New Team:
Tslat/Scimiguy - Programmer
Rapisoft - Short Musical Cut-outs
Square Enix - Short Musical Cut-outs
974
4
The future...
4
Quote from shadowdragon25»
Agreed.
Except for that last part. The reason Xolova started this mod anyways was because he didn't like having a team to hold him back for DivineRPG.
I think it should be interperated in a way that doesn't demean other people. I prefer to work alone as I realized through the many people who went in and out of DivineRPG, that not everybody has the same vision, nor the same standards/work enthusiasm. Working long hours back to back also just entirely doesn't work for some people, and I will respect that. I'd prefer that rather than stomp on anyone elses creativity, they can do their thing while I'll do mine. Surprisingly it gets content out far faster, as there are never disagreements. If I were to start disagreeing with myself, I may have to see a doctor.
I see a better path for creators when everyone focuses on what is in their best interested, and keeps their focus to their work rather than creating a situation that doesn't need to be there. Disagreements usually would be created out of a passion and respect for the creation at hand, with everyone believing their path is the best way to handle the product. On another note, when discussions turn into insulting other's ideas/work rather than supporting their own and taking a high road, it reveals a very clear insecurity in one's own work. If one truly believes in what they create, there is no need to try and prove it as the work will stand for itself. Long story short, stay positive and do what's best for you. Don't degrade others, let yourself create as you wish to create.
1
Hey, a little note to everyone!
It's been a grind the last few days getting everything sorted. There's over 100 new mobs in this update (2.5) alone so it's quite the pack of work getting it all sorted. It's all that is left to iron out now, so we should still see some content right around the corner!
There's also still a pretty secret project upcoming on the side, so stay tuned for reveals for that. Imagine what that number would be like if all of the other dimensions
Quote from themodpackmaker»
Xolova 100 more mobs? that's great but, there is an issue with that. you can only have so many entities in 1.7 it's very limited. If i add orespawn mists of riov mo's creatures divine rpg and aoa 2.4 and another couple mods it would crash. the other mods together (besides divinerpg and aoa) only have around 200. I think if you are going to add more in 1.7 you might need to change the entitie ids saved from whatever it is now to integer and make sure forge complies. elix_x knows alot about this stuff. if you need help on how to do this; A you could wait for anti id conflict 2.0 for 1.7 in a couple months; B you could msg him and make it for your mods maybe as a separate core mod. if you update your mod to 1.8.9 I hear either the limit is very high or there is no limit. you could also do that if you wanted to.
Quote from Jackiecrazy»
I believe Xolova messed up something with the saving. It seems that the tribute bar should also save, but both return portal location and tribute are not saved correctly.
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This is the official server for the massive mod Advent of Ascension. This server has many worlds to explore to fight your way through interesting and engaging new adventures. Explore 24 different dimensions and earn insane new weapons and armor to complete your journey.
Server: OfficialAoA.PlayAt.CH
Teamspeak: ts60.gameservers.com:9411
Currently this server only runs one mod which is: Advent of Ascension. There are a few plugins as well as specially designed plugins just for this server. In the future if there is an outstanding amount of people who would be interested in more mods/plugins being added, it is very possible that they will be included.
Currently players can claim land to mark as their own for their home. Each player starts out with a specific area and gains more blocks that they can claim on a per hour of play basis.
Failure to comply with rules will result in various consequences.
Most of these should be common sense, but for fairness to everybody they will be listed out here.
1. No Griefing
Even though this shouldn't be possible due to plugins that prevent grief prevention as well as house claiming, do not grief people, it's pointless, immature and silly.
2. No Stealing
Do not steal from people. If they don't lock their chest, don't take stuff from it without their permission.
3. No PVP
Only PVP somebody if they accept the fight in the first place. Currently there are no PVP hours.
4. No admin Impersonation
Don't pretend you are an admin. There is no point.
5. No Cheating
Hacking/glitching/bug abuse of any kind is not tolerated. If you are one who points out cheaters or glitches/bugs within the server or the mod,
there may very well be some kind of reward.
6. Respect
Treat people nicely even if you don't wish to be treated nicely. We maintain a welcoming environment on the server.
7. No Outline Claiming
Do not claim blocks in an outline of what you want to be your house. You must claim your house and not an outline of it.
