Hello, I have been following the development of this mod for a number of months. I have noticed the Chained bug setting things on fire, and saw that you were working on a re-write of the mod. Is there a hotfix for the chaining bug? I have disabled that ability in the config by putting the chance to 0 and range to 0 however it is not working as I still receive damage. I am very interested in this mod and would love to continue using it! Last post was a few months ago so any updates you have would be great, too!
Thanks,
Cain
Yes, I've realized it's an issue - I'm still working on re-writing the mod, but right now there isn't a hotfix available.
As of right now, I am actually re-designing the entire mod. This should, in theory, make things much more balanced. A release might be a little ways out as I am still re-designing weapon leveling (which would then be followed by armor and enemy respectively), though I will say the re-designed mod should be much, much better than the mod in its current state. All bugs and issues that are present now will also be fixed when I actually start writing the new design.
thank you so much for making this mod! I use the 1.7.10 version and I been loving every moment of it. The abilities have saved me in a good number of spots of trouble, allowing me to escape. My only worry is that it does not effect tinker's constructs tools and weapons, but since those have their own way of advancing and becoming stronger I am not too worried about it.
Yes, I've realized it's an issue - I'm still working on re-writing the mod, but right now there isn't a hotfix available.
As of right now, I am actually re-designing the entire mod. This should, in theory, make things much more balanced. A release might be a little ways out as I am still re-designing weapon leveling (which would then be followed by armor and enemy respectively), though I will say the re-designed mod should be much, much better than the mod in its current state. All bugs and issues that are present now will also be fixed when I actually start writing the new design.
If I can offer a couple of design suggestions/thoughts...
1. On durability
Rather than just having an on-or-off unlimited-durability toggle, might it be possible to have a range of rarity-based durability multipliers, with higher-rarity items having greater durability than low-rarity?
Extending this thought, perhaps when a leveling-up item "rolls" an ability a second time that it already has, instead of simply not gaining an ability, it could gain a bonus to its durability instead? This would create a new "ability", Durable, which could be attained only by an ability-gain collision. A second collision could perhaps convert 'Durable' to (almost) 'Unbreakable', while a third collision could elevate it to the vanishingly rare 'Eternal' at which point it would gain unlimited durability.
2. On rarity
Right now, rarity is completely random. Could there perhaps be some way to learn over time to craft progressively higher-rarity items instead of relying purely on the luck of the draw?
One possible mechanism: Suppose there were a smithing skill tracked by the mod, and each time ... oh, let's say each time you craft or fully repair an item with a rarity higher than basic (possibly with a modifier for the level of a repaired item as well), your smithing skill increases by an incremental amount. That smithing skill then gets added to the random chance for rarity when you craft a new item, and also gives a small chance of increasing the rarity of an item when you fully repair it. Over time, as your skill increased, this would gradually, incrementally increase your chance of crafting higher-rarity items or of repairing items to a higher rarity.
You could even add accomplishments for achieving different skill levels — perhaps Beginner, Novice, Apprentice, Journeyman, Jobber, Expert, Master Smith. You start out getting Beginner the first time you craft a weapon or a piece of armor, and the levels might be set such that a Journeyman produces Uncommon or better items about 50% of the time, an Expert Smith rarely ever produces a Basic item, and a Master Smith basically never crafts a Basic item and only rarely crafts a merely Uncommon one. (Maybe even a seventh tier, the Legendary Smith, who will never craft an item below Rare. I like seven. It's a good number, and has always been widely considered a mystical number in Western cultures. I have my item level cap in Levels set to seven. Just because ... well, because seven.)
3. Rarity Limits
I'd possibly venture to suggest that there should be a limit on how rare wooden and stone weapons, and probably leather armor as well, can be. I at first had a reservation about this idea, wondering if it could possibly result in an issue with the Slashblade mod, since all of the early-accessible beginning katanas of Slashblade start out with a wooden bokuto made from a wooden sword. Only three or four tiers into Slashblade's progression do metal swords even become accessible. I think the first metal blades in Slashblade appear at the third tier of crafting, but I could be misremembering.
