So, I've been grinding with the Ancient swords for awhile and haven't gotten a single one with the Chained ability How hard is it to get?
Chained should be as rare as Ethereal is, though through my testing I've never gotten it legitimately. I'll look into it and make sure it's attainable, though there's no reason it shouldn't be.
At the moment, no you can't. In the future, I might add a command to force rarities, abilities, levels, and experience if it's a feature a group of people would like.
how about items dropped from mobs/got from chests have better raritys
and items from the creative menu are the best quality
and when a item is max level it gets the power to go to the next rarity but its level is set back to 1?
All very good ideas, and will be something I'll definitely look into implementing somehow in the future. At the moment, I'd like to get enemy leveling ready beforehand, though things like these are definitely on my to-do list.
Not ideally. For one I don't like supporting multiple versions at one time - makes maintaining the mod much more harder. I'll consider somewhat supporting it for major changes, such as if I added enemy leveling for 1.9+, I would port it back to 1.7.10 as well.
Hello again
we've found a weird bug on our server Ive yet to confirm it with just levels being present in an instance but what happens is when u got any ability on any type of armor(tested on Bloodmagic, Armorplus, Vanilla) and u get hit by the EnderDragon it gets killed instantly :/ and doesnt count as a player kill so it doesnt drop modded loot which sucks
I'm going to be working on several new features for the mod, such as forcing rarities, enemy leveling, and such. On top of that, I'm also development a second mod called Lost Eclipse, which is a challenging, immersive adventure mod built on top of Levels. If that interests you at all, I'd encourage you to check it out.
Enemy Leveling for a 1.9.4 version may not happen. As things stand, I find any 1.9 version obsolete, and people should move to 1.10 regardless. On top of that, most 1.9.4 mods even work on 1.10 without requiring any changes.
Because I started heavily developing my second mod, I decided to do two things with this mod: phase out xLib as a dependency and add an enemy leveling system. I'm finally finished with both.
That's right, monsters throughout your world will be leveled as well! Of course, this is always configurable to whatever you'd like. Because this system is in its infancy, it might have a few issues that need to be worked out. On top of that, the interface for viewing a monsters level isn't how I want it, but it at least does the job. Once in a world, if you look at a monster, you should see its level on the very top-middle of your screen. The positioning of this is configurable to topright, topleft, bottomright, bottomleft, and even on your cursor. Though, I'm not too sure how I like the positioning of it, so I'd like your opinions on that!
Besides enemy leveling, I added a few requested features that will allow you to force rarities and abilities on your sword through a command:
/setAbilities ability1 ability2 ability3
Alternatively you can use /sa instead of /setAbilities
/setRarity rarity
Alternatively you can use /sr
You will need to enable these commands in the config if you wish to use them. At the moment, I've only supported swords, though I will add bow/armor support eventually. I may add monster support if someone wants that too.
I've also changed up how Void works - instead of just straight killing the monster, monsters are killed as if the player dealt the blow, allowing for a multitude of support and compatibility. On top of that, I've increased the percentage chance to 1/50 instead of 1/20.
Changelog:
+ Updated to 1.10.2
+ Added Enemy Leveling systems
+ Added force commands to add rarities and abilities to weapons (disabled by default)
- Removed xLib as a dependency (1.10.2+ versions DO NOT require xLib)
* Changed default Void percentage chance to 1/50 instead of 1/20
* Entities killed by the Void ability are registered as Player kills
You should look at adding Waila and/or One Probe detection and have the level display migrated to their tooltip when available. That way, your default one only displays when neither of those is installed.
You should look at adding Waila and/or One Probe detection and have the level display migrated to their tooltip when available. That way, your default one only displays when neither of those is installed.
Nice update otherwise!
That's exactly what I was just about to work on and will probably implement. It would definitely make it look much cleaner/better. Thanks for the suggestion anyways, I appreciate it!
r4.1.1 for Minecraft 1.10.2 has been released. Contains a simple feature to add enemy level display information to Waila if Waila is installed. Instead of having an ugly text floating around, install Waila and everything should clean up nicely.
I'm starting to overhaul a lot of things with the mod, experience, abilities, ability selection, alongside re-writing large portions of the mod. When it's finished, the mod will be rebranded as "Levels 2", due to the changes. Here's a little insight on what all will change:
You'll be able to expect a tiered ability system, meaning we'll say goodbye to those messages saying you just got unlucky, instead leveling up your own ability. The entire experience/leveling system is being overhauled - a new algorithm is being created, bonus XP is determined dynamically based on health/enemy level, and the level cap is again being adjusted (most likely to 10 - and you'll be able to earn bonuses each time you level up!).