8. No Automatic Mob Farms
This one is a bit different but there is a reason this rule is in place. Due to the adventure style play that is on the server where player's can earn their rewards by fighting monsters, it would be best if all players actually fight the monsters. When there is several mob farms running at the same time it ruins the experience as well as creates lag. Non-automatic mob farms are allowed. If you need any clarification on this rule, don't hesitate to ask.
9. Have Fun
It's cliche but do it anyway. Your stay will be much more enjoyable if you do.
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2.4.B released.
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Quote from shadowdragon25»
The new lunar event overworld mobs drop them, I don't think anything in lunalus does.
It's also used to buy repair dust.
There's going to be a small unexpected patch tonight/morning known as 2.4.B. This introduces many balance changes as well as fixes quite a few bugs. There's also some new early game content [focusing on armor here] to help player's get progressing easier. There's also some extra drops [like Sea Trolls dropping water runes].
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Quote from moregaming38»
hey Dizzlepop12 your the new owner of essence of the gods its a good mod keep up the good work
4
V2.3 is now released!
The full change log will arrive soon.
3
Version 2.0.4 is now out!
Notes:
-This is the last patch until Celeve.
-Many bug fixes
-6 New Mobs:
>>Furlion
>>Wickett
>>Natura
>>Magicke
>>Ancient Golem
>>Warclops
- NEW: Mob information in-game!
>> Toggleable with 'n' by default
>> On by default
>> Displays different protections a mob may have
>> Displays if a mob is a Hunter mob
- New ways to warm yourself up:
>> Natural Tea
>> Hot Rods
- New look for "Thermal Bar" on the GUI
- New look for Progress Bars on skills
- New Coniferon Abilities
- Thermal system changes
>> Earlier warnings
>> You now don't take damage until your bar is much lower
>> You take less damage at a slower rate when cold
- Polytoms received a major health nerf.
- You can now heal pets with cookies.
- New Skill! Innervation:
>> Killing creatures has a chance to drop Heart Stones
>> Picking these up trains the skill. The exp you get is based on your level.
>> These can heal you. The amount depends on your level.
>> As you level up, you gain a % chance to dodge things or gain health regeneration when hit.
>> The dodge % stacks indirectly with armor.
>> There is no Innervation Armor yet. It will come in the Celeve patch.
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Lots of bosses were programmed like this: Zombie AI + Skeleton AI + Skeleton AI with modified firerate + Zombie AI with modified speed and so on. Only the later Vethea bosses had more complicated and interesting AI.
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Suggestion for Optimization
AOA is by no means meant to be easy, but some parts are just annoying and seem unnecessary. I made points about some things that can be improved in the older post, but I'll just list them to make it easier too see, as well as having expanding on them with specific suggestions.
Stairs for structures:
This is a small addon that would make exploring structures a little easier. Also, it can be crucial for structures like the Haven fragment temple, in which I have no way of entering unless I bring some wooden stairs with me.
GUI for leveling skills:
It can be annoying to stand in front of a shrine, constantly feeding it items for the next twenty seconds. A simple GUI to use stacks of items at the same time would make the gameplay faster and less tedious. The same can be said for creating runes at the rune shrines.
Suggestion for GUI:
Alternative means to level skills:
Some skills feel like a chore to level, and they don't even lead to very crucial aspect of the game. These leads to certain skills becoming abandoned by other players. To prevent this, I can suggest a few changes:
Extraction: Could be leveled by smelting items in the furnace. The old method should still be used, but should give a much larger amount of experience than the furnace, making it worthwhile. While it is a very useful skill, I never though the rewards lived up to the amount of grind, and I end up using skill crystals instead once it reaches level 15.
Vulcanism: The Vulcane is quite a viable weapon, doing high true damage against the target and having some useful effects. However, when first receiving the item at level 1 Vulcanism, I am usually at the point of game where the Vulcane base damage is meaningless. Making it so that there is a chance to gain experience when taking a hit would fit with the skill, being the skill of revenge, and would make it so the Vulcane is viable from the moment it is obtained. Also, lower level multiplier increments should be increased.
Logging: Cutting down trees doesn't happen quite as much as mining, especially late game. The fact that the drops are the same as Foraging does not improve the chance of the player bothering any further. I think there are two options for this skills; to add in several items that belong only to logging (seeds, fruits, saplings) or adding a different way to level it up. I would suggest being able to feed logs into a certain device, with a high chance of granting experience and items.
