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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Work in progress, the new water dungeon releasing with v.15 is nearing completion. It might be one of the most complex mines in the gameworld and contains many secret passages for players to discover.

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    Abandoned sleeping quarters for the workers of the mine.

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    Note: If you have issues in v.1.4 climbing ladders look for the smart moving config options [‚Äčlocated in your minecraft folder, not in the config folder] and set "move.climb.base" for climbing ladders to "standard" and it should work again. Gonna address this issue in v.1.5 during the course of this week. Alongside adding netherite ore and items to the game world.

    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    New dungeon included in the upcoming release of v1.5. With smart moving being now included in the modpack by default, I added crawling spaces into walls and ceilings that will lead you into narrow tunnels or sometimes open up into bigger spaces!
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    Just be aware that there are other creatures that can navigate through 1 block high spaces too. [pointing at skunkrat in the background]
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    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Note: If you have issues in v.1.4 climbing ladders look for the smart moving config options [‚Äčlocated in your minecraft folder, not in the config folder] and set "move.climb.base" for climbing ladders to "standard" and it should work again. Gonna address this issue in v.1.5 during the course of this week. Alongside adding netherite ore and items to the game world.


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    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Teramia Beta II V.1.4 Complete Edition
    V.1.4 fixes the uptodate mod issue and adds 2 new mods to the default pack [smart moving and darwin water ambience]. It does also replace the custom npc mod with its fork custom npc+!
    Smart Moving overhauls the dated movement system [swimming, walking, flight] of 1.7.10 and adds new features like crawling, climbing and dodging.
    Darwin Water Ambience adds small aesthetic effects like water splashes or ripples left behind by mobs swimming in water.


    Beta II V.1.4 Download

    https://www.mediafire.com/file/oikm8vcec7x64xa/Teramia+Beta+II+V.1.4+Complete+Edition.zip/file

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    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Another set of screenshots from the latest update Teramia.

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    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Teramia Mod Edition Beta II V.1.3

    Teramia Mod Edition Beta II V.1.3 has released. A download link, an updated installation guide and patchnotes can be found on the Teramia discord.

    https://discord.gg/wqzDNEuusk


    Teramia Beta II Addon Pack

    For people who are playing on the a version of Teramia Beta II pre V.1.3 it is advised to install this addon pack. It does include the dynamic surroundings mod, an edition version of the rhapsodia pack for MAtmos, some config updates and config for optional mods like stamina rpg and hunger overhaul.
    It improves sound/atmosphere in general and adds occasional fog and environmental effects alongside improved weather. Simply add/replace the configs, add the mod to your mod folder and the MAtmos pack to your resource pack folder. A download link can be found here. -> https://discord.gg/wqzDNEuusk

    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Thanks to WAmistadian, here is the first gameplay footage of the Teramia Beta 2!

    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Teramia Mod Edition Beta II

    Teramia Beta II Version 1.2. has been released. It does tweak a few things resolves a few minor bugs and one that prevented a quest from being able to be completed. Item Physics has now also been added as default to the mod pack.

    The new update is going to get a proper release/presentation here on the forum very soon due to some changes that have to be made. For now a download link and updated installation guide is accessible on the Teramia discord.

    https://discord.gg/wqzDNEuusk

    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Teramia Mod Edition Beta II

    After many delays, the new update has finally been completed! Version Beta II is going to get a proper release/presentation here on the forum in a few days due to some changes that have to be made. But a download link is already accessible on the Teramia discord. https://discord.gg/wqzDNEuusk


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    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Teramia Beta II Preview[/b]

    This is a last update before I release the new version. Hopefully over the next few days.

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    In version Beta II I started to add correct biomes to locations. It does now actually snow if your on a Mountain.

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    Dynamic Lights is now enabled by default. Some enemies do now carry a torch while roaming a dungeon or outdoor area. Projectiles like flaming arrows or magic shot by custom npcs do also emit light.

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    Golden Skeleton Knight. One of the more challenging enemies added in this version. They can appear in different variations in late-mid game dungeons and do sometimes use explosive or poison arrows.

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    Only found out about this recently. The new default resource pack for Teramia Beta II is making use of the "Better Netherrack Option" by adding custom nether roots.

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    Necromant Hideout.

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    Only a small change, but stone blocks thrown by cave trolls do now stick for a while.

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    Plantation House. Elephants can be used to fast travel.

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    Witchery Gas Brew of Shrink.

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    Barbarian Camp. Does also add a small dungeon and a new quest for the Fighting Guild.

