I've beem watching this mod's progress on discord, and it's incredible!
TheXFactor has been working really hard on this!
Can't wait to use it!
I've beem watching this mod's progress on discord, and it's incredible!
TheXFactor has been working really hard on this!
Can't wait to use it!
You're using lightning spear, correct?
For now, just try moving them completely into a solid block. Mahtaran and I will try to get a fix out next week!
Also, you should be able to remove them by doing /kill.
Only 1.12.2 to go!
I know it's been a while, but I'm going to try doing weekly updates again. It's the 59th "weekly" update!
I have some good news and some bad news.
Let's start with the bad news and get that out of the way first.
Crows has decided to stop developing the mod and pursue other things in life, leaving the mod to me.
Mahtaran has offered to help develop the project, and as he has a lot of experience, he will become the next lead developer of the mod, once Mist (the admin of PK) approves his application.
This will mean there will be a temporary halt in development as Mahtaran is taught everything he needs to know to continue development.
Development is coming along nicely! I've been working on fixing some bugs, and trying to get prototypes of some avatar abilities done (I'll show photos once they mostly work). Concept design for the skill tree is coming together, and I'm working on how to add a HUD for the mod.
The build competition finishes on the 28th, so be sure to submit all your builds!!!! The person who wins will be working closely with me and Mahtaran to finalize the build and prepare it for structure generation, as well as working on recommendations for textures and blocks.
I know this is my first weekly update in a while; sorry about that. Crows leaving, finals, and assignments really made me demotivated. Hopefully I'll be getting back into the mod!
Also: please answer the poll below on what bending system you like!
If you think that neither the plugin or the mod's system is good, please write out your suggestion on MCF, discord, or the Project Korra forums!
Hope you all have had a great February, and continue to do so!
Hey everyone! It's the 58th weekly update, and the start of a new year!
Happy New Year!
Crows has been working hard on textures, and the skill menu is completely finished! We just have a few bugs in other areas to fix up, then we'll be able to release a5.0. a5.0 should be released this week or next week, and Crows is working as hard as he can trying to get it out!
Also, as Crows and I noted that there were no places to get air scrolls other than dungeons, we're planning on introducing Sky/Air Temples in 5.1-b1.0.
They will contain Sky Bison loot, Air Scrolls, sky bison, and maybe a hostile mob. They will be extremely hard to reach, so you'll have to get creative using air bending to be allowed in. Specialty bending scrolls now spawn in rare dungeons, such as Nether Fortresses and End Cities. You have to have the base element unlocked before you try to unlock specialty bending, though.
Hope everyone has had a great 2017 and will have a great 2018!
Hey everyone! It's the 57th weekly update!
Crows has been working really hard getting skill menu backgrounds and trying to get a5.0 out as soon as possible. It hopefully with be out in the next 1-3 weeks! I know we keep saying that, but textures and life have gotten in the way. This is an example of a skill menu background: https://imgur.com/a/JDstd
Hopefully we'll be able to release a5.0 with as little bugs as possible! Merry Christmas to you all as well! (If you celebrate Christmas). Here's another preiview version as well: (please report any bugs!!!) https://github.com/ProjectKorra/AvatarMod/files/1557859/avatarmod-a5.0_preview1-fixed.jar.zip
Remember to unzip the file to get the mod jar!
And please use this forge version: 1.12.2-220.127.116.115
Hope you all have a happy new year!
Hey everyone! This is the the first part of the 55th weekly update!
I'm having trouble finding people who want to do the skill menu tabs and other textures; if anyone wants to help, please PM me!
Crows has done loooooots of balancing, started on analytics, done internal cleanup, and just overall cleaned things up. Once he's finished with the major bugs in the new features, he'll start fixing a lot of the other bugs from previous versions.
Fire Jump levels are also being worked on:
Level I: Basic Fire Jump
Level II: Jumps further
Level III: Upon jumping, all enemies in a 2-block radius will be set on fire and pushed back slightly.
Level IV Path 2 "KABOOM": A massive jump that causes all enemies in a 4 block radius to be set on fire and pushed back upon landing and jumping.
Level IV Path 1 "FIRE SKILLZZZZZ": You can now wall jump after using this, until you touch the ground. You can also double jump.