Hauling: We can all agree that fishing may just be the most boring aspect of minecraft. A lot of good items can be obtained through Hauling, but I've always felt that leveling it was a bit of a pain. To improve on this, I suggest expanding the underwater traveling in general, adding more aquatic mobs and making new fishing systems (Diving, automated fishers, nets, fish traders). Of course, I don't know yet where you're going with your new water dimension, so I'll wait for that. Also, the fishes should do something other than healing and hunger. They could have different effects, and some of them can even be weapons and tools. (200kg Frozen Tuna mace seems legit)
Of course, these are my opinions on things. Feel free to discuss your opinion on what else you feel should be changed, or what ideas you disagree with.
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Can we change the thread to AOA suggestions in general? There's a lot of things that can be suggested for AOA, and simpler things like weapons and mobs are more likely to be implemented than whole dimensions, especially if we provide textures/models and detailed information of the stats.
What AOA can expand on:
Tablets - There's a whole skill and a resource based on them, so it would be a waste to not have a few more uses for them. I personally think offensive tablets can be a good addon, and it would be cool if there were other items that used soul power as well.
Minion Slabs - While there are a variety of minions that can be summoned, I think it would be a more interesting system if they had more special abilities. It would also be cool to have some sort of a pet system outside of the standard minions.
Optimizing - There are some skills and tribute which are harder to gain than others, without providing any notable bonus over the other ones. These skills can really use another way to train them. A few other things would be to replace some of the structure blocks to stairs, especially Haven Fragment Temples, and add a GUI for using items to level up certain skills.
Things that are already pretty good, but can be improved:
Dimensional Content - With new structures, biomes and bosses being added through later updates, it is true that the dimensions are becoming more fleshed out, but there is always room for improvement. Something that I think would be especially interesting would be dimension specific events. Also, the underground aspect can be expanded in a lot of dimensions.
Balancing - It is true that AOA is one of the most well balanced mods out there with, but it is hard to make everything balanced in such a large mod. Some weapons are marginally weaker than other weapons of the same tier, and some bosses are way too easy for the state of game encountered in. Rather than simply stating something is unbalanced, giving specific values and ideas on how they can be improved can help the devs.
Slightly extreme suggestions, but can still be interesting:
Active Skills/Skill Tree - There aren't much Minecraft mods that I know of that adds a good RPG skill tree or active skills. These would be quite interesting addons to the mod.
Quests/Lore/Factions - I think Xolo mentioned it once, but I'm not sure if it is still a thing. It would definitely be a very cool addition which will add to the RPG feel of the mod.
In Game Guide/Bestiary - While a lot of people can easily find their way around AOA with the help of the wiki, apparently youtubers can't. A guide of any form, whether it be through quests, achievements or books would help beginners to the mod and hopefully decrease the amount of "OMG TOO HARD MOD SUX" comments. Also, the diverse mobs of the mod begs for a Bestiary. It can contain stats, lore and advice against the mob.
There's probably a lot more things that can be added to the mod that I haven't mentioned above. If you look at the diverse types of things that can be added, it's almost a waste to focus this thread purely on dimensions. (Not saying that dimensions shouldn't be suggested) While there aren't that many of us, I know that most people who post on the AOA thread are sensible people with amazing ideas to share.
As a thread, I also think we should get a bit more systematic in terms of constructive criticism and suggesting ideas to Xolo. While I do not mean to bombard him with messages, some simpler ideas that we feel are important (Balance/Optimization) should be shown to him. We can also seek opinions about them at the principal thread.
1
Eldritch Galleries
Background
To any onlookers, Nikola Spiegelmann was a standard promising young artist. However, Erebon saw the darkness inside his mind, his potential for torture, sadism and destruction. He visited Nikola in the form of a hideous giant with a large tentacle in place of a head, and invited him to journey with him to his realms of death and chaos. Through the Abyss, Dustopia and Greckon, Erebon and Nikola traveled together, observing the gruesome and unholy acts of evil committed by the inhabitants of the lands. The results were more than what Erebon could have hoped for; Nikola turned to darkness, creating painting and sculptures from the flesh and blood of humans. Dabbling deep into black magic, he created many rituals and rites, which involved him arranging the carcass of his victims in creative positions to summon demons from the deep darkness. Finally, his crimes had been exposed; soldiers stormed his house, tore out his heart, hanged him and burnt his body on the stake. However, little did they know that in the day he left his mortal coil, he was granted a world of his own; the Eldritch Galleries.