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    Did add a few these little spider caves to some areas of the map.

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    Added new mountain trails to the the Highland Region and to make travel more easy. But always keep in mind, something or someone could lurk behind (or above) every corner.

    Rats and similar creatures are now sometimes infected with a disease. Depending on the disease you contract your character receives a debuff effect that can last for a few ingame hours or days. You can remove debuffs with universal antidote potions or a respective scroll or spell.

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    Added a red variant of the fire goblin. He has a bit more health, shoots larger fire balls and he does kick your butt with knockback 2 in close combat.

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    Here are some of the new potions and infused armor/weapons one can purchase in shops. I would also like to hear your opinion on prices. Especially if you have already played previous versions of Teramia. Quest rewards are for the most part still the same than in version Beta I.

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    EB Wizardry Shop have been integrated.

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    One example of what loot can be found in locked chests.

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    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Did add more screenshots to the last post. A playable test version of Teramia Beta II should be available very soon.

    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Teramia Beta II Preview

    Integration of Electroblob's Wizardry and other mods caused some delay, but a playable version should be available soon.


    Added another mod alongside Wizardry called Fluid Enchantments. This mod allows to infuse vanilla armor and weapons with a permanent potion effect. Also negative effects. This creates some interesting possibilities. You could for example find an iron helmet that gives regeneration, a diamond chest with the disadvantage of giving weakness, or iron boots with Protection III with the disadvantage of giving slowness. Crafting of these objects has been disabled. They can only be found them in dungeons, npc loot or shops.


    Did add 3 new mods to the optional mod list in preparation for the new release. 3DItemphysics -> https://www.curseforge.com/minecraft/mc-mods/itemphysic Did only find out recently that these mod also exits for 1.7.10. Hunger Overhaul -> https://www.curseforge.com/minecraft/mc-mods/hunger-overhaul Thirst Mod ->Thirst Mod

    For people who are looking for a challenge. Can also be combined with rpg stamina to make it even more difficult if you are someone who likes that.

    It makes me think. Maybe I will release a hardcore config of the modpack that includes every optional mod along side the normal version. With some extra tweaks.


    Goblin Fort/Hideout

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    Updated Highlands region.

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    Hell Hound. One of the many new enemy types to encounter in dungeons. Did also add giant cave bats!

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    Tavern

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    Added new mercenaries to hire.

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    In dungeons potions from Witchery are now much more common to find. In this scenario a brew of raising has been used to summon a zombie which attacks enemies.

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    Spell scrolls and new spell books can often be found in tombs. Necromancers and other individuals interested in the arts of conjuration often choose these locations as a dwelling to conduct their studies in secrecy.

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    New tomb themed dungeon type.

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    Necromancer dwelling one can sometimes find in abandoned tombs. Did also add various animated blocks to these places for players to use them as decoration.

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    New dungeon type using netherbrick.

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    Abandoned explosive storage rooms can now be discovered in mineshafts and other locations. There you can find tnt, throwable dynamite sticks, redstone and gunpowder.

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    Did add more vertical elements to dungeons.

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    Witchery Wolf Altar. Can be found somewhere in the Highland Catacombs.

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    Did finally found time to experiment with witchery's custom brewing system to create more interesting potions for players to find in dungeons or shops.

    Anti Insect Gas Potion


    Another Necromancer dwelling.

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    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Teramia Beta II Preview[/b]

    -Finished most of the clean up work, progress on the project is now in its final stage.

    -Added a few new suggestions to the optional/additional mod list. Level Up Rpg Skills, Rpg Stamina, Tool Tip, Nomadic Tents, Hardcore Darkness and Multiplayer Splitscreen/Gamepad support!

    -The version Beta II modpack is going to provide config files this time. Removed lycanite mobs random events and its hud, mca won't spawn guards anymore and balanced some other aspects of mods.


    A small tease for the updated first town Kapra. Added stone walls to the market area among many other changes. It generally looks much cleaner now.


    Good news. Got wizardry working!


    Added new fort along the Tiberian coast. Abandoned by the empire decades ago it is now occupied by a tribe of goblins.


    Hunters do now return to their camp or hut when night falls.


    Bandit Dungeon


    Updated version of a dungeon from Beta I. Did also add wizardry scrolls and spell books to dungeons and so on.

    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Here are is a list with some of the new features added in the upcoming update:

    -New fast travel system that uses wyvern dragons to travel between different cities and trading outposts. Must first be unlocked by buying a travel pass or by joining a guild and doing a certain amount of quests.

