A minor update that changes the stats of all the demons.
The attack damage of the Belph, Behemoth and Asmodi has been reduced.
The health of the Behemoth has been increased, but his attack rate has been reduced.
Pinkies now have some knockback resistance and both the Pinkies and Trites now attack more rapidly. Pinkies should be able to handle 2 or 3 Zombie Pigmen without being too powerful against players.
Pinkies will now correctly prioritize Cows, Pigs or Sheep over Players, Villagers or Zombie Pigmen and then Chickens as their lowest priority.
Asmodi now have complete knockback resistance and more health, but their attacks are significantly weaker, they will also now move around obstacles to get to their target rather than just sitting around and waiting. If you're going to melee them, find nearby cover, let them get close and then attack like crazy, expect to get hit a lot.
Nether Souls haven't changed.
Cacodemons have a little more health now and will attack Ghasts on sight, their main attacks are very powerful but are also slow and easy to dodge, just keep an eye out for the sparks flying everywhere, they should fly towards their target unlike Ghasts which fly away, making them easy for melee players to lure them in and slay them.
If you have any suggestions about the balance of the demons, let me know and I'll look into it. The nether is supposed to be further on in the game and the demons have been tested against full Iron Armor with an Iron Sword and full leather Armor with a Bow. Going to the nether with no armor and a Stone Sword is suicide!
I've now started to develop the first Desert Mob with a Swamp Mob close behind, I'm starting with simple Zombies, but both mobs will have unique models, skins, sounds and abilities.
Wow. Nice mobs, I have to say. All the Nether Mobs look evil and awesome. Maybe next update you could start working on the desert mobs, since you already have enough Nether mobs? Good luck!
P.S: I actually tried your mod before I posted here, the reason why I posted is because I had 666 posts and my rank was Mark of the Beast.
This is an awesome mod. Can't wait to see what you can do with it, now I just need to find a mod to give me some weapons to match these frightening foes. (translation: something along the lines of a good magic/firearm mod so I can find a good damage, high projectile speed weapon to deal with flying enemies and such).
Jokes aside, again, great work. I'll keep playing and give you some feedback if I find anything interesting.
Wow. Nice mobs, I have to say. All the Nether Mobs look evil and awesome. Maybe next update you could start working on the desert mobs, since you already have enough Nether mobs? Good luck!
P.S: I actually tried your mod before I posted here, the reason why I posted is because I had 666 posts and my rank was Mark of the Beast.
Lol thanks! I've already got a Swamp Mobs just about finished (only needs sound) and a Desert Mob close behind, I'm going for double release!
Before I uploaded 0.2.0 all the files on MediaFire took up 666KB!
This is an awesome mod. Can't wait to see what you can do with it, now I just need to find a mod to give me some weapons to match these frightening foes. (translation: something along the lines of a good magic/firearm mod so I can find a good damage, high projectile speed weapon to deal with flying enemies and such).
Jokes aside, again, great work. I'll keep playing and give you some feedback if I find anything interesting.
Thanks for the feedback, there is much to do! Also I recommend Balkions Weapon Mod and More Bows, I use those a lot with my mod also once they update, both Ars Magica and Thaumcraft should be good, I'll be adding Thaumcraft aspects to the new items, etc too!
New Desert Mob: The Crypt Zombie - It acts a lot like a regular zombie but doesn't burn in the sun and causes hunger when it attacks. It has weaker attacks but more health.
New Swamp Mob: The Ghoul Zombie - Also acts a lot like a regular zombie but moves a little faster, has less health and poisons when attacking.
Both of the new zombie mobs are able to break doors and will convert villagers into zombie villagers on hard difficulty.
The Belph can now break down doors on hard difficulty!
Very impressive mod. I am very excited to see what type of mobs you create in the Overworld! I also like the idea that you can breed that one monster with sheep. Could you make more mobs like this in the future please?
I think you forgot to add the info about the two new zombies on the front page.
Yeah I'm working on a webpage instead, I remade the entire first post with the two new mobs but then when I saved the post there was raw html all over the place, all the links were broken, embedded videos and pictures were ruined, luckily I managed to spam back in my browser and recover an earlier version of the first post!
I'll try and add them now (hopefully it wont be a disastor again)! I still can't fix that small font issue too...!
There are no major differences between 0.2.1 (for Minecraft 1.6.2) and this update.
If you want to continue using Minecraft 1.6.2 you can do so without missing out on anything new yet. Future updates will be for Minecraft 1.6.4+ only though.
There are no major differences between 0.2.1 (for Minecraft 1.6.2) and this update.