However, crucially, essential steps in Slashblade's progression of crafting higher-tier swords require items such as BladeSouls obtained only when lower-tier swords break. So Slashblade might actually be an argument in favor of saying that wooden weapons can only ever be Basic. Especially since most players will never use a wooden weapon after about the first ten minutes of play anyway, throwing their wooden swords and tools away (or into the furnace) the moment after they make their first stone or iron ones.
Maybe to cover all bases, there could be configuration options to allow setting the maximum rarity possible for wooden weapons, for stone weapons, and for leather armor? Wooden weapons might then default to Basic-only, and stone and leather to no rarer than Uncommon.
_____
By the way, I would strongly recommend Slashblade to anyone who hasn't tried it. It actually, as far as is possible in Minecraft, feels as though you are fighting with a sword, instead of just bashing things with a sword-shaped club. You may never go back to vanilla swords again. (Right now there is a transparency glitch in Slashblade that has a few odd side-effects, especially if you're using shaders, but I assume it will get fixed in a future release.)
A question about the enemy leveling system and sry if it has been asked before but does it currently work?And if it does, should certain conditions apart from leveling up take place, because right now i am playing 3.0.1 and nothing happens at the status of mobs at least nothing that i can see.
It's working for me.
("WHY WON'T YOU DIE WHY WON'T YOU DIE WHY WON'T YOU DIE ... Oh. Legendary. That's why.")
If I can offer a couple of design suggestions/thoughts...
1. On durability
Rather than just having an on-or-off unlimited-durability toggle, might it be possible to have a range of rarity-based durability multipliers, with higher-rarity items having greater durability than low-rarity?
Extending this thought, perhaps when a leveling-up item "rolls" an ability a second time that it already has, instead of simply not gaining an ability, it could gain a bonus to its durability instead? This would create a new "ability", Durable, which could be attained only by an ability-gain collision. A second collision could perhaps convert 'Durable' to (almost) 'Unbreakable', while a third collision could elevate it to the vanishingly rare 'Eternal' at which point it would gain unlimited durability.
2. On rarity
Right now, rarity is completely random. Could there perhaps be some way to learn over time to craft progressively higher-rarity items instead of relying purely on the luck of the draw?
One possible mechanism: Suppose there were a smithing skill tracked by the mod, and each time ... oh, let's say each time you craft or fully repair an item with a rarity higher than basic (possibly with a modifier for the level of a repaired item as well), your smithing skill increases by an incremental amount. That smithing skill then gets added to the random chance for rarity when you craft a new item, and also gives a small chance of increasing the rarity of an item when you fully repair it. Over time, as your skill increased, this would gradually, incrementally increase your chance of crafting higher-rarity items or of repairing items to a higher rarity.
You could even add accomplishments for achieving different skill levels — perhaps Beginner, Novice, Apprentice, Journeyman, Jobber, Expert, Master Smith. You start out getting Beginner the first time you craft a weapon or a piece of armor, and the levels might be set such that a Journeyman produces Uncommon or better items about 50% of the time, an Expert Smith rarely ever produces a Basic item, and a Master Smith basically never crafts a Basic item and only rarely crafts a merely Uncommon one. (Maybe even a seventh tier, the Legendary Smith, who will never craft an item below Rare. I like seven. It's a good number, and has always been widely considered a mystical number in Western cultures. I have my item level cap in Levels set to seven. Just because ... well, because seven.)
3. Rarity Limits
I'd possibly venture to suggest that there should be a limit on how rare wooden and stone weapons, and probably leather armor as well, can be. I at first had a reservation about this idea, wondering if it could possibly result in an issue with the Slashblade mod, since all of the early-accessible beginning katanas of Slashblade start out with a wooden bokuto made from a wooden sword. Only three or four tiers into Slashblade's progression do metal swords even become accessible. I think the first metal blades in Slashblade appear at the third tier of crafting, but I could be misremembering.
However, crucially, essential steps in Slashblade's progression of crafting higher-tier swords require items such as BladeSouls obtained only when lower-tier swords break. So Slashblade might actually be an argument in favor of saying that wooden weapons can only ever be Basic. Especially since most players will never use a wooden weapon after about the first ten minutes of play anyway, throwing their wooden swords and tools away (or into the furnace) the moment after they make their first stone or iron ones.