    -Updated version of the first town Kapra. Added new huts, a tavern, a proper building for the hunting guild and the local town administration.

    -Added more trading outposts to the map. Most of these npcs do buy a lot of items one could not sell in the previous version. Like food, ingredients, plants etc.

    -Certain animals do now hunt other animals. This feature will be available to a certain degree in this update.

    -Hunters do now roam forest or mountain areas. They attack animals, but can also be attacked by other creatures or npcs such as bandits. You can trade items such as fur, meat etc with them.

    -Traveling merchants/traders can now be encountered in certain areas of the map.

    -Added a new trader type npc named scavenger. They do mostly sell already used items such as guns, axes etc. They can be encountered near camps or ruins.

    -Updated version of the airship one could find at the shore of the Icelands region. Does feature new traders and 2 small questlines.

    -Updated many parts of the landscape. Does include a new swamp area and a completely new mountain area added to the Highlands region.

    -Beta II is introducing bauble items to the map. Most of them have a limited number of use but you can also acquire rare permanent ones from defeated enemies.

    -Added 12+ new dungeons. Many of the old ones have also been updated or completely rebuild. These include mines, bandit/animal caves and more.

    -Added a completely new type of dungeon that uses metal/factory blocks.

    -Added 25+ new enemy types to the map. Includes various skeletons/zombies, barbarians, cave spiders, various robots and more.

    -Added healer followers one can hire. Enemies do now also sometimes use med robots and healer npcs that heal a certain area around them.

    - New lock picking system. Certain chests need to be opened by using a pick lock. Can have 3 difficulties.

    -Added a new type of npc called Barbarian. They are nomads that usually live in small tribes but can sometimes also be encountered alone. They can mostly be found in the Icelands and Highland Mountains. They gather and hunt during daytime. When night falls they return back to their camp.

    -More bounty hunters and vampire hunters that respawn after a few days.

    -Added new sidequests and quests for the smuggler guild, assassins guild and fighting guild.

    -New shop to unlock added to the hunting guild.

    -Added more npcs huts and plantation houses around the map.

    -Added new npc dialog including advice, information, rumors and lore.

    -Added/updated animal and npcs followers.

    -Added /updated forts and bandit camps.

    -Added caged Cave Trolls and other creatures to some forts and bandit camps. They can best be freed by using dynamite sticks or explosive arrows. They attack enemies as well as players.

    -Spent a lot of time improving the loot system in Beta 2. Npcs and creatures can now drop at least one or many different valuable items, but the chances are considerably lower. To add some pen & paper/diceroll flavor to the map and make each playthrough more different

    -Added Cosmetic Clothing and other new mods. Mod pack does include 25+ additional mods.

    -Tweaked a lot of npc stats. Many npcs do now have lower walking speed or different attack/armor/knockback/effect stats.

    -Did also add a lot more witchery related loot to dungeons because many people seem to enjoy this mod. Infusions, brews, ingredients, and so on are now much more common to find.Imprisoned Coven Witches can now sometimes be found in dungeons. Rare Coven Witch Spawn Eggs can also be found. People who have no use for these items can now sell some of them to various traders.


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    Posted in: Maps
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    posted a message on Teramia [OpenWorldRpg][80 Mods][6 Regions,100+Quests,40+Dungeons][Beta II Release][Smart Moving][Wizardry/Witchery Integration]

    Teramia Mod Edition Beta II Preview

    Did add caged Cave Trolls and other creatures to some forts and bandit camps. They can best be freed by using dynamite sticks or explosive arrows. They attack enemies as well as players. Did also add Medbots to some enemy bases. Hostile npcs regenerate health when they stand in a certain radius around the robot.

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    Did add a third ressource pack to the recommended list. It is my favorite so far. The stone textures look incredible in this pack. Beta 2 is also going to include a new edited version of the gothic soundpack. Did replace some of the music with Morrowind tracks. Does add a lot to the immersion.

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    Mining Robot. Can drop various ores with a chance.

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    Voltage Robot. Can drop spell charges or witchery related items.

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    Npc apartment at the Ashuma-Gra tavern.

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    New dungeon that can be found in the Icelands region.

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    One of the new enemy types that can be found in some of the new/updated areas. The beta 2 version is going to introduce a feature in which certain animals hunt other animals. I did also add a new hunter type npc one can occasionally encounter in the forest or mountains.

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    Posted in: Maps
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