Ascension is a new mod which aims to create an immersive, challenging adventure for you to endeavor upon. Heavily inspired by Skyrim, you'll jump into a world battling intimidation monsters, slaying mysterious bosses, looting seemingly innocent structures, ultimately leading up to the recapturing of the five ancient Artifacts.
Are you up for the challenge?
As time and development go on, Ascension aims to create a huge expansive journey, complete with tons of weaponry, challenging monsters, monstrous bosses, intricate dungeons, all alongside an entire optional quest and story line. This is only the beginning of something entirely different.
Since this mod is in its infant stages, not everything is permanent. Also, we have only implemented a small amount of content compared to what we plan on adding (and are currently adding). For a complete list of the entire mod 'outline', check out our Community Document. We are open to any and all forms of feedback: suggestions, criticism, and the like. If you find something to be out of place, or something that would go really nice with the mod, feel free to suggest it!
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Key Features - 7 new mobs (6 hostile, 1 passive)
- A new boss: The Pharaoh
- Tons of new, unique weaponry
- 7 new structures (2 dungeons, 1 boss structure)
- Loot generation in Ascension and Vanilla structures
- 3 new ores which server a multitude of purposes
- Plus many more features!
Upcoming Features in Beta 2: Power of Magic - Magical weaponry
- Magical armors (give bonuses to magical weapons)
- The Maze Dungeon
- 4 new mobs: Goblins, Snow Blazes, Trolls, and Mini Golems (semi-boss)
- Overall improvements and balancing.
Follow me on Twitter to stay up to date with development! I'll occasionally send out teasers, or do small giveaways :).
Estimated release date: Early to Mid March
Beta 2 Teasers
The five staffs, complete with a charging system, multiple textures, and custom magical projectiles.
Example of the charging system.
A new semi-boss (Mini-Golem). Well, if you've experienced the Golem from Ascension, you won't like this guy.
Also included in Beta 2 is a new cold dwelling monster.
Screenshots and Videos
Spotlight by DragoonBros
Spotlight by Anthony craft [Spanish]
Series by TitusArdronicus
-----
Support Ascension
Help support the development of the mod! We have put in countless hours working on the mod, and getting it to a releasable state, and we will continue to put even more hours into the mod, perfecting it, and adding more content for you to enjoy. If you appreciate what we are doing, please consider supporting us monetarily.
Alternatively, you could also help out specifically with the development of the mod, providing code, art, bugs, and other such things on our GitHub page.
We are coding to fast for the artwork to catch up! We need extra texture artists and modelers to help develop the mod faster! The more people behind the mod, the quicker updates come out, and the sooner we will be able to fully release the mod! Comment or send me a PM if you are interested in helping out.
Ascension only relies on Forge 1.7.10, however, if you install Version Checker as well, you will be able to automatically update the mod when a new version is released without navigating to your mods folder!
We also recommend adding Not Enough Items for in-game recipes (recipes are also added on our wiki), Infernal Mobs for a more difficult challenge, and Adventure Backpacks to store all your loot! You are not required to download any of these; these are just mods us developers found to be good compliments to our mod.
Older versions can also be found at the link above. Changelogs can be found here.
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Getting Started -- What you should know.
This mod is meant to be challenging. I wouldn't be surprised if you died the moment you spawn -- unfortunately, that's how it is. I'm here to tell you not to get discouraged because you can put your enemies to death with an arsenal of weaponry.
When you first join, take refuge, get your bearings, and confirm that you are not being watched. Do you normal Minecraft things, build a base, do all that stuff. Just make sure you sleep the night away - you aren't ready for what is out there. Also it may be good to mention that some mobs are cave-dwellers, and they shouldn't be messed with either.