If you want to continue using Minecraft 1.6.2 you can do so without missing out on anything new yet. Future updates will be for Minecraft 1.6.4+ only though.
please i begh you, i love this mod, and having updates for 1.6.4 will kill me chaus i have other mods that aren't for 1.6.4 D= i want to use this mod, but i can't if future updates will be 1.6.4 ONLY, please, don't do this time me D=
please i begh you, i love this mod, and having updates for 1.6.4 will kill me chaus i have other mods that aren't for 1.6.4 D= i want to use this mod, but i can't if future updates will be 1.6.4 ONLY, please, don't do this time me D=
It is untested but 0.2.2 might work with 1.6.2 but it probably wont. A lot of mods work in 1.6.4 already too, only 3 of the mods from my modpack aren't working on 1.6.4 and that's: Twilight Forest, Mapwriter and More Bows. I have about 50+ mods in total so you should try updating to 1.6.4 and then slowly copying your mods from mods/1.6.2 to mods/1.6.4 a few at a time, you can then catch which ones aren't updated yet and check for any updates. I only took me about 10 minutes to update my mod so a lot of other mods will hopefully be the same.
I'll keep the links for 0.2.1 for Minecraft 1.6.2 up but maintaining to versions of this mod will take a lot of work.
Liking the new update, shame i don't have 1.6.4 yet xD
But the textures are a bit odd together, with the HD demon textures then the default MC textures with the ghouls and all, could you add a lower definition texture for the demons, as an option i guess xD
Edit:
For your above post, it's also gonna be hard for me to update seeing as i'm running a server and it's alot of work to update, however I don't think you should maintain two versions, i think you should release a 1.6.2 version once you add the final mob for the current pack your working on, and then it's unlikely you'll need to continue maintaing a 1.6.2 because by then most people would've updated.
Also, Twilight Forest updated for 1.6.4
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Liking the new update, shame i don't have 1.6.4 yet xD
But the textures are a bit odd together, with the HD demon textures then the default MC textures with the ghouls and all, could you add a lower definition texture for the demons, as an option i guess xD
Edit:
For your above post, it's also gonna be hard for me to update seeing as i'm running a server and it's alot of work to update, however I don't think you should maintain two versions, i think you should release a 1.6.2 version once you add the final mob for the current pack your working on, and then it's unlikely you'll need to continue maintaing a 1.6.2 because by then most people would've updated.
Also, Twilight Forest updated for 1.6.4
Now that's a good idea, if 1.6.2 is still very busy, I downgrade the final versions of mob packs to it, currently 0.2.2 (1.6.4) and 0,2.1 (1.6.2) have no differences so you can keep 1.6.2 for now and have the latest update.
Also I think I might just go and squish the demon textures but keep the high res textures for a future high res resource pack.
Now that's a good idea, if 1.6.2 is still very busy, I downgrade the final versions of mob packs to it, currently 0.2.2 (1.6.4) and 0,2.1 (1.6.2) have no differences so you can keep 1.6.2 for now and have the latest update.
Also I think I might just go and squish the demon textures but keep the high res textures for a future high res resource pack.
I'm glad, keep it up! However I feel as though, if your going to make a zombie not die in sunlight, you need to control it's spawn rates somehow, so why don't you make the crypt zombie die in water, and they could look for water in the day, because the zombie underneath has an instinct to search for things to put out their fire, something like that xD
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
New Desert Mob: The Crypt Zombie - It acts a lot like a regular zombie but doesn't burn in the sun and causes hunger when it attacks. It has weaker attacks but more health.
New Swamp Mob: The Ghoul Zombie - Also acts a lot like a regular zombie but moves a little faster, has less health and poisons when attacking.
Both of the new zombie mobs are able to break doors and will convert villagers into zombie villagers on hard difficulty.
The Belph can now break down doors on hard difficulty!
Ah! Nice update. I personally think the mummified (crypt) zombie and the ghoul (zombie) are more reminiscent of undead horrors than the regular ones. Nice sounds as well. And if you add Remobra, make them the last swamp monster, and make them fly, since before MH4, they were freaking flying wyverns, but when MH4 came out, they became snake wyverns, but still flew. So, please make 'em fly!
I'm glad, keep it up! However I feel as though, if your going to make a zombie not die in sunlight, you need to control it's spawn rates somehow, so why don't you make the crypt zombie die in water, and they could look for water in the day, because the zombie underneath has an instinct to search for things to put out their fire, something like that xD
Hmm I might do this, although they have a higher chance of despawning in daylight anyway, so long as a player isn't too close of them, they'll despawn relatively fast, but i their spawn rates do out of control this is an excellent idea, in fact I may implement this into a future desert mob.
Ah! Nice update. I personally think the mummified (crypt) zombie and the ghoul (zombie) are more reminiscent of undead horrors than the regular ones. Nice sounds as well. And if you add Remobra, make them the last swamp monster, and make them fly, since before MH4, they were freaking flying wyverns, but when MH4 came out, they became snake wyverns, but still flew. So, please make 'em fly!