Maybe to cover all bases, there could be configuration options to allow setting the maximum rarity possible for wooden weapons, for stone weapons, and for leather armor? Wooden weapons might then default to Basic-only, and stone and leather to no rarer than Uncommon.
_____
By the way, I would strongly recommend Slashblade to anyone who hasn't tried it. It actually, as far as is possible in Minecraft, feels as though you are fighting with a sword, instead of just bashing things with a sword-shaped club. You may never go back to vanilla swords again. (Right now there is a transparency glitch in Slashblade that has a few odd side-effects, especially if you're using shaders, but I assume it will get fixed in a future release.)
These are some very good suggestions. I'm already looking into ways of implementing a durability system in which doesn't result in having unlimited durability weapons and also doesn't have weapons that constantly break. This ultimately might require some testing in the future, so when the new designed mod gets released, whatever system is in place might not be final. As always, if you ever have a suggestion in regards to that, I'm all ears. I'll likely end up implementing a mix of people's suggestions alongside a balanced system as well. In terms of rarity, I think having a way to indirectly control what rarity you end up getting might be beneficial, though I still personally want to keep a sense of randomization too to create a sort of "awe" feeling when a Legendary weapon gets crafted or found.
All in all these are some great suggestions that I will definitely look into.
A question about the enemy leveling system and sry if it has been asked before but does it currently work?And if it does, should certain conditions apart from leveling up take place, because right now i am playing 3.0.1 and nothing happens at the status of mobs at least nothing that i can see.
r3.0.1 is outdated. My only advice is to use a newer version.
I just wanted to say that I REALLY love what this mod does for gameplay, and that all suggestions I've seen so far keep this in mind. Thanks for the update, and the only suggestion that I have is to allow for as much customization in the config to tailor each of these aspects to our tastes, including being able to disable/enable different parts I love a mod with heaps of config because us server owners can get really specific with our servers!
I just wanted to say that I REALLY love what this mod does for gameplay, and that all suggestions I've seen so far keep this in mind. Thanks for the update, and the only suggestion that I have is to allow for as much customization in the config to tailor each of these aspects to our tastes, including being able to disable/enable different parts I love a mod with heaps of config because us server owners can get really specific with our servers!
Thanks! I will say that customization will be much more prevalent, so you will be able to have a control over basically every thing. Every system should work fairly dynamic with everything too.
Hi there! I've been using your mod "Levels" for a little while now and have taken an interest in it. So much so that I decided to make few suggestions on things that could be added... I swear it was just going to be a few, but it is now a continually growing text document full of ideas. I also took a glimpse at your Lost Eclipse mod, and noticed that you need someone for lore, quests, and ideas. I am a writer, and a game designer (currently working on my first title). I am hoping I can be of some assistance for Lost Eclipse. For now here are my suggestions so far for the "Levels" mod (this list most likely will continue to grow):
Leveling system Improvement:
- When a weapon is ready to level up (meaning it is at full experience for that level, ex: 60/60 xp),
in order to gain a level and a possible ability it must be "ascended" at a level up Altar.
- The altar GUI has three slots one for weapon/armor input, another for output, and the last for specialty items.
List of items to be used in specialty slot:
- Bookshelf: Increases the chance of a Higher Rarity Ability being added.
- End Crystal: Increases the chance of an Ancient Ability being added.
- Gold Block: Increases the chance of a Rare Ability being added.
- Diamond Block: Increases the chance of a Legendary Ability being added.
- Emerald Block: Increases the chance of an Ancient Ability being added.
(Will be adding to this list).
Items to add (new specialty items):
- An item that allows you to remove an ability of your choice (very expensive crafting recipe).
- An item that allows you to reset level of a weapon/armor (very expensive crafting recipe).
- An item that allows you to reassign a new rarity at random (very expensive crafting recipe).
(Might be adding to this list).
Abilities to add:
- Ancient Ability: Gravity, enemies receive Levitation effect.
(at 10 blocks high, Levitation effect ends and is followed by negative jump boost III)
- Ancient Ability: Necrotize, has a percentage chance of causing wither to an enemy.