You may come across a few things the Ascension introduces. One of the more prominent features would be the structures the mod adds. These structures should be a life-saver in most cases, providing both a shelter and some loot for the times ahead. Careful, however, some structures aren't as innocent as they may seem. Beside structures, Ascension also adds a few new ores for you to find: Titanium, Vexal, and Flerovium. Titanium is a basic metal, highly comparable to Iron, and is used to create Steel. Vexal on the other hand, is more of a 'link' between an ore and a magical substance. Lastly, Flerovium is an extremely powerful substance capable of powering out every other material known to man, but comes at a cost - good luck finding it.
As I mentioned before, the mobs added in can be pretty difficult, but with some resources behind you, you can begin to venture out at night to slay some of these monsters. All monsters have chances to drop a variety of loot, some of which includes base materials up to an actual weapon. Your goal is to gather as much loot as you can, upgrading your existing weaponry, doing whatever other mods you have install require. Once you feel comfortable in your gear, begin your exploration to find the Sphinx structure - the home of the Pharaoh - and to begin your journey on the quest to recover the five ancient Artifacts.
FAQ (Frequently Asked Questions)
Q. Can I use this mod in a Mod Pack?
A. Yes, however, you must apply to the following rules: 1) You must link back to this thread, and give credit to the authors, 2) You cannot make any money off of your pack (e.g. AdFly, hosting sites, etc.), 3) You cannot claim any of this mod as your own, 4) You must take down your Mod Pack if I say so. If you can comply with these rules, then feel free to use the mod in your pack. I would greatly appreciate a notification PM or comment stating that you are using the mod in a pack, along with a link to said pack, as it gives me motivation to see the mod being widely used.
Q. Can I help contribute to the mod?
A. Yes! If you are more of a programmer, we would appreciate it if you checked out our GitHub and see about fixing any issues needing fixing. If you are more of an artist, you can either send me new textures for existing textures, or see about making textures for upcoming items. If neither of these seem to fit you, consider just providing feedback and suggestions, as well as bug reports and such.
Q. How in the world do you pronounce Flerovium?
A. It's pronounced 'flare-of-ium' from what I can gather.
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Credits TheXFactor117 -- Creator and Lead-Developer
wildbill22 -- Developer (generation)
Resnov981 for a majority of textures DesHex for a few textures and mob models baddaspig for a few textures terminat0r375 for testing and ideas
SpaciousName for testing
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Legal Information
0. Used Terms Mod - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities. Mojang - Mojang AB Owner - TheXFactor117, original author of the Mod. Under the copyright terms accepted when purchasing Minecraft (https://account.mojang.com/documents/minecraft_eula) the Owner has full rights over their Mod, in both binary and source form, despite use of Mojang code. User - End user of the Mod, person installing the Mod.
1. Liability
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. Use
Use of this Mod to be installed, manually or automatically, is given to the User without restriction.
3. Redistribution / Mod Packs
This Mod may only be distributed where uploaded, mirrored, or otherwise linked to by the Owner solely. All mirrors of this Mod must have advance written permission from the Owner. There are 3 locations that this mod can be found at: Minecraft Forums, Planet Minecraft, and CurseForge. If the Mod is found on ANY other websites, we have the right to take action to remove it from said site. ANY attempts to make money off of this Mod (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN without advance written permission, and the Owner may claim damages or take other action to rectify the situation. Mod Packs are only allowed so long you have been given permission by the Owner. The Owner reserves the right to remove permission given to a mod pack to distribute the Mod, given a notice period of thirty (30) days.
4. Derivative Works / Modification
This Mod may be decompiled, however it cannot be reproduced and/or modified under any circumstances without prior written permission of the Owner. This Mod is open source for educational reasons, not for others to modify and distribute.
If you have any feedback regarding the mod, even criticism, we are open to it. Without any feedback, we won't be able to improve this mod. This is only the beginning of what we hope to be a long journey, and we can't get there without you all
Anyways, if you need more information regarding the mod, head over to our wiki, and browse some pages to see what we've already added. We are already working on features for Beta 2 as well.
