Welcome to the final chapter in our Shanghaied Series. For our final ever pack we've gone to a lot of effort to make it more exciting than the previous nightmares that never managed to rise above mediocre. With less grind and more hair raising adventures, its bound to have you on your toes so often that you'd be advised to purchase a pair of steel capped boots prior to downloading your very own copy of Shanghaied Requiem.
We still shanghai unsuspecting members from our audience and abandon them on a desolate hostile planet where they have to survive with little more than a frying pan and a quest book filled with ingeniously fiendish quests that they'll need to complete in order to progress all the way to the winners circle to claim the grand prize and more importantly, to stay alive longer than the last contestant.
So don't be shy, come along and join our audience and with any luck we'll choose you to be our next heroic adventurer. But don't worry, if you do happen to get shanghaied, you're bound to become so much of a crowd favorite that the audience won't be constantly baying for your blood throughout your ordeal.
We've designed our competition in such a way that although you'll start with almost nothing, you will be able to gradually progress by completing well thought out challenges, provided you don't starve or die of thirst along the way. We understand that not everyone has mastered the art of finding shortcuts or even finding longcuts so we've included many hints and lots of advice in our quest book that we're sure you'll probably ignore, even if you don't know what you're doing. We call that the human condition and our audience just love watching adventurers flounder over a quest knowing that all they had to do was actually read it first. What a hoot.
Most adventuring games start out requiring players to harvest lots of wood and materials and we didn't want to spoil your expectations so we've included these requirements in our quest as well. But we have tried to make it different by not actually giving you any saplings to begin with, you're expected to travel the land looking for dying trees to harvest in the hopes one of them will drop a sapling for you.
To top things off you'll need to dig up a few stone shards before you can progress to the next level. We still provide a Lucky Dip you can earn over and over that may or may not provide you with ore berries to plant or other bushes and crops to throw in chests until you can plant them. You might even manage to get some food from a Lucky dip, but its best not to rely on that actually happening! Its a lucky dip and everyone knows you never know what you're going to get until you've smashed it open.
The important thing is that you get started right away as we've already shanghaied trillions of other contestants and some of them have managed to survive long enough to get more of their quest book pages open giving them a head start on you. To be honest we just want to offload our grubby trophy into someones even grubbier hands before our contest goes into liquidation. That someone should be you! So don't delay, download today.
What's new or old but changed in some way? I'm glad you asked, or didn't but was mildly interested enough to read this far.
ENVIROMINE: An oldie but but not such a goodie. Although we've kept Enviromine, it no longer contains any of the nasty side effects we left in last season. In fact the only thing it now contains is water drinking. Now you might be thinking that seems like a bit of overkill as there are other water drinking mods out there, but none of the other mods contain camel packs and we love camels, so it got our vote.
FAST LEAF DECAY: This was the number one vote by our audience who said it was too boring watching contestants using crooks to remove leaves last season.
GRAVESTONE+: This is the only death marker mod we found that actually works every time and also stores knapsack contents. It also keeps your goods safe from your marauding loot ninja partners, if you took any along for the ride that is, as only you can open your gravestone. It also gives you a note that we've cleverly modified that lets you craft it into a sword to fight your way back to your death point.
TWILIGHT FOREST: A no brainer because the more worlds you can visit the more ways you can get mercilessly slaughtered. Overwhelmingly voted for by our audience.
WALL CLOCK: Not only saves you carrying a bulky hard to read clock around, this wall clock takes the guesswork out of telling the time as it only shows you what hour it is. Oh and if its night it will be darker than when its daytime.
READ ALL ABOUT IT
BEGINNING YOUR ADVENTURE:
Although its yet another survival game, it has some differences. You start out on a dying planet with a few possessions including a weapon of sorts, and of course your trusty quest book. Its up to you to decide how you want to progress, either by searching for a safe place to hunker down before the nightly mobs come out to play, or by throwing caution to the wind and spending the entire day trying to gather as much material as possible to complete some of the early quests in order to reap their wonderful rewards. When night does come, you'll likely be overwhelmed with countless mobs that will have you running for cover in an attempt to prevent them chalking up yet another victory via your mangled corpse. So you might want to consider taking the first option mentioned and concentrate on making a shelter before night actually falls. On the other hand, there might not be that many mobs after all, just the usual assortment you'd expect to get on any dying planet you just happened to get abandoned on.