- Ancient Ability: Holy, Deals extra damage to Nether and extra-dimensional* mobs.
(Nether mobs suffer x2 damage from Holy, while extra-dimensional suffer x1.5)
- Ancient Ability: Forsaken, Deals extra damage to non-Nether mobs and extra-dimensional mobs.
(Over world mobs suffer x2 damage from Forsaken, while extra-dimensional suffer x1.5)
- Legendary Ability: Soul Bound, this item can never be lost or destroyed when the player die.
(similar to keepinventory command)
- Legendary Ability: Burst, can cause a creeper sized explosion on an enemy but does not harm the player.
- Legendary Ability: Magma Force, Enemies on fire take x2 damage. Frozen enemies are thawed.
- Legendary Ability: Blizzard Force, Enemies that are frozen take x2 damage. Burning enemies are extinguished.
- Legendary Ability: Noxious Force, Poisoned enemies receive x3 damage. Poison is cured, those enemies cannot be poisoned again for 15 seconds.
- Rare Ability: Predator, all neutral mobs in a 15 block radius have the glowing effect.
- Rare Ability: Terror, cause mobs to flee for 10 seconds.
- Rare Ability: Quake, Chance to cause area of effect damage (ranges between 7 - 13 block radius)
- Rare Ability: Hunter, all hostile mobs in a 15 block radius have the glowing effect.
- Uncommon Ability: Thunder, has a low chance of striking an enemy with lightning.
- Uncommon Ability: Ocean, Does extra damage(x1.5) to Fire and End based mobs (Enderman, Endermite, Blaze, Magma Cube).
- Uncommon Ability: Gust, has a chance to cause extreme knockback.
- Uncommon Ability: Rend, Chance to cause an enemy to randomly teleport.
* Extra-Dimensional mobs are any mob not from the over world/Nether
Just wanted to say thank you for developing this mod! It was exactly what we needed on our RP server!
One suggestion... I know that you have said that you are potentially working on durability. Can I make a suggestion, essentially to avoid the whole "My amazing sword has broken and gone forever", would it be possible for swords that are reduced to 0 durability becomes broken rather than the default way of just disappearing entirely (i.e. are not effective until they are repaired in an anvil or by some other means)...
I agree.... I would like the option for both I just thought that having the option for weapons that break might bring a bit of balance into the game (otherwise my players have nothing to fear )
One suggestion... I know that you have said that you are potentially working on durability. Can I make a suggestion, essentially to avoid the whole "My amazing sword has broken and gone forever", would it be possible for swords that are reduced to 0 durability becomes broken rather than the default way of just disappearing entirely (i.e. are not effective until they are repaired in an anvil or by some other means)...
Awesome mod dude, congratulations for this. I was searching for a mod of this sort for some time now.
EDIT : Just too bad that there isn't any boost to damage with the level and rarity. I mean, Legendary could have been +0.5 heart than the Uncommon one, which would have the same amount added than the Basic version... this kind of things. And following the scheme, a lvl or a pair of lvls could give a +0.5 damage on weapons too. Just not too much but not too low, well balanced in my mind. This is just a suggestion.
Just to precise it I play in 1.7.10 so I use 3.0.1 release version.
One suggestion... I know that you have said that you are potentially
working on durability. Can I make a suggestion, essentially to avoid the
whole "My amazing sword has broken and gone forever", would it be
possible for swords that are reduced to 0 durability becomes broken
rather than the default way of just disappearing entirely (i.e. are not
effective until they are repaired in an anvil or by some other means)...
I second this too, this is a good idea.
EDIT 2 : Ah maybe I'm wrong with this idea of giving damage to the weapons via leveling, because if we can still enchant them, so... anyways if we can enchant the weapons, the effects can stack together, fire + fire aspect and so on. I'll test that, but this would be overcheated, so it would be cool
Yeah but, for now I maintain the suggestion because some mods add big monsters with 160+ life points so it's needed to have big monstrous weapons to kill those.
Not sure if mentioned but on durability, add a possibility of as the weapon/tool wears out you gradually lose the effects on it ??