A quick update to remove a few test items which weren't supposed to make it into the mod. Well, you may have noticed some new things we are working on in the future :).
Changelog:
- Removes test items which could potentially break things (also removes test creative tab).
-----
I would love to hear some feedback regarding the mod. We've worked a long time on the mod (just look at my commits on GitHub), and we hope this will be something people are interested in. We will continue updating the mod nonetheless!
Updated the thread. Should be much more user friendly by removing unnecessary sections, and even added a Getting Started mini-guide to help you understand just what Ascension does.
We are working on getting a Version Checker setup which will automatically download new versions of the mod (provided you say the checker can). We recommend you install Version Checker now, as in the future, it will be the backbone of our version checker.
This update focuses around fixing and balancing issues we have found in the mod. For one, we have buffed the Pharaoh a bit with a new ability to spawn Mummies around him when he is alive! We have also added a version checker system in which you will be notified when you are using an outdated version only if you have the mod Version Checker installed. Cool thing about this is you can update the mod automatically without having to navigate to your mods folder (should work, I'll test it after this post). Full changelog can be found below:
Changelog:
+ Added a Version Checker system (only compatible if you have Version Checker installed)
+ Added Soul Fragment drops to vanilla mobs
* Major tweaks to the Pharaoh
* Nerfed Flerovium Armor a bit
* Fixes a small issue with Creative Tabs
*** If b1.1.0 doesn't show on CurseForge, the file may still be under review. It should be up within an hour of this post.
I must say, this looks rather promising based off of what you have shown. I'm quite impressed by the work that has gone into this(and your ability to get structures to spawn perfectly, which i cannot seem to achieve.)
It really does deserve more recognition. Props to you and your team and i hope this project accomplishes all it aims to acomplish.
I did the work on spawning the structures, so thanks
I wouldn't call it perfect, but I've gone way beyond what you see in any tutorial to try and give the best placement and to reliably place structures in this mod.
I must say, this looks rather promising based off of what you have shown. I'm quite impressed by the work that has gone into this(and your ability to get structures to spawn perfectly, which i cannot seem to achieve.)
It really does deserve more recognition. Props to you and your team and i hope this project accomplishes all it aims to acomplish.
Yes, give your props to wildbill for the structures :). Although, I really appreciate the compliments you gave us. So far so good - we will keep working on this mod, improving and making it what we've planned it out to be.
I did the work on spawning the structures, so thanks
I wouldn't call it perfect, but I've gone way beyond what you see in any tutorial to try and give the best placement and to reliably place structures in this mod.
Every time i try to make structures spawn, they just spawn like half placed on a hill or something XD I question how it's even possible for them to spawn like how they do.
If anyone comes across some bugs, let us know! Without your help, we can't fix them, and they will stay like that for a long time.
It has also been pretty neat to see what's happened in the last couple days regarding the mod. We would love to hear some feedback you've gathered from the mod, whether it be suggestions, or criticism, we are happy to hear it all.
One thing I have noticed is the lack of custom sounds the mod has - good news is, I am working on adding custom mob sounds right now. I'm always open to places in which I could get some sounds from, so if you have any, let me know ;).
We are also open to other suggestions - we want this mod to be fun and enjoyable for a lot of people, not just us!
I can do some minor code, items and blocks. I'm also a fairly good at texturing. I have no experience in modelling though. If you need help with anything just ask.
I can do some minor code, items and blocks. I'm also a fairly good at texturing. I have no experience in modelling though. If you need help with anything just ask.
I'll send you a PM in a moment to get some more information. I appreciate your willingness to help :).
I want to help your project as a coder, I have quite a lot of Java coding experience (I'm not a random person who watched a few tutorials on minecraft mods on youtube and thinks he knows coding). Sadly the only decently finished minecraft project in whitch I took part is the Stone Titans project but others are to come. I really like the idea of your mod thats why I'd like to help you.