COMPLETING THE QUEST: All is not lost, you'll notice as you progress through the quest book that there is a pathway that opens up. You might get lucky and just happen to take the shortest route possible, or you might not. Although your primary goal is to complete the solitary quest on the WINNERS CIRCLE page, there are many optional side quests that you can still complete along the way that offer useful rewards. Hmmmm, I imagine there might be some completionists out there thinking they ain't gunna play any game that can't be completed. Well don't worry, this game can be completed 100%, its just that you can choose not to complete it if your intention is to just get to that beckoning finish line.
DISCLAIMER BOOK: We've also provided a disclaimer for your reading pleasure. If you're playing alone, you'll be able to read it in complete safety as opening it freezes time along with those nasty mobs. There's a lot of information in it including some that might even be a bit helpful, but we aren't passing out guarantee's, just letting you know the lay of the land so to speak. We do however highly recommend you read it sooner rather than later so that you don't miss out on any unexpected bonuses that you might stumble upon during your upcoming ordeal.
FOOD: Food is a requirement for survival, so you'd be advised to spend the first few nights slaughtering zombies and drying out their rotten flesh while simultaneously collecting fish to cook in order to make gut wrenching but nourishing zombie steaks in an attempt to stave off certain death. There will still be plenty of time however to progress through the challenges at a steady pace until you eventually become established enough to want to automate some of your growing number of daily tasks.
Did I mention we still have our ever popular hidden recipe treasure hunt? Think you've figured it out from last season? Well think again as we've changed it for our final season just to keep you on your toes.
MOBS: In this game you get rewarded for killing mobs, in fact its a requirement so if you prefer playing on peaceful, you'll find you can't progress much further than the first few challenges. This is not to say you'll be spending every waking hour defending yourself. Although killing mobs has been expanded in our final version, you'll still have other tasks to keep you busy.
ORES: Although there are many ores you'll be able to mine on the different worlds you'll be visiting, the wastelands contains next to no ores, so you'll need to grow the 5 basic ores using bushes that can be obtained via our Lucky Dip's. These oreberries play a big part of the early stages of your adventure, so completing the Lucky Dip every time it comes available should be a priority along with planting them as soon as possible. Oh, and this season you can even transplant them if you decide to move elsewhere later on.
REWARD BAGS: The reward bags have been specially designed to help improve your lot in life. They can help you immensely, or just a little bit. How useful a reward is often depends on how advanced into the game you are when you receive it. Although there are a limited number of reward bags, we've been generous enough to include a second tier group of reserve bags ensuring that you should continue to receive a reward throughout your adventure.
So what about when you band together with other adventurers to form a pack? Well as this pack is primarily designed for single players, we wouldn't want multiple players gaining an unfair advantage by rewarding every one of them with reward bags just for completing the same quest. Instead we thought you'd prefer to decide for yourselves how you're going to share around all that lovely 'free' loot.
RUINS: There are heaps of ruins scattered randomly about that may or may not contain hidden treasures and of course not so hidden adversaries. Thanks to ruins spawning randomly, subsequent play thru's of the same world will be like a box of chocolates, all melted and gooey. Hmm, that doesn't sound right, lets just say traveling to new areas will cause new ruins to spawn and they'll probably be different to the ones you discovered on your last playthrough of the Wastelands before you ran out of lives.
TOOLS and WEAPONS: Although there are a variety of tools and weapons you can make or find throughout your adventure, Tinkers still remain the primary source you'll probably use. This season we've reduced the number of upgrades tinkers has along with how they are upgraded. All TC tools and weapons now gain extra modifiers at random intervals which gives you the freedom to add the modifiers you actually want them to have. You can also add extra modifiers at any time by using any of three available 'special' recipes in a Tool station. We've even included a free 'TC Upgrades' book that explains all available options, just for completing an early quest.