I hate it when I have a sword so OP with just 1 or 2 hits left.. but losing a sword that progressively got worse wouldn't matter too much.. even if you repair the worn sword (or whatever) doesn't automatically give back all the original effects.. you need to increase them again as usual
Anyway - great Mod, keeps the vanilla feel ... just can't wait for a 1.11 version (no honestly I CANT WAIT)
Just wanted to say thank you for developing this mod! It was exactly what we needed on our RP server!
One suggestion... I know that you have said that you are potentially working on durability. Can I make a suggestion, essentially to avoid the whole "My amazing sword has broken and gone forever", would it be possible for swords that are reduced to 0 durability becomes broken rather than the default way of just disappearing entirely (i.e. are not effective until they are repaired in an anvil or by some other means)...
Again amazing mod!
This actually seems to be a pretty good idea. I will likely implement this rather soon.
Howdy, any updates on the progress of the re-write or a hotfix for the levels bug? Thanks!
Almost finished up with the first beta! It will be a little limited feature wise (melee weapons are finished - the rest shouldn't take long at all to finish considering the framework is in place). Release will be very soon.
Not sure if mentioned but on durability, add a possibility of as the weapon/tool wears out you gradually lose the effects on it ??
I hate it when I have a sword so OP with just 1 or 2 hits left.. but losing a sword that progressively got worse wouldn't matter too much.. even if you repair the worn sword (or whatever) doesn't automatically give back all the original effects.. you need to increase them again as usual
Anyway - great Mod, keeps the vanilla feel ... just can't wait for a 1.11 version (no honestly I CANT WAIT)
I'm not too sure how I feel about the idea, but I'll take it into consideration in an attempt to keep things balanced.
Levels 2 version 0.1.0.0 has been released for 1.11.2!
Levels has finally been re-written. The new version is now in a beta stage. Because of this, some features might not be implemented yet. Only melee weapons work at the moment. Please be patient while the other features are developed (and they will be developed much quicker!). Some information, like changelogs and the wiki might not be update to date. This post will detail the new changes and what you need to do to use the new mod.
Levels 2 works the same as the original Levels for the most part, besides one part. Abilities are no longer randomly chosen. You will be able to choose which abilities you want as you level up. Every time you level up, you will be granted an Ability Token. These tokens can be used to purchase your abilities you want. While holding your weapon, press 'L' on your keyboard to bring up the selection screen. You will be able to see information about your weapon, including buttons on the left hand side of the GUI in which you can press to add abilities (assuming you have the required Ability Tokens). Buttons greyed out mean you don't have access to those abilities at the moment. The higher your level, the more abilities that will be available.
If you happen to find any bugs or issues with the beta, please report them here. If you have any suggestions, feel free to comment them below. Thanks!
Levels 2 version 0.1.0.0 has been released for 1.11.2!
Levels has finally been re-written. The new version is now in a beta stage. Because of this, some features might not be implemented yet. Only melee weapons work at the moment. Please be patient while the other features are developed (and they will be developed much quicker!). Some information, like changelogs and the wiki might not be update to date. This post will detail the new changes and what you need to do to use the new mod.
Do you have any plan to backport to 1.10.2 once finalized?
As it stands right now, Chaining isn't an ability, it's a curse. Rule Golden: What you do unto others will be done to you as well.
Yes, I've realized it's an issue - I'm still working on re-writing the mod, but right now there isn't a hotfix available.
As of right now, I am actually re-designing the entire mod. This should, in theory, make things much more balanced. A release might be a little ways out as I am still re-designing weapon leveling (which would then be followed by armor and enemy respectively), though I will say the re-designed mod should be much, much better than the mod in its current state. All bugs and issues that are present now will also be fixed when I actually start writing the new design.
thank you so much for making this mod! I use the 1.7.10 version and I been loving every moment of it. The abilities have saved me in a good number of spots of trouble, allowing me to escape. My only worry is that it does not effect tinker's constructs tools and weapons, but since those have their own way of advancing and becoming stronger I am not too worried about it.
If I can offer a couple of design suggestions/thoughts...
