Well, it's been a while, hasn't it. I've re-written the entire mod, and with that, a few things have gotten removed, namely support for armor (will be added later), and weapon abilities (in order to refine the system). This version might not work with older versions of the mod too. Also, the level cap for weapons has been extended to 20, and rarities now work as they should. Documentation will pick up later today hopefully, but if you have any questions, leave them here.
Hmm. Swords from creative have never worked before, but I'll throw in some checks so it doesn't crash. Do you happen to have a screenshot of the last issue?
A hotfix has been released for the creative issue. I'll re-work some things to support grabbing items out of creative.
I started messing around with weapon loot and such. Killing mobs now results in weapons as loot, and theoretically should work with modded monsters as well. I've also gone ahead and made it to where weapons don't loose durability because they will typically break long before you reach the max level. For balancing purposes, I might add in a couple ways to loose durability, such as dying, or something similar, though I'd appreciate feedback on how well it balances now. This option can be disabled in the re-added configuration file, which also has options to control how much experience is needed to level up as well.
Changelog:
+ Added Config file.
+ Weapons now do not loose durability. Can be changed in the config, if you want them to though.
+ Added weapon drops from monsters. This should work with non-vanilla monsters too.
While using it might not be as effective as it is with the abilities, it is still quite useful considering the bonuses rarities provide. Regardless, it also helps me out too, making sure that everything works before I add onto it with the ability system. I'm hoping to get abilities working relatively quick, so it shouldn't be too long.
I've also gone ahead and made it to where weapons don't loose durability because they will typically break long before you reach the max level.
Yeah.. I once got a Legendary Iron Halberd from Balkon's, was so happy, then didn't notice it break. :c
Although I can imagine people taking issue with unbreakable weapons for "balance" reasons, I think its a reasonable concern nonetheless.
One thing I thought to use to compliment the situation before r2.0.3 was to get the 'Flaxbeard's Steam' mod Survivalist kit which prevents things from breaking but still lose durability, though I haven't exactly tested it out with weapons yet, and thought not everyone really uses the mod.
Another way I would suggest though is maybe decreasing the hits required to level up a certain percent?
I mean, if I remember correctly, I had to hit something 1000 times to reach +1 level (most iron weapons have 200+ durability I think? citation required), but the weapon hardly had that much durability, so that might be a thing to consider.
If there's a way to interconnect durability with the amount of hits required to get to another level, maybe that could give incentive to actually repairing the weapon than just scrapping it and getting a new one? (Unless of course you want a chance at another rarity). Giving it sort of a feeling of mastery every time you cycle through each weapon's durability, and at the same time making it feel maybe a bit more reasonable "balance"-wise.
All in all though, I'm just really excited in anticipating what kind of abilities you added for the whole thing. +_+
I think having the weapons with unlimited durability is the way to go right now. If people don't like it so much, I'll probably implement a way to balance it a bit more, but for now, I think having the option for durability and no durability is the way to go.
Down the road, once more features are in place, I'd definitely like to create a way to, as you said, interconnect the durability and levels, but we'll see.
I think having the weapons with unlimited durability is the way to go right now. If people don't like it so much, I'll probably implement a way to balance it a bit more, but for now, I think having the option for durability and no durability is the way to go.
Down the road, once more features are in place, I'd definitely like to create a way to, as you said, interconnect the durability and levels, but we'll see.
Thanks for the feedback though!
I have an idea, maybe for a 1.9 version, leveling it up could improve swing speed too? 1.9 provides a lot of new combat changes to adjust your mod for. Lots of tinkering ideas, don't mind the pun...
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I have an idea, maybe for a 1.9 version, leveling it up could improve swing speed too? 1.9 provides a lot of new combat changes to adjust your mod for. Lots of tinkering ideas, don't mind the pun...
Yes, I am starting to plan on possible features when 1.9 comes out, and is one of the main reasons why I won't release a 1.8 version. But anyways, yeah, feel free to bounce ideas off for future versions too, and swing speed would definitely be one to implement.
Yay bows are added.
As a side note, i was running through a runic dungeon in my modpack, and i kept getting closer and closer to death various times
Except i never died, because of your etheral abilitie on my leggings and boots =D
I wanted to ask, are bows actually added, or not? My bows don't get levels on them....:P
r2.0.0 has been released!
Well, it's been a while, hasn't it. I've re-written the entire mod, and with that, a few things have gotten removed, namely support for armor (will be added later), and weapon abilities (in order to refine the system). This version might not work with older versions of the mod too. Also, the level cap for weapons has been extended to 20, and rarities now work as they should. Documentation will pick up later today hopefully, but if you have any questions, leave them here.