If anyone has better names, please let me know. My names aren't that creative.
Other news: I hope you've all had a great first couple days of December! I've already gotten into the spirit by getting a Christmas tree (haven't set it up though). It's almost cold enough to snow where I am (fingers crossed), and hopefully I'll be able to get out of school. a5.0 is coming closer!
The release date is still about 1-3 weeks; hopefully we can get this out before Christmas (or December 25th, if you don't celebrate Christmas)!
Hey everyone! This is the first part of the 54th weekly update!
So I have officially stopped doing large-scale coding; Crows is getting increasingly busy with school, and doesn't have a lot of time for answering my questions about "WHY DID FORGE CRASH NUU I WAS SO CLOSE", so he wants to just clean it up by himself. This means I'm no longer actively coding levels or bug fixes. However, I will still be doing lang files and documentation. Anyway, I understand his decision, so there is no animosity here. What I am doing is getting textures together so the mod doesn't look purple and black, and so it looks cooler. We are also planning the skill tree, bending levels, and a6.0. I will start officially asking questions and coding again after a5.0 is released (probably; Crows and I haven't quite worked that out).
If anyone here would like to texture for the mod and is good at texturing, please pm me! We are in desperate need of an amazing artist.
I'm still working on the mod, so don't panic!
Anyway I'll try to annoy Crows until posts his half- hope you all have had a great Thanksgiving (if you live in the US), and have a great first week of December!
Nice! It has that "arcane-bronze"ish feel
Hello, I see this is clearly dead, but I am a modeller, if any case. But I have a question for you too, are you willing to help me with a mod a team and I are doing? We need coders really bad. If not, it's fine I would love to help.
IExtendedEntityProperties has changed to Capability system. It should work for what you want because you can attach capabilities to any entity.
I have a number of tutorials. My tutorial on capabilities is here: http://jabelarminecraft.blogspot.com/p/minecraft-17x.html
Long post warning!
It's great to see you're monitoring this thread. I was wondering where might be the best place to give feedback. It's also very exciting to see that this mod is in active development.
I'm really enjoying your mod. I especially like all the wizard robe options. The more I've been playing it the more I understand what you were meaning in your introduction to the mod about the focus being on adventuring and not on the researching/crafting aspect. It also seemed to me that you were sort of referring to other magic mods where that element is critical.
My son and I have been using this mod in our pack which also includes Ancient Warfare 2, Roguelike Dungeons, and Dragons of Fire and Ice. I have to say that this mod really goes very nicely with these other mods. What I have been incredibly impressed by is that the dragons are giving us a really good reason to get more and more powerful spells. They really are like boss mobs. So, they give us a nice target and great motivation.
Ancient Warfare 2 with the default structures pack enabled and Roguelike Dungeons gives us plenty of loot chests to find all kinds of goodies from this mod. And to be honest, this is what I meant by understanding what you mean by exploration. If I didn't have those loot chests, there's no way I would have as many spells, clothes, upgrades, and wands as I do. I have a hard time imagining doing this mod by itself in vanilla. I don't think there's enough village blacksmiths or nether fortresses to go around. But, on the other hand, I've found that magic missile is more than enough to dominate most vanilla mobs and that's a novice spell.
So, all of this is said to get to this idea. I've played with Ars Magica 2, Thaumcraft 4, and a little bit of Thaumcraft 5. And you know, I'm kind of missing the crafting, research, and base building element.
I was wondering if you've given any thought to adding a research option? Would it be possible to research the spells?
On the crafting note, I saw in an earlier post something about the Identify spell being rare. Well, if the special wizards can make them, why can't I make them as an aspiring wizard? Could I somehow arrive to a point in my career where I've learned the secret?
I'm going to guess you've played DnD at some point because this mod reminds me so strongly of it, but back in the day I could spend 100 gold pieces to make a scroll of identify. And our DM wouldn't ever allow us to use some magical item unless we paid the price.
So, I thought that a crafting element could include something along those lines. We would have to pay a price of some kind in order to make these various things.
Okay, and I also took it a bit farther. I noticed that the various mages all come in different flavors or rather, alignments with different elements. What about the idea of say having the Storm Mages' Towers spawn at high elevations or even on floating islands? How about the Fire Mages' Towers spawning in the Nether? Earth might be kind of common, but, the Necromancy might be more rare? The generalist guy might even spawn in the villages too.