1. On durability
Rather than just having an on-or-off unlimited-durability toggle, might it be possible to have a range of rarity-based durability multipliers, with higher-rarity items having greater durability than low-rarity?
Extending this thought, perhaps when a leveling-up item "rolls" an ability a second time that it already has, instead of simply not gaining an ability, it could gain a bonus to its durability instead? This would create a new "ability", Durable, which could be attained only by an ability-gain collision. A second collision could perhaps convert 'Durable' to (almost) 'Unbreakable', while a third collision could elevate it to the vanishingly rare 'Eternal' at which point it would gain unlimited durability.
2. On rarity
Right now, rarity is completely random. Could there perhaps be some way to learn over time to craft progressively higher-rarity items instead of relying purely on the luck of the draw?
One possible mechanism: Suppose there were a smithing skill tracked by the mod, and each time ... oh, let's say each time you craft or fully repair an item with a rarity higher than basic (possibly with a modifier for the level of a repaired item as well), your smithing skill increases by an incremental amount. That smithing skill then gets added to the random chance for rarity when you craft a new item, and also gives a small chance of increasing the rarity of an item when you fully repair it. Over time, as your skill increased, this would gradually, incrementally increase your chance of crafting higher-rarity items or of repairing items to a higher rarity.
You could even add accomplishments for achieving different skill levels — perhaps Beginner, Novice, Apprentice, Journeyman, Jobber, Expert, Master Smith. You start out getting Beginner the first time you craft a weapon or a piece of armor, and the levels might be set such that a Journeyman produces Uncommon or better items about 50% of the time, an Expert Smith rarely ever produces a Basic item, and a Master Smith basically never crafts a Basic item and only rarely crafts a merely Uncommon one. (Maybe even a seventh tier, the Legendary Smith, who will never craft an item below Rare. I like seven. It's a good number, and has always been widely considered a mystical number in Western cultures. I have my item level cap in Levels set to seven. Just because ... well, because seven.)
3. Rarity Limits
I'd possibly venture to suggest that there should be a limit on how rare wooden and stone weapons, and probably leather armor as well, can be. I at first had a reservation about this idea, wondering if it could possibly result in an issue with the Slashblade mod, since all of the early-accessible beginning katanas of Slashblade start out with a wooden bokuto made from a wooden sword. Only three or four tiers into Slashblade's progression do metal swords even become accessible. I think the first metal blades in Slashblade appear at the third tier of crafting, but I could be misremembering.
However, crucially, essential steps in Slashblade's progression of crafting higher-tier swords require items such as BladeSouls obtained only when lower-tier swords break. So Slashblade might actually be an argument in favor of saying that wooden weapons can only ever be Basic. Especially since most players will never use a wooden weapon after about the first ten minutes of play anyway, throwing their wooden swords and tools away (or into the furnace) the moment after they make their first stone or iron ones.
Maybe to cover all bases, there could be configuration options to allow setting the maximum rarity possible for wooden weapons, for stone weapons, and for leather armor? Wooden weapons might then default to Basic-only, and stone and leather to no rarer than Uncommon.
_____
By the way, I would strongly recommend Slashblade to anyone who hasn't tried it. It actually, as far as is possible in Minecraft, feels as though you are fighting with a sword, instead of just bashing things with a sword-shaped club. You may never go back to vanilla swords again. (Right now there is a transparency glitch in Slashblade that has a few odd side-effects, especially if you're using shaders, but I assume it will get fixed in a future release.)
It's working for me.
("WHY WON'T YOU DIE WHY WON'T YOU DIE WHY WON'T YOU DIE ... Oh. Legendary. That's why.")
These are some very good suggestions. I'm already looking into ways of implementing a durability system in which doesn't result in having unlimited durability weapons and also doesn't have weapons that constantly break. This ultimately might require some testing in the future, so when the new designed mod gets released, whatever system is in place might not be final. As always, if you ever have a suggestion in regards to that, I'm all ears. I'll likely end up implementing a mix of people's suggestions alongside a balanced system as well. In terms of rarity, I think having a way to indirectly control what rarity you end up getting might be beneficial, though I still personally want to keep a sense of randomization too to create a sort of "awe" feeling when a Legendary weapon gets crafted or found.