We aren't really in need of adding team members to help code, as right now, I am comfortable with doing most of the work. If you wanted to help out code wise, I would suggest helping out either by fixing issues on our GitHub tracker, or similar things.
This update adds new, custom sounds to mobs, as well as adds a config file to control certain aspects of the mod. This also contains a few minor improvements as well.
Changelog:
+ Added a config file
+ Added new mobs sounds
* AI updates
* Flerovium Ore lighting decreased
Changelog:
+ Added several options to the config
- Removed a 'sneakpeek' which accidentally made it in
* [Bug] Fixed bug with Version Checker. Everything should properly work (I've tested it!)
* [Bug] Fixed Gyro Mace/Void Hammer not having the power ability half the time
* [Technical] Re-worked how Staff's where textured to automate the process
* [Beta 2] Finished staff 'charging' animation/code
Ascension is a new mod which aims to create an immersive, challenging adventure for you to endeavor upon. Heavily inspired by Skyrim, you'll jump into a world battling intimidation monsters, slaying mysterious bosses, looting seemingly innocent structures, ultimately leading up to the recapturing of the five ancient Artifacts.
Are you up for the challenge?
As time and development go on, Ascension aims to create a huge expansive journey, complete with tons of weaponry, challenging monsters, monstrous bosses, intricate dungeons, all alongside an entire optional quest and story line. This is only the beginning of something entirely different.
Since this mod is in its infant stages, not everything is permanent. Also, we have only implemented a small amount of content compared to what we plan on adding (and are currently adding). For a complete list of the entire mod 'outline', check out our Community Document. We are open to any and all forms of feedback: suggestions, criticism, and the like. If you find something to be out of place, or something that would go really nice with the mod, feel free to suggest it!
-----
Key Features
- 7 new mobs (6 hostile, 1 passive)
- A new boss: The Pharaoh
- Tons of new, unique weaponry
- 7 new structures (2 dungeons, 1 boss structure)
- Loot generation in Ascension and Vanilla structures
- 3 new ores which server a multitude of purposes
- Plus many more features!
Upcoming Features in Beta 2: Power of Magic
- Magical weaponry
- Magical armors (give bonuses to magical weapons)
- The Maze Dungeon
- 4 new mobs: Goblins, Snow Blazes, Trolls, and Mini Golems (semi-boss)
- Overall improvements and balancing.
Follow me on Twitter to stay up to date with development! I'll occasionally send out teasers, or do small giveaways :).
Estimated release date: Early to Mid March
Beta 2 Teasers
Example of the charging system.
A new semi-boss (Mini-Golem). Well, if you've experienced the Golem from Ascension, you won't like this guy.
Also included in Beta 2 is a new cold dwelling monster.
Screenshots and Videos
Spotlight by Anthony craft [Spanish]
Series by TitusArdronicus
-----
Support Ascension
Help support the development of the mod! We have put in countless hours working on the mod, and getting it to a releasable state, and we will continue to put even more hours into the mod, perfecting it, and adding more content for you to enjoy. If you appreciate what we are doing, please consider supporting us monetarily.
Alternatively, you could also help out specifically with the development of the mod, providing code, art, bugs, and other such things on our GitHub page.
We are coding to fast for the artwork to catch up! We need extra texture artists and modelers to help develop the mod faster! The more people behind the mod, the quicker updates come out, and the sooner we will be able to fully release the mod! Comment or send me a PM if you are interested in helping out.
-----
Download
All downloads can be found here.
Ascension only relies on Forge 1.7.10, however, if you install Version Checker as well, you will be able to automatically update the mod when a new version is released without navigating to your mods folder!
We also recommend adding Not Enough Items for in-game recipes (recipes are also added on our wiki), Infernal Mobs for a more difficult challenge, and Adventure Backpacks to store all your loot! You are not required to download any of these; these are just mods us developers found to be good compliments to our mod.