On top of that, durability is being re-implemented, though rarities and even some abilities will influence how much durability is actually used up (essentially meaning those weapons you want to have unlimited durability, will have substantially more than a basic counterpart). Features like mob drops will be removed, though dungeon loot with pre-determined rarities, even abilities/levels/experience potentially, will be added, meaning rare dungeon chests, such as Strongholds, will contain higher rarity weapons. Axes will also be shown some attention due to their usefulness now in combat. Axes will be able to have everything swords can do. Enemies will also be thoroughly balanced, likely having an exponential curve in difficulty as the levels increase. In other words, Legendary/Ancient monsters will be something very challenging.
Now, some things are subject to change as re-writing the mod progresses. A list of finalized features, plus things completed already, will be posted eventually. On top of that, the Wiki and Thread will be re-done eventually to reflect the new changes. Of course, suggestions are always welcome too.
OK, I like this mod a lot. But I'm having a bit of a problem with it.
What's installed:
Minecraft 1.10.2
Forge 1.10.2-12.18.1.2044
Levels 1.10.2-r4.1.3
Mekanism 1.10.2-9.1.0.288
Assorted other mods none of which affect mob spawning
The problem:
Mobs with Fire ability seem way too common and way overpowered. I kept getting attacked by what seemed to be multiple Fire mobs at a time. A group of three or four zombies can reduce me to 1-2 hearts of health, despite full (leveled) armor, in a matter of seconds even if I kill them all before any of them has actually landed a blow on me. Even when I resorted to setting enemyAbilities=false, I am STILL getting at least about two out of three mobs with Fire ability or possibly Molten armor. It's pretty excessive. I'd really hate to have to completely turn off mob leveling.
Is the enemyAbilities setting known to actually work?
(I mean, really, three out of four mobs I fight are setting me on fire. I hardly dare fight anything more than three or four steps from water, because even if the mob never lands a hit on me, the odds are good I'll burn to death. Fer cryin' out loud, I killed a stray donkey for the leather and it set me on fire.)
Feature request:
It would be cool if Molten armor protected against Frost and Frozen abilities, and Frozen armor protected against Fire and Molten abilities.
Added Danish localization on Github 1.10 branch
Check out my mods Infinity Item Editor and Quality Order!
Chained should be as rare as Ethereal is, though through my testing I've never gotten it legitimately. I'll look into it and make sure it's attainable, though there's no reason it shouldn't be.
At the moment, no you can't. In the future, I might add a command to force rarities, abilities, levels, and experience if it's a feature a group of people would like.
Awesome, I appreciate the work, even if only a little bit.
Yeah, it wasn't so much work currently, but I will try to keep it updated.
Check out my mods Infinity Item Editor and Quality Order!
shame that you cant force raritys.
how about items dropped from mobs/got from chests have better raritys
and items from the creative menu are the best quality
and when a item is max level it gets the power to go to the next rarity but its level is set back to 1?
All very good ideas, and will be something I'll definitely look into implementing somehow in the future. At the moment, I'd like to get enemy leveling ready beforehand, though things like these are definitely on my to-do list.
r3.0.9 for 1.9.4 and r4.0.1 for 1.10 have been released.
Fixes an issue with newer rarities not getting applied correctly. Added localization for new abilities as well.
Changelog:
* Fixes issue with ability selection. Newer abilities will get applied more frequently.
r3.0.9 for 1.9.4
r4.0.1 for 1.10
1.7.10 is still gonna be supported, right...?
Not ideally. For one I don't like supporting multiple versions at one time - makes maintaining the mod much more harder. I'll consider somewhat supporting it for major changes, such as if I added enemy leveling for 1.9+, I would port it back to 1.7.10 as well.
Report via here if you don't mind.
I'm going to be working on several new features for the mod, such as forcing rarities, enemy leveling, and such. On top of that, I'm also development a second mod called Lost Eclipse, which is a challenging, immersive adventure mod built on top of Levels. If that interests you at all, I'd encourage you to check it out.
Levels r4.1.0 has been released for 1.10.2!
Enemy Leveling for a 1.9.4 version may not happen. As things stand, I find any 1.9 version obsolete, and people should move to 1.10 regardless. On top of that, most 1.9.4 mods even work on 1.10 without requiring any changes.
Because I started heavily developing my second mod, I decided to do two things with this mod: phase out xLib as a dependency and add an enemy leveling system. I'm finally finished with both.
That's right, monsters throughout your world will be leveled as well! Of course, this is always configurable to whatever you'd like. Because this system is in its infancy, it might have a few issues that need to be worked out. On top of that, the interface for viewing a monsters level isn't how I want it, but it at least does the job. Once in a world, if you look at a monster, you should see its level on the very top-middle of your screen. The positioning of this is configurable to topright, topleft, bottomright, bottomleft, and even on your cursor. Though, I'm not too sure how I like the positioning of it, so I'd like your opinions on that!