How about a quest that ties it all together? Did you ever play Master of Magic back in the day? Maybe a quest to become the Master of Magic? Where one has to master all of the different types of magic to "win" (I guess)? That might be neat.
Then, I was wondering about magical items as well. It seems to me that some of the items are craftable and that's really exciting but what about the Fire Wizard's armor for example? Perhaps, one must use rare special ingredients gotten from the nether or near volcanos or some such thing. And then through special crafting with special magics then one can create the most awesome Fire Wizard armor of much goodness!
And I couldn't help it. What about other things? We had rings of protection back in DnD. I have no idea how that would work even in Minecraft. But, you know maybe a ring could be imbued with some kind of effect that's always on? Bracers of Defense? I've seen others mention staves.
Anyways, dare to dream right?
Thing is, I'm guessing that one of the stated goals of the mod based on the introduction, is that we're trying to keep it simple. Which might actually be why this mod is so charming. Nurk nurk!
Okay so a more down to earth suggestion.
I've seen this idea tossed out once before so forgive me for repeating it. In Ars Magica 2, it was possible to make a spell that I could dig with. I recall you mentioned not seeing a point to that because we have picks and shovels. Please consider area of effect. Being able to dig a minimum of 3 X 3 space at a distance meant that I could flatten land fairly quickly. Much faster than using Tinker's Tools. And I never did get around to putting the upgrades on that spell but I would have also been able to increase the AoE.
Another idea to consider would be something that allows the placement of blocks. That would translate into have a ranged hole filling spell.
These two spells together makes land clearing and leveling (basically site prep) much much easier.
I wonder if a spell that causes leaves to decay faster would be cool? Or how about something that chops the whole tree down?
And these would probably be earth spells. (bad pun)
By the way, those summon pick, sword, bow, and pocket table spells are incredibly useful! Thank you.
I wonder if some kind of storage option could be done? Like a craftable bag of holding or say a spell that lets me teleport items from my inventory to a chest at my base?
And one outrageous spell idea (I know it's done in Botania), something along the lines of a spell that you cast to make a floating island. I know crazy!
My son and I noticed a bug. We're both on the same scoreboard team and we really appreciate you working with that. Because I probably would have killed him a bunch of times with "friendly fire" ie firebomb. But, something strange happened yesterday. I was using frost beam and he got hit by it. The spell never went away. You'd see the timer on his inventory screen, but, it would go to 0 and then stay there. I don't think he was suffering any of the negative effects, but the screen effect was still on.
We were able to restart the game and the effect went away.
Lastly, big thanks again to you for making this mod. We've been paying attention to the development of this mod since it was started in 1.7.10 where we tried it with LOTR mod. But, honestly, we're having a super awesome time with it in 1.12. It brings back memories of my college days of playing late night DnD sessions with my buddies and today I get to do that with my son.
We really appreciate your hard work.
Hi everyone ! Sorry for not giving any weekly updates recently - we've been rushing to get a5.0 out the door. but now...
A5.0 has been released and you can get it HERE right now!
With alpha 5.0, you can electrocute your enemies with lightningbending... sweep up targets with sandbending... freeze up your enemies with icebending... explode enemies with combustion bending... reach a new level of tactical combat with buff abilities... traverse great distances with ostrich horses... and pick your battles due to the new Power Rating & Performance mechanics! The full list of changes is available!
a5.0 is probably the biggest update yet, it took half a year to produce, and introduces 16 new abilities total, new animals, new scrolls, new mechanics, and more!! There's a lot of new content for you to try out!
I know it's been a while since the preview version was released, so you may be wondering the changes since that last a5.0 preview. FavouriteDragon has covered many of the changes (like new backgrounds) , but there are also some more changes you might like!
Anyways, I hope you enjoy the a5.0 update! It has been 6 months in the making (which I'm really sorry for delaying so much), and there's a lot of new exciting stuff for you to try out!!
Hello everyone, here is the second part of the 54th weekly update!
As I mentioned previously, we have been wrapping up stuff in preparation for the release of a5.0. We've been busy lately polishing all the features and finishing the textures, but there's a lot more to do.