WATER: Water is still a requirement for survival, but its now much easier to make. Just hang any slime gel you get from slimy trees and they'll turn into waterdrops that can be used to fill an empty bottle in your inventory. In the meantime there are two really early quests that give free water to get you started. Also keep a lookout for any quests that will help you to automate your water production.
A special thanks to all the mod creators that have given their permission to use their mods. Without them this pack wouldn't exist. Below are all the mods we've incorporated into our pack.
Zzzz... I could go on and on, and I generally do but I think if you haven't been tempted to try it out by now then I'd have to offer you a humongous bribe and I'm not that rich so have a nice life anyway. For the rest of you who are eagerly scanning down here for a way to get your hands on our little known obscure pack, read on.
To Download The Technic Launcher:
1: If you don't already have the Technic Launcher go to: Download the Technic Launcher - Technic Platform
2: Scroll down the page, choose your required system and click on it to get the Technic Launcher.
To Get Shanghaied Requiem:
1. Run your Technic Launcher and click on Modpacks. Search for shanghaied from the search bar in the top left and press ENTER.
2. Requiem should now be showing alongside the other versions. Choose the Requiem version and click on the install button on the bottom right. Once the install sequence is completed, you'll be able to play Shanghaied Requiem.
Alternatively, if you're the trusting type or just want to get there even faster, you can click on the link below and get taken straight to the Technic site where Shanghaied Requiem resides. Its up to you...
The new 1.0.3 update is now available from the Technic Launcher. Its the final one for this year so make the most of it. Lots of changes, mostly to streamline crafting etc. I've got some more ideas that I'll work on in the New year. In the meantime, Happy New Year and stay safe. Spoiler of the more significant changes below....
Added 2D icons for Nether and Erebus mobs.
Reverted fossil ore to its original name with original drops and made the minecraft version in the TF drop similarly. Maintained anthracite name but re-imaged it to look similar to charcoal, but lighter and updated its corresponding quest wording to suit.
Fossil ore can drop altar fragments so I gave them a 40% change of making borax in a SAG mill. REASON: Adds an alternative to getting borax in the event the mobs don't drop any.
Added new recipe using obsidian ingot with clay and cinder that makes Machine Compound that is fired in the furnace. REASON: This has allowed me to have ALL machines use machine blocks and secondly not have the problem of initially having to smelt odd numbers of clay and cinder in a furnace and then using them to make blocks in an Alloy smelter.
Changed machine panel recipe to use gold instead of obsidian to compensate for changed recipe of machine blocks.
Changed iron bars to be made using steel to compensate for the machine blocks no longer using steel. Also renamed them and the dark iron bars to steel.
Changed Stirling generator recipe to use heat shields in place of the extra machine blocks and the furnace. REASON: With the change to machine blocks instead of fired blocks it made the previous Stirling recipe too expensive. This makes it less expensive for the first made machine.
Changed machines using obelisk blocks to use machine blocks instead. REASON: Simplifies making all of these machines as they now use the same basic blocks. The colour difference could if necessary be explained by the use of the latex coating being infused onto them when crafted.
Removed the glowshroom and nether berry hand ins. REASON: I just found it annoying having to collect extra glowshrooms and the berry hand in was really frustrating as it meant growing them back at the base and waiting ohhh so long for them to grow, especially the obligatory final one that took forever to find and is lagging behind the others.
Reduced the cloud hand in from 25 to 15 to compensate for for the increased requirement to make steel alloy. Also swapped its location with the creeper kills to give players an easier path to opening the blaze quest so that all of the latter nether kills can be done at the same time. Its also an encouragement to hand in cloud drops sooner rather than later.
Changed drawer controller to use an ender pearl instead of enderite to allow it to be made sooner. Re-imaged to suit.
Added full guard pattern recipe for cutlass making.
Increased blaze powder drops from blazerods to 85%+25%. REASON: You should be able to get on average at least one powder per rod with a small chance of getting an extra one.
Reduced blaze rod hand in to just 1 rod and removed optional rewards in the Blaze killing quest..
Reduced pickaxe levels to four. stone, steel, cobalt and manyullyn. REASON: There are only 4 levels of ores to mine so it didn't make sense to have more pickaxe levels than necessary.
Steel level now encompasses the deleted slime level ores.