All in all these are some great suggestions that I will definitely look into.
r3.0.1 is outdated. My only advice is to use a newer version.
I just wanted to say that I REALLY love what this mod does for gameplay, and that all suggestions I've seen so far keep this in mind. Thanks for the update, and the only suggestion that I have is to allow for as much customization in the config to tailor each of these aspects to our tastes, including being able to disable/enable different parts I love a mod with heaps of config because us server owners can get really specific with our servers!
Thanks! I will say that customization will be much more prevalent, so you will be able to have a control over basically every thing. Every system should work fairly dynamic with everything too.
Hi there! I've been using your mod "Levels" for a little while now and have taken an interest in it. So much so that I decided to make few suggestions on things that could be added... I swear it was just going to be a few, but it is now a continually growing text document full of ideas. I also took a glimpse at your Lost Eclipse mod, and noticed that you need someone for lore, quests, and ideas. I am a writer, and a game designer (currently working on my first title). I am hoping I can be of some assistance for Lost Eclipse. For now here are my suggestions so far for the "Levels" mod (this list most likely will continue to grow):
Leveling system Improvement:
- When a weapon is ready to level up (meaning it is at full experience for that level, ex: 60/60 xp),
in order to gain a level and a possible ability it must be "ascended" at a level up Altar.
- The altar GUI has three slots one for weapon/armor input, another for output, and the last for specialty items.
List of items to be used in specialty slot:
- Bookshelf: Increases the chance of a Higher Rarity Ability being added.
- End Crystal: Increases the chance of an Ancient Ability being added.
- Gold Block: Increases the chance of a Rare Ability being added.
- Diamond Block: Increases the chance of a Legendary Ability being added.
- Emerald Block: Increases the chance of an Ancient Ability being added.
(Will be adding to this list).
Items to add (new specialty items):
- An item that allows you to remove an ability of your choice (very expensive crafting recipe).
- An item that allows you to reset level of a weapon/armor (very expensive crafting recipe).
- An item that allows you to reassign a new rarity at random (very expensive crafting recipe).
(Might be adding to this list).
Abilities to add:
- Ancient Ability: Gravity, enemies receive Levitation effect.
(at 10 blocks high, Levitation effect ends and is followed by negative jump boost III)
- Ancient Ability: Necrotize, has a percentage chance of causing wither to an enemy.
- Ancient Ability: Holy, Deals extra damage to Nether and extra-dimensional* mobs.
(Nether mobs suffer x2 damage from Holy, while extra-dimensional suffer x1.5)
- Ancient Ability: Forsaken, Deals extra damage to non-Nether mobs and extra-dimensional mobs.
(Over world mobs suffer x2 damage from Forsaken, while extra-dimensional suffer x1.5)
- Legendary Ability: Soul Bound, this item can never be lost or destroyed when the player die.
(similar to keepinventory command)
- Legendary Ability: Burst, can cause a creeper sized explosion on an enemy but does not harm the player.
- Legendary Ability: Magma Force, Enemies on fire take x2 damage. Frozen enemies are thawed.
- Legendary Ability: Blizzard Force, Enemies that are frozen take x2 damage. Burning enemies are extinguished.
- Legendary Ability: Noxious Force, Poisoned enemies receive x3 damage. Poison is cured, those enemies cannot be poisoned again for 15 seconds.
- Rare Ability: Predator, all neutral mobs in a 15 block radius have the glowing effect.
- Rare Ability: Terror, cause mobs to flee for 10 seconds.
- Rare Ability: Quake, Chance to cause area of effect damage (ranges between 7 - 13 block radius)
- Rare Ability: Hunter, all hostile mobs in a 15 block radius have the glowing effect.
- Uncommon Ability: Thunder, has a low chance of striking an enemy with lightning.
- Uncommon Ability: Ocean, Does extra damage(x1.5) to Fire and End based mobs (Enderman, Endermite, Blaze, Magma Cube).
- Uncommon Ability: Gust, has a chance to cause extreme knockback.
- Uncommon Ability: Rend, Chance to cause an enemy to randomly teleport.