Older versions can also be found at the link above. Changelogs can be found here.
-----
Getting Started -- What you should know.
When you first join, take refuge, get your bearings, and confirm that you are not being watched. Do you normal Minecraft things, build a base, do all that stuff. Just make sure you sleep the night away - you aren't ready for what is out there. Also it may be good to mention that some mobs are cave-dwellers, and they shouldn't be messed with either.
You may come across a few things the Ascension introduces. One of the more prominent features would be the structures the mod adds. These structures should be a life-saver in most cases, providing both a shelter and some loot for the times ahead. Careful, however, some structures aren't as innocent as they may seem. Beside structures, Ascension also adds a few new ores for you to find: Titanium, Vexal, and Flerovium. Titanium is a basic metal, highly comparable to Iron, and is used to create Steel. Vexal on the other hand, is more of a 'link' between an ore and a magical substance. Lastly, Flerovium is an extremely powerful substance capable of powering out every other material known to man, but comes at a cost - good luck finding it.
As I mentioned before, the mobs added in can be pretty difficult, but with some resources behind you, you can begin to venture out at night to slay some of these monsters. All monsters have chances to drop a variety of loot, some of which includes base materials up to an actual weapon. Your goal is to gather as much loot as you can, upgrading your existing weaponry, doing whatever other mods you have install require. Once you feel comfortable in your gear, begin your exploration to find the Sphinx structure - the home of the Pharaoh - and to begin your journey on the quest to recover the five ancient Artifacts.
FAQ (Frequently Asked Questions)
A. Yes, however, you must apply to the following rules: 1) You must link back to this thread, and give credit to the authors, 2) You cannot make any money off of your pack (e.g. AdFly, hosting sites, etc.), 3) You cannot claim any of this mod as your own, 4) You must take down your Mod Pack if I say so. If you can comply with these rules, then feel free to use the mod in your pack. I would greatly appreciate a notification PM or comment stating that you are using the mod in a pack, along with a link to said pack, as it gives me motivation to see the mod being widely used.
Q. Can I help contribute to the mod?
A. Yes! If you are more of a programmer, we would appreciate it if you checked out our GitHub and see about fixing any issues needing fixing. If you are more of an artist, you can either send me new textures for existing textures, or see about making textures for upcoming items. If neither of these seem to fit you, consider just providing feedback and suggestions, as well as bug reports and such.
Q. How in the world do you pronounce Flerovium?
A. It's pronounced 'flare-of-ium' from what I can gather.
-----
Credits
TheXFactor117 -- Creator and Lead-Developer
wildbill22 -- Developer (generation)
DesHex for a few textures and mob models
baddaspig for a few textures
terminat0r375 for testing and ideas
SpaciousName for testing
-----
Legal Information
Mod - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
Mojang - Mojang AB
Owner - TheXFactor117, original author of the Mod. Under the copyright terms accepted when purchasing Minecraft (https://account.mojang.com/documents/minecraft_eula) the Owner has full rights over their Mod, in both binary and source form, despite use of Mojang code.
User - End user of the Mod, person installing the Mod.
1. Liability
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. Use
Use of this Mod to be installed, manually or automatically, is given to the User without restriction.
3. Redistribution / Mod Packs
This Mod may only be distributed where uploaded, mirrored, or otherwise linked to by the Owner solely. All mirrors of this Mod must have advance written permission from the Owner. There are 3 locations that this mod can be found at: Minecraft Forums, Planet Minecraft, and CurseForge. If the Mod is found on ANY other websites, we have the right to take action to remove it from said site. ANY attempts to make money off of this Mod (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN without advance written permission, and the Owner may claim damages or take other action to rectify the situation. Mod Packs are only allowed so long you have been given permission by the Owner. The Owner reserves the right to remove permission given to a mod pack to distribute the Mod, given a notice period of thirty (30) days.