The Entry
The other gods did not take the actions of Erebon kindly; they announced that they will not condone the use of the Ancient Teleporter as a gateway to such filth. However, without any human entrance to his abode, Nikola could no longer create his art. Knowing he has full dominion over his own territory, Erebon created several monoliths to reel in foolish adventurers throughout his realm. Many who had tried to study these artifacts have disappeared and never returned, while those who have returned refuses to speak about what they have seen. Coming in contact with one of these structures will send the player to the galleries, however, do you really wish to?
The World
The world of Eldritch Galleries are heavily inspired from the works of Lovecraft. The overall color scheme and atmosphere is reminiscent of blood; this makes contrast with the clean concrete and glass structures scattered across the world. It is not uncommon to see piles of blood and flesh on the sides of these structures, decorating them in a gruesome, horrific way.
Biomes
Eldritch Exhibits
The Exhibits contain various structures that showcase the most recent works of Nikola. Entire hospitals, schools and museums have been built by this man; not to mention, with human flesh and bones as the materials. While no living things should roam the structures, you cannot shake the feeling that the mannequins and paintings are watching you.
Bloody Marshes
Blood flows instead of water in the galleries. The Bloody Marshes are filled with the remains of the victims; Nikola, not much of an efficient man, often immediately disposes of his resources after finishing an artwork. The corpses now aimlessly float in the marshes, a warning sign to any adventurer still continuing their journey.
Dark Plains
At perpetual night, the Dark Plains are surrounded by an ominous black fog. Sacrificial altars and ritualistic symbols are a common sign; it is obvious that black magic is practiced here. Within the fog, you can feel a presence akin to those from the Abyss, Dustopia and Greckon, the smell of chaos and destruction, the familiar chill down your spine.
Structures
Hospital Exhibit
The Hospital Exhibits are almost an exact recreation of a hospital. Excepting that blood is flowing through the hallways, the surgery rooms all show a creative way of dissecting a human being and that there are corpses on every wall, floor and even the ceiling.
Painting Exhibit
This rather small exhibit exclusively showcases the paintings of the mad artist. The predominant color for these paintings are red, and the smell of iron from the buckets of paint confirm your assumption.
School Exhibit
The most prominent aspect of this exhibit is the experiment with different furniture; the chairs, desks and shelves are all made from human flesh and bone. As you turn away from the abominations, you can swear that you hear voices crying out in pain and agony.
Torment Exhibit
The exhibits featuring various torture devices that Nikola uses to toy with his victims. One can only imagine how many people have fallen victim to such devices. You quickly turn to leave, but the creaking noises suggest you may not be the only animate being in the structure.
Museum Exhibit
Perhaps the display of his art that Nikola is most proud about, the Museum Exhibits show how far a human being can plunge into insanity. Containing his most creative paintings and sculptures, this exhibit is not one that is easy to forget.
Sacrificial Altar
These altars are placed across the Dark Plains, covered in the remains of those sacrificed in horrific ways. The bright red pentagrams that are still wet indicate that the ritual was conducted not long ago.
Diabolist Shrine
A structure pulsating with dark energy. Even though you know that the energy had been gathered through unspeakable means, you cannot shake the feeling that it may be of some use.
R’lyeh Gate
A gate leading to the deep abyss. Peering into the gate, you see only darkness. Seemingly a one way gate, you cannot pass through to the realm within; however, you can hear the growls of the inhabitants of the otherworld, eager to rush through and cause carnage and destruction.
House of Mirrors
In every direction you face, you see a reflection of yourself. Clean and polished, the room seems nothing like the horrible artwork littered across the world. The contrast is eerie and strange, and just as you settle down for a brief rest, you can hear the maniacal laughter of a madman echoing throughout the building.
Mobs
Floating Tools
Nikola took “a blade forged from the blood of your enemies” too seriously, and forged all of his tools from the iron extracted from the bloods of his victims. Eternally haunted by the souls of those who perished, the animate tools do a deadly amount of damage which ignores any physical blockage.
Faceless Mannequins
All mannequins featured in the exhibits are made of human bone. It is not strange that a few of them are inhibited with the spirits of the materials. These animate mannequins move with a single purpose; to tear apart whatever living thing that comes in sight.