Changed stronghold blocks to cobalt level now that steel level has many more ores it can mine.
Changed tool tips for materials to suit the new Tier system, including ores and misq pickaxes.
Removed wood, flint, green slime and obsidian TC tools. REASON: With just four pickaxe levels it made more sense to restrict each upgrade choice to the two best types for each tier. NB: Obsidian large plate has been left in for reinforcing tool options.
Made stone pick more durable than bone. REASON: There isn't a bone level and I wanted to keep the higher of each level use the same material as its level. Although one could argue that stone shards are easier to harvest than bones, they actually have more uses than bones, so once a player reaches the stage where they can make a stone level pick they would in all probability want to save their stones for crafting and use up their surplus underused bones.
Made new Lockdown to add more variety for players on subsequent playthrus.
The final update should now be available to download. Its version 1.0.4 and I don't intend to do any more updates unless someone finds a problem that I haven't as yet discovered.
As always there's a Spoiler of the main updates in the pack listed below.
Added new Lockdown.
Changed some mob images.
Added jelly babies recipe using dyes made from nether berries to add a reason for collecting and making dyes from the nether bushes.
Added leather recipe using mushroom helm and compost in Alloy Smelter which adds a viable use for the crushroom drops, especially if players are short of leather.
Changed shovel reward in First blood to a choice of mattocks. REASON: I think its more useful early game to be able to dig and chop faster as well as till soil on the run. Having to swap tools constantly can be a pain as well.
Swapped axe offered in 2nd kill quest to a half heart instead.
Changed clear glass recipe to smelting wasted glass instead of sand. REASON: Double smelting is already done for bottles so why not for glass? Simplifies the recipe.
Added crafting nether stairs using 3 planks.
Added small chance for bats to drop cocoa. Reworded the cocoa quest to suit and removed the free cocoa beans in quests.
Added small chance for zombie pigmen to drop radishes and edible pigman meat. Reworded the pigman quest to suit.
Added slimy trees and gave them axe ability. Added slimy sapling recipe using any berry bush and a slime gel. Its mainly for players who updated to this version and still want to use an old saved game. NB: Slime gel now makes waterdrops instead of snowballs.
Added lapis ore spawning in tainted soil in low lying areas of the Nether. REASON: Allows players to add luck to their tools prior to mining high end ores. Its mined using a slime level shovel.
Made wither string that drops more frequently from wither webs.
Wither string makes wither webs that can be crafted into black wool for making beds.
Made the bed an optional reward in the bed quest now that players can make their own beds after entering the Nether.
Changed bed base recipe to glowstone as it now provides its own light.
Waystones now also provide their own light.
Also made many many changes to recipes and the way the quest book unfolds with its quests to streamline gameplay.
Who could have guessed that the final update would turn out to not be the final update? Not me as I thought there wasn't much more I could do. Boy, was I wrong as this final final update [yea right!] has heaps of changes, too many to mention but I have listed the main ones in the spoiler below for anyone interested enough to check them out.
Renamed and recoloured caramel, grape, lemon, strawberry and watermelon slimes to heartberry, maloberry, raspberry, spiceberry and swampberry and made them drop items relating to their actual names. EG: Blackberry slimes now drop blackberries with a rare chance to drop a blackberry bush. They no longer drop slimeballs.
Added chance for giant wasteland mobs to drop lettuce seeds in addition to their default drops.
Added chance for cave spiders to drop wheat seeds and added mention of this in first cave spider kill quest.
Added chance for gravity creepers to also drop obsidian nugget.
Added chance for splitting creepers to also drop glowstone [dust].
Renamed Icy Enderman to Ghastly Enderman and gave it chance to drop ghast tears instead of snowballs.
Renamed Armor creepers to Armored Creepers.
Renamed Tough Spiders to Armored Spiders and gave it chance to drop leather instead of flint.
Changed Desert spider drops from leather to sag fruit and salt.
Changed pigmen dropping imp meat to dropping raw pork instead. Also added pork roll and pork pie.
With removal of a flint source that came from tough spiders, I gave gravel a 2% chance of dropping flint. NB: It still drops stone shards and has a 35% chance of not returning the gravel.
Added new quest for players to hunt down giant wasteland mobs for special rewards.