* Extra-Dimensional mobs are any mob not from the over world/Nether
Just wanted to say thank you for developing this mod! It was exactly what we needed on our RP server!
One suggestion... I know that you have said that you are potentially working on durability. Can I make a suggestion, essentially to avoid the whole "My amazing sword has broken and gone forever", would it be possible for swords that are reduced to 0 durability becomes broken rather than the default way of just disappearing entirely (i.e. are not effective until they are repaired in an anvil or by some other means)...
Again amazing mod!
This would be a nice touch, although there should be an option still for durability vs no durability.
I agree.... I would like the option for both I just thought that having the option for weapons that break might bring a bit of balance into the game (otherwise my players have nothing to fear )
I second this. This would be great.
Howdy, any updates on the progress of the re-write or a hotfix for the levels bug? Thanks!
Awesome mod dude, congratulations for this. I was searching for a mod of this sort for some time now.
EDIT : Just too bad that there isn't any boost to damage with the level and rarity. I mean, Legendary could have been +0.5 heart than the Uncommon one, which would have the same amount added than the Basic version... this kind of things. And following the scheme, a lvl or a pair of lvls could give a +0.5 damage on weapons too. Just not too much but not too low, well balanced in my mind. This is just a suggestion.
Just to precise it I play in 1.7.10 so I use 3.0.1 release version.
I second this too, this is a good idea.
EDIT 2 : Ah maybe I'm wrong with this idea of giving damage to the weapons via leveling, because if we can still enchant them, so... anyways if we can enchant the weapons, the effects can stack together, fire + fire aspect and so on. I'll test that, but this would be overcheated, so it would be cool
Yeah but, for now I maintain the suggestion because some mods add big monsters with 160+ life points so it's needed to have big monstrous weapons to kill those.
Hum yeah, originally known as Duriel or Duriel7, but these two were taken, so I took Duriel77 as nick.
Not sure if mentioned but on durability, add a possibility of as the weapon/tool wears out you gradually lose the effects on it ??
I hate it when I have a sword so OP with just 1 or 2 hits left.. but losing a sword that progressively got worse wouldn't matter too much.. even if you repair the worn sword (or whatever) doesn't automatically give back all the original effects.. you need to increase them again as usual
Anyway - great Mod, keeps the vanilla feel ... just can't wait for a 1.11 version (no honestly I CANT WAIT)
how can i disable level up system to one mod only because kingdom hearts keys glitches when used with this mod
thanks
These could be some very good ideas. I will look into these when creating new abilities.
This actually seems to be a pretty good idea. I will likely implement this rather soon.
Thanks!
Almost finished up with the first beta! It will be a little limited feature wise (melee weapons are finished - the rest shouldn't take long at all to finish considering the framework is in place). Release will be very soon.
I'm not too sure how I feel about the idea, but I'll take it into consideration in an attempt to keep things balanced.
Also, a 1.11 version is just about here!
I'm looking into different ways at disabling the system for certain items and weapons.
Levels 2 version 0.1.0.0 has been released for 1.11.2!
Levels has finally been re-written. The new version is now in a beta stage. Because of this, some features might not be implemented yet. Only melee weapons work at the moment. Please be patient while the other features are developed (and they will be developed much quicker!). Some information, like changelogs and the wiki might not be update to date. This post will detail the new changes and what you need to do to use the new mod.
Levels 2 works the same as the original Levels for the most part, besides one part. Abilities are no longer randomly chosen. You will be able to choose which abilities you want as you level up. Every time you level up, you will be granted an Ability Token. These tokens can be used to purchase your abilities you want. While holding your weapon, press 'L' on your keyboard to bring up the selection screen. You will be able to see information about your weapon, including buttons on the left hand side of the GUI in which you can press to add abilities (assuming you have the required Ability Tokens). Buttons greyed out mean you don't have access to those abilities at the moment. The higher your level, the more abilities that will be available.
If you happen to find any bugs or issues with the beta, please report them here. If you have any suggestions, feel free to comment them below. Thanks!
The beta can be downloaded here.
Do you have any plan to backport to 1.10.2 once finalized?