Howler Mannequins
The howlers are a special, slightly rarer type of mannequin. Instead of lunging at the player on sight, they masquerade as inanimate, harmless mannequins. However, the moment the player averts his gaze, they pounce on the player with a horrible screech that makes your senses go haywire.
Surgeon Mannequins
Found exclusively in the hospital exhibits, the surgeon mannequins are equipped with many tools fit for dissecting a human. Taking any hits from them cause huge impairments to the player’s ability to move and fight. After taking enough damage, they will cut their own bodies open, revealing the gruesome mess hidden within.
Haunted Paintings
With a canvas of skin and painting of blood, these haunted drawings can cast a certain degree of black magic. Creating small rifts in space, the paintings can teleport the player against their will, teleport themselves to avoid the projectile attacks of the player or fire projectiles of dark energy.
Living Furniture
Through some twisted trick of dark magic, the people sewn into these furniture are still alive; alive, but driven mad with pain and fear. The spells placed on them links them to nearby mannequins, shifting the damage taken by them to the furniture. The inhuman screams of the furniture as it takes damage makes it an encounter that is hard to erase from your mind.
Breaking Wheel
A medieval torture device revived by the madman, the breaking wheel attaches itself to you and spins around, doing constant damage while constantly shifting your angle of vision. There is no coup de grace in this painful and prolonged death.
Abomination
A sculpture with many heads and arms, the abomination is built from various parts of many different victims. Infused with dark magic, it makes the ground near it erupt with spikes of bone, and it can assimilate other monstrosities into it to regenerate and gain abilities.
Ghoul
Those who were once alive, now simply another corpse at the bottom of the marshes. Ghouls move slowly, but they act in swarms. While one attack may seem insignificant, they slowly erode away at the player, destroying his armor and the ability to fight back.
Bloodfeeder
The Bloodfeeders are a batch of lesser demons which took residence in the marshes. Feeding off what remains of the corpses, they are in a constant lookout for fresh victims to sate their hunger. Each and every attack makes them stronger, empowering themselves from the blood of their victims.
Shadow Spawn
Lesser demons commonly found in the Dark Plains, they use the fog as their cover to hunt any unsuspecting adventurers. They specialize in trap magic, placing various traps to hinder and dispatch their enemies.
Fear Elemental
The Fear Elementals are a higher class of demons that manipulate the fear of their targets. Conjuring illusions and hallucinations, they drive their victims into insanity, ready to finish them off with a quick swipe of its tentacles.
Butcher Golem
The product of binding a demon soul to a vessel of human flesh, the golems have an appallingly high durability. They dismember any nearby humans with their massive cleavers and are adept users of black magic, creating chains of darkness that binds its victims in place.
The Ripper
A few years ago, a very talented adventurer traversed the galleries. Witnessing the horrific acts, he was driven insane, but not rendered weak. He aimlessly travels the world, dispatching obstructions with ease, demons and humans alike. It is said that he was very talented with his knife, disemboweling his enemies in a matter of seconds.
Bosses
Ancient One
Ruler behind the Gate
The Ancient One is a deity worshipped by many demonic cults. One of the oldest demons in existence, it can only be brought forth with the most complicated of rituals with the finest offerings. Unable to fully materialize outside of its abode, it takes the shape of a torso of a tentacled giant. Its diverse knowledge of the dark arts and its ability to manipulate the minds of those who oppose it makes it an extremely dangerous foe.
Nikola Spiegelmann
Madman in the Mirror
The mad artist himself, Nikola is very able with both conventional fighting methods and black magic. He casts many sophisticated spells, some of them being his own invention, and wields his knife in an unpredictable pattern. However, he is most proud of his mirror magic, using mirrors to travel quickly, create illusions and trapping his enemies within mirrors. Demonic power and human creativity have always made a unique mix, and adding Nikola’s own twist to both makes him a very unpredictable fighter.
Skills
Diabolism
The art of manipulating demonic souls to conduct rituals. Hunting the mobs controlled by Erebon will grant the player souls that he can sacrifice to the Soul Altar to gain soul energy. These soul energies can be used with some other items to cast rituals to aid the player in different ways. However, dealing with the demons come with a price; there will always be a certain drawback to any ritual. Diabolism can be leveled by sacrificing the souls and casting rituals, and higher levels grant access to higher rituals.