Download can be found here.
First to download it.
Yay for me i guess.
I played with this mod a total of 30 minutes.
First issue, any swords gotten out of creative crashed when hitting something.
Rarities sometimes caused lag with hit entities.
Random items, none of which have anything to do with a sword, got the normal sword tooltip for some odd reason.
That's as far as i got.
Hmm. Swords from creative have never worked before, but I'll throw in some checks so it doesn't crash. Do you happen to have a screenshot of the last issue?
A hotfix has been released for the creative issue. I'll re-work some things to support grabbing items out of creative.
http://imgur.com/Ozf7eQ1
Strange. I'm 99% sure it's not caused by me, but rather something on their end. I'll look into it though.
Ah I figured out why; should be fixed in the next build.I've gone ahead and put out a new build; no matter how you obtain a weapon, it should have everything working properly. If not, let me know.
amazing mod I cant wait for 2.1.0
Glad you like it
r2.0.3 has been released!
I started messing around with weapon loot and such. Killing mobs now results in weapons as loot, and theoretically should work with modded monsters as well. I've also gone ahead and made it to where weapons don't loose durability because they will typically break long before you reach the max level. For balancing purposes, I might add in a couple ways to loose durability, such as dying, or something similar, though I'd appreciate feedback on how well it balances now. This option can be disabled in the re-added configuration file, which also has options to control how much experience is needed to level up as well.
Changelog:
+ Added Config file.
+ Weapons now do not loose durability. Can be changed in the config, if you want them to though.
+ Added weapon drops from monsters. This should work with non-vanilla monsters too.
Download can be found here.
Question: What's the point of using levels at its current state?
While using it might not be as effective as it is with the abilities, it is still quite useful considering the bonuses rarities provide. Regardless, it also helps me out too, making sure that everything works before I add onto it with the ability system. I'm hoping to get abilities working relatively quick, so it shouldn't be too long.
Yeah.. I once got a Legendary Iron Halberd from Balkon's, was so happy, then didn't notice it break. :c
Although I can imagine people taking issue with unbreakable weapons for "balance" reasons, I think its a reasonable concern nonetheless.
One thing I thought to use to compliment the situation before r2.0.3 was to get the 'Flaxbeard's Steam' mod Survivalist kit which prevents things from breaking but still lose durability, though I haven't exactly tested it out with weapons yet, and thought not everyone really uses the mod.
Another way I would suggest though is maybe decreasing the hits required to level up a certain percent?
I mean, if I remember correctly, I had to hit something 1000 times to reach +1 level (most iron weapons have 200+ durability I think? citation required), but the weapon hardly had that much durability, so that might be a thing to consider.
If there's a way to interconnect durability with the amount of hits required to get to another level, maybe that could give incentive to actually repairing the weapon than just scrapping it and getting a new one? (Unless of course you want a chance at another rarity). Giving it sort of a feeling of mastery every time you cycle through each weapon's durability, and at the same time making it feel maybe a bit more reasonable "balance"-wise.
All in all though, I'm just really excited in anticipating what kind of abilities you added for the whole thing. +_+
I think having the weapons with unlimited durability is the way to go right now. If people don't like it so much, I'll probably implement a way to balance it a bit more, but for now, I think having the option for durability and no durability is the way to go.
Down the road, once more features are in place, I'd definitely like to create a way to, as you said, interconnect the durability and levels, but we'll see.
Thanks for the feedback though!
I have an idea, maybe for a 1.9 version, leveling it up could improve swing speed too? 1.9 provides a lot of new combat changes to adjust your mod for. Lots of tinkering ideas, don't mind the pun...
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To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Yes, I am starting to plan on possible features when 1.9 comes out, and is one of the main reasons why I won't release a 1.8 version. But anyways, yeah, feel free to bounce ideas off for future versions too, and swing speed would definitely be one to implement.
Hello ,
I opened a Forge server and client,
i am sure that the r1.1.2 version can work on my forge server and client
but when i update to r2.0.3 , the sword maked by crafting can't work,
means no matter how many mobs i killed, unknown is still unknown, couldn't got the weapon exp,
and i tried to make op my character and get a sword from cheat mode,
an the one from cheat mode can worked well,but the one from crafting can't work
please repair it , i really like this mod T____T
thx!
Hmm. Very strange issue actually, and I'm not too sure why that is. I'm looking into it now and will release a hotfix once I figure something out.