Haven't played Minecraft in a VERY long time, but I decided to hop on again recently and try out all of the updated mods, including this one. I really like what's been done with the werewolf update, but after testing it out, I have some suggestions for tweaking them in the future:
--Remove Wolf Form (not Wolfman form) from lycanthropy altogether, make it an Infusion instead (details further below)
--All werewolf NPC's now spread the curse
-- Curse only applies to players/villagers if they survive 2 minutes after being attacked (dying cancels the timer)
-- Getting cursed is a chance occurence, so being attacked by a werewolf may not always spell insta-doom
--Rework the stats for wolfmen
-- werewolves only have 30-40 health instead of 80
-- nerf jump height to 2/3 blocks, buff sprint speed slightly
-- damage resistance is lowered during daytime (for dealing with player werewolves with Moon Charm)
-- werewolf attacks to other werewolves are treated as silver and thus do full damage
--full immunity to poison effects, but double damage from Wither effects.
--buff base attack damage, lower base attack speed
CHANGES TO LEVELING
Level 1: During a full moon, player turns into an uncontrollable werewolf NPC that behaves like other werewolves. As a human, a constant hunger debuff applies; the debuff goes inactive at night.
Level 2: With Moon Charm in inventory, player has control of their character as a werewolf. Eating raw foodstuffs grants as much hunger as its cooked variant, but only in Wolfman form.
Level 3: Moon Charm can be used to force transformations into/out of wolfman form. Player werewolves can access their inventory, and the inventories of chests/mechanisms.
Level 5: While sneaking as werewolf, hostile mobs won't attack (unless they've already aggro'ed). Slight boost to movespeed while sneaking.
Level 6: Sprinting or attacking from stealth causes crit damage. Player werewolves can use items on their hotbar without dropping them (tools and weapons lose durability twice as fast though)
Level 7: Player werewolves can sneak to climb up walls like spiders. Consumes as much hunger as sprinting.
Level 8: Player werewolf attacks completely penetrate armor, but only with bare hands (paws?). Attacks against player werewolves consume 3 times as much durability (unless it's silver).
Level 9: Sneak + Right click to howl, preventing nearby NPC's and players from moving for up to 5 seconds (duration degrades with distance)
Level 10: Player werewolves can curse other players/villagers by doing more than 60% of the victim's health in a single attack. Full moons no longer force werewolf transformations, even without the Moon Charm. (This can lead to players with lycanthropy getting stuck in their human form if they're careless.)
--Attacking villager and player-based werewolf NPC's with wolfbane in hand pacifies them for 10 seconds, keeping them from attacking players and villagers. If it is a player werewolf, their damage is reduced by 80% for 5 seconds. The effect cannot be triggered twice in the same minute. Consumes the wolfbane.
--Werewolf NPC's will passively wander towards prey, even if they are not aggro'ed. Their movement becomes more direct the closer they are.
-- Werewolf NPC's will attack sheep like normal wolves.
-- Wolf Altars apply a permanent health and damage buff to tamed wolves that go near it. During full moons, there is a small chance that a werewolf can spawn near a Wolf Altar.
-- To initiate the leveling system, the player must first survive 3 consecutive werewolf transformations without dying.
-- Werewolves drop unique loot (fangs, claws, etc.) that can be offered to the Wolf Altar for a unique brew.
--Once consumed, the brew allows the player to deal full damage to werewolves regardless of weapon material.
--The brew is a required item for the Wolf Form Infusion.
WOLF FORM INFUSION
--Allows witches to turn into wolves and gain similar powers to that of a werewolf, without the danger and tedium of actually being a werewolf. (Basically a less powerful version of lycanthropy, but with no active debuffs)
--Required items: Unique brew from above, werewolf loot, wolfbane, wolf/hellhound heads, full moon, possible other
items.
--IN WOLF FORM:
Gain greatly increased movespeed (even faster than werewolves)
Full armor penetration (but somewhat low attack damage and can't use tools)
1 block height for utility
Passive night vision
Kills grant small amounts of hunger
--IN HUMAN FORM
Increased sprint speed (but default movespeed)
Consuming raw foodstuffs does cannot apply poison
Attacking wild wolves causes them to run away instead of aggro'ing
--Consuming a wolfbane potion while under the effects of a wolfbane potion forces player werewolves to transform into their wolfman form. Their defense buff is reduced. Lasts for 2 minutes before transforming into a human again.
--Player werewolf howls are channeled abilities, like drawing a bow. If they take damage, the ability does not take effect.
Most of these reworks are to balance out the werewolves and give them something besides a "stat monster" play style. Many also add serious drawbacks that I feel make lycanthropy more worthy of being called a "curse". I would greatly like to see these changes implemented in the future, but I understand that there are probably other plans (and some of the ideas may be coding NIGHTMARES). Still, I enjoy this mod greatly, and I can't wait to see what's up next!
Sometimes I wish some of the ingredients didn't have to be in the Nether. I mean, I fell in lava 3 times just to set up a camp to LOOK FOR Blazes, just so I can make a brewing stand. Honestly, the Nether should be a bit safer if it requires that much alchemist attention... Or add something similar to a fire resistance potion available in the Overworld?