Ritual of Plane Warping I ~ X
The series of rituals known as the Rituals of Plane Warping warps the mind of the player, allowing them to see into higher planes of existence. When using this ritual, the drop rate and amount of items and experience will increase, the degree depending on the level of ritual. However, the player will take more damage, deal less damage, and have other negative effects depending on the level of ritual.
Ritual of Hellfire
Imbues the player with the aspect of fire, making the player immune to fire, granting fire aspect to all types of attack and setting enemies that attack the player on fire.
Ritual of Night
Immediately plunges the world into night. The chance of events are increased largely. Can be used during night to prolong the duration of the night, however will cost more on each additional use in one night.
Ritual of Bloodhunt
Immediately begins night with the Bloodhunt Event. Makes certain creatures of the Abyss spawn with the standard mobs.
Ritual of Reincarnation
Grants the player an extra chance when killed. Can only be cast again six hundred seconds after the player loses the effect. Increases the spawn rate of mobs around the player.
Ritual of the Living Dead
Imbues the player with the power to raise the dead, granting a chance to turn a non-boss mob the player slays into an undead minion. There is also a chance that they will revive, but remain as an enemy.
Ritual of Demonic Invasion
Triggers a demonic invasion, in which creatures from the Erebon dimensions invade the Overworld for a period of time.
Items
Weapons
Carver Knife
While the inhibiting spirit seem to have left the knife, it still carries some supernatural properties. Attacking a target with the life will regenerate some Energy.
Maledict
An archergun built from the remains of the mannequins, the arrows are possessed by spirits and chase down enemies.
Rift Staff
Creates a rift into the void, firing projectiles to the front continuously for a few seconds.
Pentagram Slate
A stone slab carrying a modified version of the curse of the living furniture, using it grants the player the ability to reflect a portion of damage taken to nearby mobs for a period of time.
Bonespike Shotgun
A gun shooting multiple bullets at once, taking a while to reload. The bullets pierce three enemies and cause slowness to all targets hit.
Bloody Mary
A large axe, salvaged from the bottom of the Marshes. Does very high damage, however slows the player and slows attacking.
Melody of Fear
A utility energy weapon doing no damage, but freezing all mobs around the player for a short period of time.
Bloody Cleaver
A special ranged weapon that passes through terrain and enemies and boomerangs back to the user. Upon return, heals and grants a damage buff depending on the amount of enemy hit.
Ripper’s Knife
The knife that The Ripper used. Does more damage when attacking from the back. Can be used to do a large area of effect damage, costing durability and hunger.
Abyssal Staff
Creates a large projectile that chases enemies on its own, constantly damaging any enemies in contact for a few seconds.
Tyrant Greatblade
A greatblade that gains a damage boost depending on the number of enemies nearby. Slows all nearby enemies while holding it.
Authority Greatblade
A greatblade that gains a range and swing speed boost depending on the number of enemies nearby. Weakens all nearby enemies while holding it.
Anarchy
A cannon firing a chaotic flurry of projectiles. Very high theoretical damage per second, with a large deviation in the angle of fire.
Crystal Mirror
Places a large mirror that focuses and reflects a ray of light on a target. Each additional mirror doubles the damage.
Illusion Knife
Can be used as both a melee and energy weapon. Surrounds a large area with a circle of knifes for a few seconds, launching themselves at random angles and intervals.
Eclipse Staff
Creates a massive pentacle on the ground. Does damage to all mobs in contact and slows them.
Recitation Scroll
Assign up to three staffs to the scroll. Places a floating scroll which repeatedly casts the actions of the staffs against nearby mobs. Some staffs cannot be assigned. Uses twenty times the rune cost for the staffs, and casts a total of forty actions from each staff.
Armor
Cursebone Armor
Randomly debuffs the player. The player takes 50% more damage. The player’s hunger bar is maintained at full. Heals one heart from killing an enemy. Any excess heals become absorption hearts, to the maximum of ten hearts.
Tyrant Armor
10% chance of making a non-boss mob turn onto its allies when taking a hit. When falling below 25% health, kills all non-boss mobs near the player. Only triggered every sixty seconds.
Diabolism Armor
Keeps the player at Warp level five without negative effects. Lowers the severity of the effects of the higher levels.