The Remobra will definitely be a flying mob, also I the last game of Monster Hunter I played was Freedom Unite for the PSP, after that I felt betrayed as they removed the dual blades (even though they're back now) and moved away from Playstation to Nintendo! The Remobra will be flying snakes though with no limbs but two big wings, I want to avoid adding them as Wyverns because I would like to do a Dragon Mobs pack in the distant future,
I've now started to develop the first Desert Mob with a Swamp Mob close behind, I'm starting with simple Zombies, but both mobs will have unique models, skins, sounds and abilities.
I'm not sure what could cause them to suddenly despawn, are you using any other mods?
Also you can change the spawn rates via the config.
P.S: I actually tried your mod before I posted here, the reason why I posted is because I had 666 posts and my rank was Mark of the Beast.
Jokes aside, again, great work. I'll keep playing and give you some feedback if I find anything interesting.
Lol thanks! I've already got a Swamp Mobs just about finished (only needs sound) and a Desert Mob close behind, I'm going for double release!
Before I uploaded 0.2.0 all the files on MediaFire took up 666KB!
Thanks for the feedback, there is much to do! Also I recommend Balkions Weapon Mod and More Bows, I use those a lot with my mod also once they update, both Ars Magica and Thaumcraft should be good, I'll be adding Thaumcraft aspects to the new items, etc too!
Yeah I'm working on a webpage instead, I remade the entire first post with the two new mobs but then when I saved the post there was raw html all over the place, all the links were broken, embedded videos and pictures were ruined, luckily I managed to spam back in my browser and recover an earlier version of the first post!
I'll try and add them now (hopefully it wont be a disastor again)! I still can't fix that small font issue too...!
Also I'm uploading 0.2.2 for Minecraft 1.6.4 now!
please i begh you, i love this mod, and having updates for 1.6.4 will kill me chaus i have other mods that aren't for 1.6.4 D= i want to use this mod, but i can't if future updates will be 1.6.4 ONLY, please, don't do this time me D=
It is untested but 0.2.2 might work with 1.6.2 but it probably wont. A lot of mods work in 1.6.4 already too, only 3 of the mods from my modpack aren't working on 1.6.4 and that's: Twilight Forest, Mapwriter and More Bows. I have about 50+ mods in total so you should try updating to 1.6.4 and then slowly copying your mods from mods/1.6.2 to mods/1.6.4 a few at a time, you can then catch which ones aren't updated yet and check for any updates. I only took me about 10 minutes to update my mod so a lot of other mods will hopefully be the same.
I'll keep the links for 0.2.1 for Minecraft 1.6.2 up but maintaining to versions of this mod will take a lot of work.
But the textures are a bit odd together, with the HD demon textures then the default MC textures with the ghouls and all, could you add a lower definition texture for the demons, as an option i guess xD
Edit:
For your above post, it's also gonna be hard for me to update seeing as i'm running a server and it's alot of work to update, however I don't think you should maintain two versions, i think you should release a 1.6.2 version once you add the final mob for the current pack your working on, and then it's unlikely you'll need to continue maintaing a 1.6.2 because by then most people would've updated.
Also, Twilight Forest updated for 1.6.4
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Now that's a good idea, if 1.6.2 is still very busy, I downgrade the final versions of mob packs to it, currently 0.2.2 (1.6.4) and 0,2.1 (1.6.2) have no differences so you can keep 1.6.2 for now and have the latest update.
Also I think I might just go and squish the demon textures but keep the high res textures for a future high res resource pack.
I'm glad, keep it up! However I feel as though, if your going to make a zombie not die in sunlight, you need to control it's spawn rates somehow, so why don't you make the crypt zombie die in water, and they could look for water in the day, because the zombie underneath has an instinct to search for things to put out their fire, something like that xD
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Ah! Nice update. I personally think the mummified (crypt) zombie and the ghoul (zombie) are more reminiscent of undead horrors than the regular ones. Nice sounds as well. And if you add Remobra, make them the last swamp monster, and make them fly, since before MH4, they were freaking flying wyverns, but when MH4 came out, they became snake wyverns, but still flew. So, please make 'em fly!
Hmm I might do this, although they have a higher chance of despawning in daylight anyway, so long as a player isn't too close of them, they'll despawn relatively fast, but i their spawn rates do out of control this is an excellent idea, in fact I may implement this into a future desert mob.
The Remobra will definitely be a flying mob, also I the last game of Monster Hunter I played was Freedom Unite for the PSP, after that I felt betrayed as they removed the dual blades (even though they're back now) and moved away from Playstation to Nintendo! The Remobra will be flying snakes though with no limbs but two big wings, I want to avoid adding them as Wyverns because I would like to do a Dragon Mobs pack in the distant future,