4. Derivative Works / Modification
This Mod may be decompiled, however it cannot be reproduced and/or modified under any circumstances without prior written permission of the Owner. This Mod is open source for educational reasons, not for others to modify and distribute.
© 2014-2015 TheXFactor117
Anyways, if you need more information regarding the mod, head over to our wiki, and browse some pages to see what we've already added. We are already working on features for Beta 2 as well.
A quick update to remove a few test items which weren't supposed to make it into the mod. Well, you may have noticed some new things we are working on in the future :).
Changelog:
- Removes test items which could potentially break things (also removes test creative tab).
-----
I would love to hear some feedback regarding the mod. We've worked a long time on the mod (just look at my commits on GitHub), and we hope this will be something people are interested in. We will continue updating the mod nonetheless!
We are working on getting a Version Checker setup which will automatically download new versions of the mod (provided you say the checker can). We recommend you install Version Checker now, as in the future, it will be the backbone of our version checker.
Everyone should download and play this; the textures are really good!
Glad you are interested in the mod
The textures are pretty awesome if I do say so myself. Glad you like it!
-----
An update will be released later today adding a version checker along with some major tweaks to the Pharaoh to improve him, and a few bug fixes.
This update focuses around fixing and balancing issues we have found in the mod. For one, we have buffed the Pharaoh a bit with a new ability to spawn Mummies around him when he is alive! We have also added a version checker system in which you will be notified when you are using an outdated version only if you have the mod Version Checker installed. Cool thing about this is you can update the mod automatically without having to navigate to your mods folder (should work, I'll test it after this post). Full changelog can be found below:
Changelog:
+ Added a Version Checker system (only compatible if you have Version Checker installed)
+ Added Soul Fragment drops to vanilla mobs
* Major tweaks to the Pharaoh
* Nerfed Flerovium Armor a bit
* Fixes a small issue with Creative Tabs
*** If b1.1.0 doesn't show on CurseForge, the file may still be under review. It should be up within an hour of this post.
I'll check it out when I get the chance ;). Thanks for taking the time to do that.
It really does deserve more recognition. Props to you and your team and i hope this project accomplishes all it aims to acomplish.
I wouldn't call it perfect, but I've gone way beyond what you see in any tutorial to try and give the best placement and to reliably place structures in this mod.
[url=2482915-wip-arkcraft-survival-evolved-dinos-taming]
Yes, give your props to wildbill for the structures :). Although, I really appreciate the compliments you gave us. So far so good - we will keep working on this mod, improving and making it what we've planned it out to be.
Every time i try to make structures spawn, they just spawn like half placed on a hill or something XD I question how it's even possible for them to spawn like how they do.
It has also been pretty neat to see what's happened in the last couple days regarding the mod. We would love to hear some feedback you've gathered from the mod, whether it be suggestions, or criticism, we are happy to hear it all.
We are also open to other suggestions - we want this mod to be fun and enjoyable for a lot of people, not just us!
I'll send you a PM in a moment to get some more information. I appreciate your willingness to help :).
We aren't really in need of adding team members to help code, as right now, I am comfortable with doing most of the work. If you wanted to help out code wise, I would suggest helping out either by fixing issues on our GitHub tracker, or similar things.
This update adds new, custom sounds to mobs, as well as adds a config file to control certain aspects of the mod. This also contains a few minor improvements as well.
Changelog:
+ Added a config file
+ Added new mobs sounds
* AI updates
* Flerovium Ore lighting decreased
Report any bugs, issues, or incompatibilities on our GitHub issue tracker!
Bug fixes and config additions.
Changelog:
+ Added several options to the config
- Removed a 'sneakpeek' which accidentally made it in
* [Bug] Fixed bug with Version Checker. Everything should properly work (I've tested it!)
* [Bug] Fixed Gyro Mace/Void Hammer not having the power ability half the time
* [Technical] Re-worked how Staff's where textured to automate the process
* [Beta 2] Finished staff 'charging' animation/code