Key Items
Souls
Dropped by mobs of the dimensions in the faction of Erebon. The type of soul depends on the Planewarp level of the player. Fragmented < Damaged < Lost < Tormented < Demonic < Abyssal.
Soul Altar
Extracts the souls and utilizes their energy to cast rituals. Higher rituals will cost other materials as well as the soul energy.
The Offering
An offering to summon a great being. A disgusting piece of flesh, let’s be rid of it quickly.
Shattering Nail
A nail built with the fragments of the mannequins, it is imbued with enough black magic to destroy the seal on the large mirror.
Crafting
Cursebone Fragments
Fragments salvaged from the destroyed mannequins. Primary materials for crafting various things, as well as being used for some medium tier rituals.
Broken Wheel
The shattered remains of the Breaking Wheels. Used for some crafting and medium tier rituals.
Demon Blood
The blood of the demonic inhabitants of the realm. Used for some crafting and high tier rituals.
7
What is Cthulhupunk?
Cthulhupunk RPG is a mod that will add various weapons, mobs, bosses and mechanics based on steampunk and Lovecraft, and will also take minor inspirations from other mythologies and urban legends.
What will it add?
Mechanics:
Airships:
The players will be able to build their own airship, the base items being some sort of clock, compass and metallic blocks. Airships can be used to explore the skies, in which a lot more stuff worth exploring is added in by this mod. It is also a very good form of transportation, storage, offence and various other functions, depending on what modules the player chooses to install. However, beware; airships can and will be shot down by enemy attacks, letting the player freefall to certain death.
Factions:
There will be six factions in the mod: Government, Church, Pirate, Engineer, the Hellfire Cult and the Void Cult. You will be able to win the support of a faction by certain acts, such as hunting pirates for the government. Some factions will act as a negative bonus to another, while some factions will have positive effects. The more associated you are with a faction, the more of its technology shall be available to you, and there will be a sort of a RPG skill tree with faction points.
Sanity:
Certain acts will affect your sanity. Doing enough of these acts will make you able to see the world differently. Some view it as insanity; however, those with 'the vision' claim that they have a transcendent perception of reality. There will be multiple levels of warpedness, and as it increases, more and more 'Lovecraftean" things will happen. Most Cthulhu mobs will require a certain level of warpedness to encounter, and sometimes will completely replace a certain mob. Will probably not be in 1.0.0, you can think of this mod as Steampunk RPG until 2.0.0 in that case.
Story Mode
The mod will have a world option for story mode, which will include a pre-made map, named NPCs, quests, exclusive mobs and items and a more extensive factions system. You will choose a faction at the world startup - You will not be able to change your faction afterwards. The story will mostly be focused on a certain crawling chaos, which will likely be the final boss. Another update to be implemented later, expect a 3.0.0.
Mobs:
Constructs:
From barely functional to factory new, constructs will have a lot of variance in their state and weapon. Most can only be seen in the factories, but some eyewitness accounts claim that the less functional ones sometimes wander into deserts.
Airships:
These small flyers will pelt the players with bullets and bombs. Guarding the larger trading vessels or warships, they will try to shoot any approaching player out of the sky. Some can also be found patrolling the streets of a city.
Radiator:
Their original purpose was to clear the snow in the cities, but some which malfunctioned have turned their flamethrowers on any passerby. Found wandering in snowy biomes, but some of the more functional ones can be seen near cities.
Micro Factory:
These eight legged walkers patrol in the dark, looking for any strangers to turn their deadly drones on. While one may not be a considerable threat, an army of drones can threaten even the best of warriors.
Extractor:
Tasked with the extraction of valuable ores, these machines lurk in underground caves, looking for any ores to harvest. You may get lucky and meet one which has a lot of stored ores, but beware; their drills are very sharp.
Poltergeist:
Someone has a lingering attachment to this world, and he wants to pent his anger on you. Poltergeists will attack by throwing nearby blocks at the player. Mere swords will not help fend of these phantoms; forms of spiritual damage are required.
Harpy:
While it may be inferior to humans, harpies have a rather advanced society with rules and hierarchies set in place. However, they do like to mind their own business, and so your intrusion is not taken kindly.
Siren:
The seas have taken many lives, and sirens definitely helped it do so. It is impossible to coordinate yourself properly when there is a siren; your controls, compasses, clocks and any sense of reason will all be going haywire.