Besides enemy leveling, I added a few requested features that will allow you to force rarities and abilities on your sword through a command:
/setAbilities ability1 ability2 ability3
Alternatively you can use /sa instead of /setAbilities
/setRarity rarity
Alternatively you can use /sr
You will need to enable these commands in the config if you wish to use them. At the moment, I've only supported swords, though I will add bow/armor support eventually. I may add monster support if someone wants that too.
I've also changed up how Void works - instead of just straight killing the monster, monsters are killed as if the player dealt the blow, allowing for a multitude of support and compatibility. On top of that, I've increased the percentage chance to 1/50 instead of 1/20.
Changelog:
+ Updated to 1.10.2
+ Added Enemy Leveling systems
+ Added force commands to add rarities and abilities to weapons (disabled by default)
- Removed xLib as a dependency (1.10.2+ versions DO NOT require xLib)
* Changed default Void percentage chance to 1/50 instead of 1/20
* Entities killed by the Void ability are registered as Player kills
Download can be found here, and you do not need xLib!
You should look at adding Waila and/or One Probe detection and have the level display migrated to their tooltip when available. That way, your default one only displays when neither of those is installed.
Nice update otherwise!
That's exactly what I was just about to work on and will probably implement. It would definitely make it look much cleaner/better. Thanks for the suggestion anyways, I appreciate it!
r4.1.1 for Minecraft 1.10.2 has been released. Contains a simple feature to add enemy level display information to Waila if Waila is installed. Instead of having an ugly text floating around, install Waila and everything should clean up nicely.
Download can be found here (and it doesn't require xLib!)r4.1.2 has been released as well. Fixes crash on server start up.
i know 1.7.10 is old but this bug happen pop up when I click my resource pack this happened after I click done this happen only in mp not sp or main menu the crash log https://openeye.openmods.info/crashes/fe01af1471bc00da0cc4f09a8397aef1
And how is this an issue with Levels? It's not - go over to the MineFactoryReloaded developers.
sry i miss post i love your mod
r4.1.3 fixes an issue when using a Test Dummy from MmmMmmMmm.
I'm starting to overhaul a lot of things with the mod, experience, abilities, ability selection, alongside re-writing large portions of the mod. When it's finished, the mod will be rebranded as "Levels 2", due to the changes. Here's a little insight on what all will change:
You'll be able to expect a tiered ability system, meaning we'll say goodbye to those messages saying you just got unlucky, instead leveling up your own ability. The entire experience/leveling system is being overhauled - a new algorithm is being created, bonus XP is determined dynamically based on health/enemy level, and the level cap is again being adjusted (most likely to 10 - and you'll be able to earn bonuses each time you level up!).
On top of that, durability is being re-implemented, though rarities and even some abilities will influence how much durability is actually used up (essentially meaning those weapons you want to have unlimited durability, will have substantially more than a basic counterpart). Features like mob drops will be removed, though dungeon loot with pre-determined rarities, even abilities/levels/experience potentially, will be added, meaning rare dungeon chests, such as Strongholds, will contain higher rarity weapons. Axes will also be shown some attention due to their usefulness now in combat. Axes will be able to have everything swords can do. Enemies will also be thoroughly balanced, likely having an exponential curve in difficulty as the levels increase. In other words, Legendary/Ancient monsters will be something very challenging.
Now, some things are subject to change as re-writing the mod progresses. A list of finalized features, plus things completed already, will be posted eventually. On top of that, the Wiki and Thread will be re-done eventually to reflect the new changes. Of course, suggestions are always welcome too.
OK, I like this mod a lot. But I'm having a bit of a problem with it.
What's installed:
Minecraft 1.10.2
Forge 1.10.2-12.18.1.2044
Levels 1.10.2-r4.1.3
Mekanism 1.10.2-9.1.0.288
Assorted other mods none of which affect mob spawning
The problem:
Mobs with Fire ability seem way too common and way overpowered. I kept getting attacked by what seemed to be multiple Fire mobs at a time. A group of three or four zombies can reduce me to 1-2 hearts of health, despite full (leveled) armor, in a matter of seconds even if I kill them all before any of them has actually landed a blow on me. Even when I resorted to setting enemyAbilities=false, I am STILL getting at least about two out of three mobs with Fire ability or possibly Molten armor. It's pretty excessive. I'd really hate to have to completely turn off mob leveling.
Is the enemyAbilities setting known to actually work?
(I mean, really, three out of four mobs I fight are setting me on fire. I hardly dare fight anything more than three or four steps from water, because even if the mob never lands a hit on me, the odds are good I'll burn to death. Fer cryin' out loud, I killed a stray donkey for the leather and it set me on fire.)
Feature request:
It would be cool if Molten armor protected against Frost and Frozen abilities, and Frozen armor protected against Fire and Molten abilities.