Renamed crystalite to quartz and actual quartz to Fused Quartz. REASON: It groups them together more naturally. Altered TC book to suit.
Swapped secrets page with progression page and moved some quests around. Also added new quest about shearing to give players more incentive to make shears earlier.
Changed apples to acorns and modified some food recipes to suit them.
Added Nutty Brittle, toffee Truffle and trail mix as makeable recipes.
Decided to revert making rolls using the Slicer. REASON: Its a more logical recipe plus it allows those players that have been unable to obtain enough silicon early enough to make their kitchen wizz to have a small alternative food source to enable them to search the nether without starving to death.
Added crafting slimeballs into blocks to make fancy bricks.
Added rare chance to get dirt from the Lucky dip.
Swapped mattock offered in First Blood back to a shovel due to discovering that mattocks don't dig many of the sands in this pack and also don't 'plant' blocks when right clicking on them. I imagine this is due to the right clicking function being used to plant crops.
Also re-introduced offering a hatchet in the 'Building a Reputation' killing quest. NB: Decided to make them both from bone even though the hatchet now does more damage than the pan.
Removed wizz compound and made crafting the Wizz Processing Bowl directly using tumbaga and a smoothie glass.
Increased Alumite durability from 450 to 500.
Added making charcoal using ALL nether woods.
Changed grinding ball and poison gland hand ins on travel and vacuum quests to moss spores and monster jerky. REASON: Grinding balls have more value and this also allows players to complete these 2 quests prior to making machines.
Changed colour of HQM pages from lilac to turquoise.
Made new Lockdown to add variety for existing players.
As always you can download the pack from the Technic site if you're a first time visitor to the site, and if you do, then welcome aboard. If you already have the pack then congrats on making such a wise decision, you should be prompted to download the update the next time you play the pack on the Technic launcher. I mean, you are playing it on the Technic Launcher aren't you?
Hopefully that was a great big YES as it gives me a better idea of just how many people are still playing the pack.
I found a few other things that i wanted to change or add so the final final final update has been released. Its 1.0.7 and this time i know better than to say it is the final release. who knows what other things i might come up with? Not me, that's for sure.
as always there's a spoiler of the latest changes.
Changed glowing gem reward from nether bush quest to furnace quest to make getting to the Erebus easier.
Added rare chance for desert spiders to drop herbicide which can be used to craft Wild Plum Seeds and Prickly Cactus.
Changed making stone pressure plates and buttons from using slicer to using furnace. REASON: A slicer shouldn't be able to carve out stone.
Linked speedy traveler and recipe book quests directly to the opening quest as they should both open sooner to alert players to how recipes can be looked up.
Mentioned cave spiders dropping wheat seeds in the Treasure Hunt quest to alert players even earlier to them.
Fixed overlord quest talking about jade instead of rubies.
Increased leather drops for armored spiders to 75% with a 25% chance to drop a second leather. REASON: They're more than twice as hard to kill as armored creepers so the reward chance should be greater.
Renamed dragonfly wings to Dragonfly Essence which makes more sense for smelting. Added it to Insect Repellent, Powered Glider Chestplate and Pheromone Essence in addtion to the existing Repellent and Tier 4 upgrade.
Removed enhanced glider wing and changed recipe for powered glider to other materials.
Replaced using dragonfly essence in insect repellent to herbicide due to the possibility of it being duplicated by players who have to make repellent rather than getting it from cicadas.
Added Multi block made using the five growing metal blocks + activator. REASON: Its primarily for players that wind up with excess blocks and no crafting options for them.
Added Crimson heart that uses the multi block along with other ingredients that can be smelted into a half heart or hung to dry for a long time into a full heart. NB: Full hearts if left unattended for too long will turn rotten so its a gamble turning a crimson heart into a full heart instead of a half heart.
Changed some rewards to more suitable items in some of the kill quests.
Well, I've done it again. Found that some of the ruins I had made weren't spawning due to certain blocks having been removed in previous updates so I decided to fix them all. Took a while but at least now they all spawn again as intended.
Not being content to release an update just for this I found a number of ways to improve the pack to make it more interesting. As always I've included a spoiler of the main changes that warranted mentioning.