No, scratch all of the above. I just thought about what would happen if we let a means of alchemy into the hands of griefers. Ohh, that would be worse than 50 Endermen... Good thing it takes such hard work; griefers never persevere that long.
1
--Remove Wolf Form (not Wolfman form) from lycanthropy altogether, make it an Infusion instead (details further below)
--All werewolf NPC's now spread the curse
-- Curse only applies to players/villagers if they survive 2 minutes after being attacked (dying cancels the timer)
-- Getting cursed is a chance occurence, so being attacked by a werewolf may not always spell insta-doom
--Rework the stats for wolfmen
-- werewolves only have 30-40 health instead of 80
-- nerf jump height to 2/3 blocks, buff sprint speed slightly
-- damage resistance is lowered during daytime (for dealing with player werewolves with Moon Charm)
-- werewolf attacks to other werewolves are treated as silver and thus do full damage
--full immunity to poison effects, but double damage from Wither effects.
--buff base attack damage, lower base attack speed
CHANGES TO LEVELING
Level 1: During a full moon, player turns into an uncontrollable werewolf NPC that behaves like other werewolves. As a human, a constant hunger debuff applies; the debuff goes inactive at night.
Level 2: With Moon Charm in inventory, player has control of their character as a werewolf. Eating raw foodstuffs grants as much hunger as its cooked variant, but only in Wolfman form.
Level 3: Moon Charm can be used to force transformations into/out of wolfman form. Player werewolves can access their inventory, and the inventories of chests/mechanisms.
Level 4: Killing mobs replenishes hunger slightly. Boost to attack speed.
Level 5: While sneaking as werewolf, hostile mobs won't attack (unless they've already aggro'ed). Slight boost to movespeed while sneaking.
Level 6: Sprinting or attacking from stealth causes crit damage. Player werewolves can use items on their hotbar without dropping them (tools and weapons lose durability twice as fast though)
Level 7: Player werewolves can sneak to climb up walls like spiders. Consumes as much hunger as sprinting.
Level 8: Player werewolf attacks completely penetrate armor, but only with bare hands (paws?). Attacks against player werewolves consume 3 times as much durability (unless it's silver).
Level 9: Sneak + Right click to howl, preventing nearby NPC's and players from moving for up to 5 seconds (duration degrades with distance)
Level 10: Player werewolves can curse other players/villagers by doing more than 60% of the victim's health in a single attack. Full moons no longer force werewolf transformations, even without the Moon Charm. (This can lead to players with lycanthropy getting stuck in their human form if they're careless.)
--Attacking villager and player-based werewolf NPC's with wolfbane in hand pacifies them for 10 seconds, keeping them from attacking players and villagers. If it is a player werewolf, their damage is reduced by 80% for 5 seconds. The effect cannot be triggered twice in the same minute. Consumes the wolfbane.
--Werewolf NPC's will passively wander towards prey, even if they are not aggro'ed. Their movement becomes more direct the closer they are.
-- Werewolf NPC's will attack sheep like normal wolves.
-- Wolf Altars apply a permanent health and damage buff to tamed wolves that go near it. During full moons, there is a small chance that a werewolf can spawn near a Wolf Altar.
-- To initiate the leveling system, the player must first survive 3 consecutive werewolf transformations without dying.
-- Werewolves drop unique loot (fangs, claws, etc.) that can be offered to the Wolf Altar for a unique brew.
--Once consumed, the brew allows the player to deal full damage to werewolves regardless of weapon material.
--The brew is a required item for the Wolf Form Infusion.
WOLF FORM INFUSION
--Allows witches to turn into wolves and gain similar powers to that of a werewolf, without the danger and tedium of actually being a werewolf. (Basically a less powerful version of lycanthropy, but with no active debuffs)
--Required items: Unique brew from above, werewolf loot, wolfbane, wolf/hellhound heads, full moon, possible other
items.
--IN WOLF FORM:
Gain greatly increased movespeed (even faster than werewolves)
Full armor penetration (but somewhat low attack damage and can't use tools)
1 block height for utility
Passive night vision
Kills grant small amounts of hunger
--IN HUMAN FORM
Increased sprint speed (but default movespeed)
Consuming raw foodstuffs does cannot apply poison
Attacking wild wolves causes them to run away instead of aggro'ing
--Consuming a wolfbane potion while under the effects of a wolfbane potion forces player werewolves to transform into their wolfman form. Their defense buff is reduced. Lasts for 2 minutes before transforming into a human again.
--Player werewolf howls are channeled abilities, like drawing a bow. If they take damage, the ability does not take effect.
Most of these reworks are to balance out the werewolves and give them something besides a "stat monster" play style. Many also add serious drawbacks that I feel make lycanthropy more worthy of being called a "curse". I would greatly like to see these changes implemented in the future, but I understand that there are probably other plans (and some of the ideas may be coding NIGHTMARES). Still, I enjoy this mod greatly, and I can't wait to see what's up next!
1
WERELIONS AND WERETIGERS AND WEREBEARS
OH MAI
Looks like we strayed from the yellow block road...
2
No, scratch all of the above. I just thought about what would happen if we let a means of alchemy into the hands of griefers. Ohh, that would be worse than 50 Endermen... Good thing it takes such hard work; griefers never persevere that long.