just putting this out there, Scimiguy has received my permission to update this mod. I've given him the source and other unreleased content. This doesn't mean I'm totally dissociating myself from AoA, but since I won't be working on it myself it makes sense that someone with the desire to do so can.
i can't wait to see XoloVa's new project too!
OMG, I'm so glad you gave him permission. Also, Xolova you should replace the download on the first page with Scimiguy's version or (If Scimiguy make's a new forum page.) redirect it to there for people who get confused on where the download page is. One more thing is you should report mod's that have stolen textures from your mod and try to get rid of 9minecraft's page on your mod.
Scimiguy, I have a suggestion, you should add at least add 2.5-2.7 for 1.7.10 because Xolova's original plan was to add those for 1.7.10 and there are many people like myself who only play 1.7.10 for the discontinued mods that haven't moved out of 1.7.10 (like the witchery mod)
(This is a suggestion, I'm okay with whatever your plan is.)
I forgot to mention some bugs I found in Tslat-1.0.3:
1. Runes get consumed on the rune shrine in creative mode
2. The Headless Destroyer has a weird extra "needle" on him. (Look at screenshot)
I've fixed both of those bugs in the next update, thanks for reporting them
As for 2.5-2.7, I will not be doing those on 1.7.10.
The more stuff I add to 1.7.10, the longer it takes to get to 1.12, which a LOT of people are waiting for.
Think of the premise - if a developer stays with 1.7.10 because no-one else is moving away from it, then what reason would any other developer have to move on from 1.7.10 either?
Sometimes we have to accept the past and move forward, and 1.7.10 now being almost exactly 4 years old, it's probably about time we moved forward.
If other developers don't want to put the time into updating, there's not a whole lot I can do about that, and it's on them to do something about it.
At the moment, 1.1 is planned to be the last content update for 1.7.10, after that release I'll be moving to 1.12mc.
I will still do bug fixes for 1.7.10 if required
Developer of Advent of Ascension
Come chat with us in the official Discord server!
Please consider supporting my development on Patreon. You might even get some little goodies in return
https://www.patreon.com/Tslat
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http://www.twitch.tv/darknight8151
Yeah, I agree with you Scimiguy. 1.7.10 is an old version and no one really plays it that much (expect me sometimes.) Again, it was a suggestion and I will be playing the 1.12.2 version when that comes out. (I have a 1.12.2 and 1.7.10 Modpack on my computer that I made and most of my 1.7.10 mods have gotten updated past 1.7.10, so I will get to play both) Again, if I find any bugs I'll report them.
I'm so excited for the fact that Scimiguy has officially gain an official permission from Xolova to update the mod. That means no worry about the update being taken down or anything. Plus, I think that the new tipped arrow and lingering potion along with new status effect and enchantment as well as combat mechanic is gonna be interesting. E.g: ArcWizard of Shyreland could fire a magic that cause you to glow, which allows mob to see and pathfind to you through wall. It doesn't make mob go through wall, but if say a zombie is behind a wall, and has a route to you, but won't chase you since it can't detect you, that same zombie will attack you IF you have glowing, this can be rather problematic.
Scimiguy I have a question after xolova has provided you with updates. Have he Have told other dimensions to you?
Xol hadn't worked on, or even really touched AoA in 2 years or so, and couldn't remember much about what he had planned back then.
We had a chat for a while about things, but he didn't remember much about future content
Developer of Advent of Ascension
Come chat with us in the official Discord server!
Please consider supporting my development on Patreon. You might even get some little goodies in return
https://www.patreon.com/Tslat
This is intended to be the last content update to 1.7.10. I will still be releasing bug fixes where required, and when localization is complete I will update with the newly localized versions.
Moving forward, I will be working on getting the mod going towards 1.12+!
You can download version 1.1 here: http://tslat.net/Hosting/Tslat-AoA/AoA-Tslat-1.1.jar
The changelog for all versions can be found here: https://pastebin.com/L0ThhruE
As always, these links remain in my signature at all times.
However since we now have Xol on board, the front page should be updating with new download links too!
Have fun guys!
I will be doing one patch update in the next day that will fix the inevitable bugs from this version
Developer of Advent of Ascension
Come chat with us in the official Discord server!
Please consider supporting my development on Patreon. You might even get some little goodies in return
https://www.patreon.com/Tslat