Fixed a number of ruins that weren't spawning.
Renamed secondary 'quartz' ore found in netherrack to crystal ore that drops slime crystals. This replaces having to make blue slime crystals in an Alloy Smelter.
Green slime crystals are now made by smelting blue slime crystals in a furnace.
Quartz ore use has been reduced and can be found in the Nether in tainted soil and mined using a slime level shovel. Its still also found in other dimensions.
Replaced cinderite with blue slime crystals. REASON: Makes getting mid level armor possible by mining crystal ore. Also brings the other armors into contention with the reduction of clay and cinder use.
ALL tier upgrades are now made in a furnace. Removed from Alloy smelter and tooltips.
Changed knapsack recipe to use nickel instead of silver to allow it to be made sooner.
Changed special slime drops to foods only found in the erebus to give players a chance to expand their recipe options prior to going to the erebus.
Changed giant mobs dropping lettuce seeds to having a rare chance to drop candleberry seeds and lemonberry seeds instead.
Added regular creepers having a rare chance to drop lettuce seeds. Made mention of it in the First Blood quest.
Added chance for Ghost Spiders and Faint Ghasts to drop camouflage powder.
Added chance for jumping creepers to drop elastic. Recolored them to turquoise.
Added chance for splitting creepers to drop sulfur. Recolored them to a yellowish color.
Added chance for death and doom creepers to drop ash dust.
Gave silverfish chance to drop activator. Special ones have an increased chance to drop activator.
Added chance for Mirage Enderman to drop waterdrops with a rare chance to drop hydrofuge.
Added chance for Cursed Enderman and Desert Spiders to drop nettle leaves. NB: Nettle leaves are used to make anti-venom.
Added chance for poison Spiders to drop poison sacs. NB: Poison Sacs are used to make anti-venom.
Simplified Anti-Venom recipe and made mention of its effects in the Black widow quest.
Also added chance for desert spiders to drop ink as they can temporarily blind you when bitten.
Changed capacitor recipes to items that can be obtained prior to making a SAG mill. REASON: With the removal of natura slabs as an easy fuel, it became more important to be able to increase the efficiency of existing fuels for the Stirling Generator.
Combined the enchanting table and enchanter quests and added a new quest with information about capacitor banks and wireless chargers.
Removed smoothie maker due to discovering its broken when making certain recipes.
Removed accompanying compost maker as its not really needed due to a suffient amount of compost being made in the SAG mill.
Retained empty smoothie glass due to there being smoothies in some chests etc in the Erebus. This will be the only way to get smoothies and once consumed will retain some usefulness by being smeltable into empty bottles.
Simplified the two early quests that open up a branch of new quests.
Added a 2 phase step to the 101 and nether quests so that they don't all open at the same time.
Renamed Wild plums to passionfruit. Recolored to suit.
Removed zombies spawning with bows.
Removed skeletons spawning with swords.
Replaced brown wasted blocks with aqua wasted blocks to provide an additional early option for staining blocks.
Made new Lockdown
As usual, you can still play your existing saves, but to get the full benefit of the major changes, its highly recommended that you start a new playthru.
Oh, and if you do decide to continue with your existing save, you'll be told that the customitems:fired_block' is missing. Its fine. I removed the use of this block waaay back when I changed to making machine blocks in a furnace instead of the alloy smelter and forgot to remove if from the actual file.
I've had to re-install The 1.0.7 Shanghaied Requiem update due to discovering that I had forgotten to include the bin folder in the pack. This means that players who have since downloaded the new update without having installed the previous version will not be able to play the game.
I'm not sure if this also applies to players who simply updated their version of the pack but if you have downloaded the 1.0.7 update and are no longer able to play it, I have now included the bin folder in the update. If you are still interested in updating or trying out the pack you can simply either update your existing pack or do a new install. Either way should work. Installing from scratch will definitely give you a working version.
Sorry for the stuff up, but since no one took the trouble to let me know, either on this forum or the Technic Discord, I was unaware until today when I needed to install my game again as I am now in the process of adding a couple of new mods to the pack to make it more interesting. More to follow on the upcoming update that will eventuate but not for some time.