One of the features I wanted to improve was the buff abilities, which temporarily boost your bending powers and give other status effects. They were cool and useful but I felt they needed a bit more ... pizazz. So, I've been working on adding special vision to the player while these buffs are active. Not only does this make the buffs more fun to use, it also helps you tell whether the buffs are still active. It's easy to get distracted in combat and forget whether some potion effects are still active, so an indicator as obvious as different vision will easily help you tell whether the buff is active or not.
There are also a few other interesting things I added to buff abilities. You will see for each specific ability.
I've taken a lot of time to improve the Immolate (aka Purify) buff ability. It is now more powerful than before and focuses on dealing damage. However, this newfound power comes at a cost: your intense firebending rage can now sometimes light you on fire! Fortunately this self immolation is very short lasting, but be careful!
While active, your vision will actually look enraged. The edges of the screen become blurred and reddish, and movement will become slightly disorienting.
I may have overdone the blurriness heh heh
Another fun buff ability is slipstream. As a refresher, to fit into the style of airbending, this mainly increases your movement speed and jump height. Previously though, it would cause you to become invisible. Since total invisibility felt a bit overpowered, I changed Slipstream so you become intermittently invisible, disappearing randomly for a moment or two then popping back in. This still helps you in combat by disorienting your opponents, but isn't quite as powerful as complete invisibility.
I turned invisible while taking this screenshot ... lol
Cleanse is the buff ability for Earthbenders. I've thought about the cartoon series and remembered that earthbenders from the shows in combat are typically relatively static (meaning they don't move around a lot) but deal high amounts of damage (they are throwing boulders!). So, I've modified the Cleanse ability to emphasize reduced mobility and high damage. It will now give you large amounts of Slowness in exchange for a 40% boost in damage output!
I haven't gotten around to improving the buff for waterbending, but there is one more feature this week.
While modifying Cleanse, I remembered the jing doctrine from earthbending. Basically it means that you shouldn't be overly aggressive in combat. Instead, you should wait for a good opportunity to strike and catch your opponent off guard. It seemed interesting so I decided to implement it here.
When an opponent has low health and you have more health, that gives you an advantage over them and represents a good time to attack. In this scenario, you will now will have a higher Earthbending power rating because you are following the idea of jing. (This increases your damage output for all your abilities) On the other hand, if you have lower health than your opponent, you're at a disadvantage, so your power rating will decrease. (This will decrease the damage to your opponent, which is bad for you!) Jing is a double-edged sword!
This has several ramifications for earthbenders:
That's it for this weekly update. FD and I hope to get a5.0 out soon in 1-2 weeks.
Hello, here is the second part of the 53rd weekly update! As you probably know I have been busy lately, so I didn't get a chance to post the weekly updates. However there's a lot of good news!
I finally finished the sandstorm ability:
One of the new lightningbending abilities which are being added is the lightning spear. FavouriteDragon already started it but I added a new model which looks close to the regular lightning strike.
Just for reference, here is the regular lightning arc
I believe favouritedragon may be adjusting the texture of the lightning spear, so once he does that the colors might look a bit different.
Just because I haven't posted in a few weeks I guess I need to make this weekly update as long as possible. heh heh
Lastly I'm enhancing the buff abilities added in the new update that FavouriteDragon made - these abilities, like Purify or Cleanse, temporarily increase your bending power for a certain element and give you other buffs.
To make them even better, and to make it easier for you to tell if the buff is still active, I've been experimenting with modifying the player's vision while the buff is active. Just take a look!
I edited the image to show comparison, normally it looks completely red
This was for the firebending Purify ability, but I'm probably going to experiment with this a little more to figure out what looks best. Maybe just a subtle red tint would be easier on the eyes.
Anyways it works by applying Shaders. If you have been around since 1.7, maybe you remember the old Super Secret Settings, where you could change your vision by pressing a button. That is the same as how this works. Since Mojang hasn't removed the code from the Super Secret Settings, I'm just using that same code but adapting it to the mod.
Also, as FavouriteDragon mentioned, we are trying to get a5.0 out soon ish. No new features are going to be added (probably), so it should just be polish and bug fixing from now on!
I just found out yesterday that FavouriteDragon is also great at making icons! His icon for throwing a lightning spear is amazing!
It looks like there is some competition with my "beautiful" art skills...