Progress
Pre-Alpha state, very close to open alpha at the moment! Currently implemented contents are ores, metals, and most of the metallurgy mechanics.
Features planned to be released in 1.0.0:
Of course, while all these looked really nice on paper, I may end up dropping a few if they are too tedious to implement or turn out to be uninteresting.
Progress log 1:
Finished textures for metals, although I probably will add more in the future. The tiers aren't set in stone at the moment, but right now its Copper < Brass < Iron < Steel. Aluminum and Zinc will have mostly decorative uses.
Progress Log 2:
Finished textures for gears, compasses and clocks. Also started work on metallurgy and alloying, you can see the texture for the device at the bottom.
Progress Log 3:
After much researching and debating with my friend, I have decided to add a metallurgy system in this mod to make alloying less awkward. Most of the core stuff is done, I should be able to get working on mobs and weapons soon.
Progress Log 4:
After adding a bit of realism with the metallurgy system, I thought to add realistic ores as well. Also, I have added a few new metals to have a more steady progression, raising the number of metal types in this mod to 10.
Progress Log 5:
Done the ore block textures for all 15 ores now, I just need to work on the machines and I'll start on the interesting stuff.
Progress Log 6:
All the ores and stuff are happily inside minecraft now, just a bit more mechanics and the alpha release will be finished.
Progress Log 7:
The model for the Airship mob/mount. Kudos to our modeler/texturer Gogoms for the creation of this awesome model.
Downloads
None yet, it is probable that I will release a beta as soon as I am done with the airships feature.
Credits
AreaOfMobeus - Creator/Modeler/Artist/Programmer
Gogoms - Main Modeler/Main Texturer
Ewrt - Ideas/Research
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Although some people spend a ridiculous amount of time trying to find a jungle. It will be good to have a bit of a back up obtainability.
1
A mod should not be balanced around the assumption that the player is using certain mods unless the mod is an addon.
1
While I'm in the mood for suggesting, I'll also suggest that you add a different way to level up extraction. If I'm not so horribly drunk that I am misreading simple code, the lava + extraction device is the only way to currently get extraction xp. This gets exceptionally boring at times, even more so than using runes on rune shrines or essences on ascension shrines. The point of the mod is to go adventuring and find various loot, not pouring lava over blocks and mining obsidian for hours. Also, the drops you can get from it is kinda dull compared to Foraging, which I find is much more enjoyable and easier to level up. I do like the system and the idea and I'm not telling you to remove it, but either make it automatable, or add the old system used for leveling calefaction with this system. Knowing you, I don't think your in favor for the first one... or the second. But probably dominantly the first.
Another skill I think needs a bit of rework is the Logging skill. Cool that you can get apples, but everything else can also be obtained from foraging. Also, while the chances for the drop to happen is deceptively high, the fact that you can get extra logs which yield no xp comes as a minus, especially in early game as it means that the chance of actually getting a drop is 1/30 rather than the 1/20 which the code suggests. This makes leveling it up early game quite annoying, which I think will cause the levels to fall behind Foraging in general, often making the essences obsolete. Theres definitely room for drop chart improvement, for one, there are the various crops added by this mod, and you can add some new exclusive to logging. I mean, while it probably doesn't make much sense, but I think it makes more sense than gold coins dropping from tree logs. Also, as the Foraging skill already covers essences, making infusion stones obtainable from logging would make it diverse and also add another way to level infusion, an important skill.
Now I should really go to sleep before I get crazy drunk and change my profile pic to R-18 G.
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Suggestion: can you add a stats page in game? It would be useful to know things as your current crit damage, dodge/heal chance, highest hunter mob that can be killed, highest rune obtainable, enchantment levels obtainable, your tribute/soul/creation in exact value, your skill xps in exact value in (value)/(required xp for next lvl) format and other useful information, and it would also be fun to just have some random information such as highest damage done in single hit, last boss you defeated, time spent in each dimension and just general stats. Also, if you hover your mouse over some info, it can tell you things related to that stat; for example, hovering your mouse over crit damage will tell you that Leveling up Butchery would increase the crit damage. Just something I thought of while constantly feeding my brother information from the code. I know there is also the wiki, but an in game stats page is more easily approachable I think, and also some computers
like my old computercant stand having chrome and minecraft open simultaneously.1
I was pretty sure the new strength effect was flat damage addition... Oh well, yes, it is a solution to modify the effects if it can be done.