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    posted a message on Witchery 0.24.1
    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 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!
    Posted in: WIP Mods
  • 1

    posted a message on (REALEASED) MythiCraft, The Most In-depth RPG Mod To-Date (WIP) Alpha 0.1, for 1.2
    Been looking around the recent posts...

    WERELIONS AND WERETIGERS AND WEREBEARS

    OH MAI

    Looks like we strayed from the yellow block road...
    Posted in: WIP Mods
  • 2

    posted a message on Potions and Distillation - 1.9-pre4 Reference Guide(Pics/Videos/Information!)
    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.
    Posted in: 1.0 Update Discussion
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