Changelog
This datapack has a required resource pack! Grab it from the "Versions" tab, at the bottom of the version's page.
===The resource pack HAS been updated with this update!===
===Current RP Version: "for 0.1.6"===
===Minecraft Compatibility: 1.20.1===
Sunrise 0.0.1.6 "Dawn" Changelog:
Quality of Life:
-Purchasing Empowerments now presents the player with similar in-world popups as Imbuement, rather than spamming their chat.
-Right clicking ("interacting") on an in-world popup now removes it. Left clicking ("attacking") now must be used to confirm a selection.
-Getting rid of a popup manually has a "swipe" sound effect to help communicate this as intended behavior.
-Added proper base stat descriptions to the heirloom items.
-Adjusted the "volume" parameter of lots of imbuement and empowerment related sounds - you shouldn't be able to hear your friends frantically applying imbuements from over a hundred blocks away anymore.
New Config Setting:
-Dimensional Minimum Difficulty (dimensionmindifficulty.mcfunction)
-Enabling this setting causes players' Personal Difficulties to be set to Burning in the Nether, or Hellfire in the End, if they were on a lower difficulty going in. Players cannot set their difficulty below these levels while in those dimensions.
Balance:
-Nerfed skeleton arrow damage on Spicy, Hot, and Burning p-diffs to make them less likely to surprise-kill early game players:
-Spicy: Skeleton arrow damage buff now +17.5% (was +25%)
-Hot: Skeleton arrow damage buff now +45% (was +75%)
-Burning: Skeleton arrow damage buff now +100% (was +125%)
-Nerfed Upwind (Sneak, Aerial)
-Cooldown now ~84 ticks (up from ~60).
-Players can no longer use Aerial Sneak Upwind to indefinitely float across horizontal distances.
=Strength Imbuement:
+Tier 3 now has an imbuement mechanic on top of its base stat bonus, called "More Than Might":
+Having 3500 or more Protector EP investment gives a minor stunning effect to your melee strikes.
+Having 3500 or more Scavenger EP investment gives you the chance for lucky crits.
+Tier 4 now provides a minor variant of Cleave, at half its effectiveness.
-Tier 4 gives only half the benefits to your base melee stats.
+Truth Imbuement:
+Tiers 2 and 4 provide +20% chance to conserve arrows on-hit, for a maximum of +40%.
=This bonus is Additive with Hunt (changes listed below), providing up to 90% conservation chance (wowee!).
+Reinforcing gold tools now costs 25 levels (was 30).
+Singe (rework):
+Concentrated/"follow-up" beams now deal damage.
+Follow-up beams have random spread of up to 40 degrees in both horizontal and vertical directions.
+Initial beam is now blue to make it more clear that it doesn't have spread randomization.
+Initial beam ignores I-frames.
+Singe can now be re-fired 3 game ticks faster.
-Basic attack casting cost increased to 1000 Focus (was 750).
+Hunt:
+Received 50% chance to conserve arrows on-hit.
Note - Missed arrows can still be picked up normally. Conservation chance *only* applies on a successful hit.
-Base damage now 70% of a vanilla bow.
+Adjusted its minor augments to provide more arrow damage across the board, but not quite as much as an augmented vanilla bow.
Dev Commentary (Ravioli): Hunt, in its previous state, was exactly the same in a statistical sense as a normal vanilla bow, and ran into issues in the early game regarding ammo, since collecting/crafting arrows is often a challenge or a pain at that point in the game. Now, Hunt serves as an ammo efficient alternative that you'll probably upgrade from later once ammo is a non-issue, though its major augmentations are still there to make it a worthy sidegrade to a standard bow.
+Ceremony:
+Buffed its base armor to 4 (was 2), and the armor buff now also applies to the offhand.
+Melee lucky critical hits now multiply base damage by 1.33x (was 1.2x)
+Hidden Art: Melee
+Tier 2 forced critical hits now deal 1.5x damage (was 1.2x by mistake)
Roguelite Mode (Does not effect non-RL mode):
-If a player drops their Imbuer, Empowerer, or Augmentation Table, it will be deleted.
-When running back to grab items after a death, it is common for the player to simply die again, sometimes over and over. This causes the area to become absolutely littered with these items and this was a huge annoyance for some players. Now that these items despawn very quickly, this won't be a problem.
-To carry beds, players must now carry them in their main or offhand or else they will be dropped.
-Carrying extra beds was an exploit that had the potential to trivialize the impact of losing items on death. Now, players can only effectively carry one bed, taking up a gear slot, to *maybe* get a respawn point close enough to recover their items.
-This also prevents bed-bombing your way to victory.
-Dimensional Minimum Difficulty is now enabled in singleplayer.
Bugfixes:
-(!!!) Harvest (Jump) no longer has the potential to damage all hostile mobs on the server.
-(!) Smithing diamond gear to netherite now properly upgrades the item's base stats.
-Trying to upgrade an imbuement past tier 6 will no longer cause a bugged menu popup.
-Trimmed armor may now be augmented.
-Upwind (Sneak, Aerial) now centers its trail particles on the player rather than at the world spawnpoint.
-Shields that had a major augment cleared can now be re-augmented. Only applies to newly augmented shields.
-Fixed some inconsistencies with reinforcement price listings.
-Fixed baby zombies being faster than intended.
-Fixed magic damage causing more knockback than intended.
-Fixed Singe's raycast hitboxes being off-center from the beam.
-Heirloom items no longer lose some custom data altogether when clearing augmentations.
-Notably, this was an issue with Ceremony losing its attack damage and speed when clearing augments.
Technical:
-"Common" item loot tables:
-augtable.json: Added "esitem:augtable" and "es.rl.itemclear:1b" to the Augmentation Table's item tags.
-Also added "es.rl.itemclear:1b" to the loot tables:
-empowerer.json
-imbuer.json
-Added support for two new custom attributes for bows and crossbows. Currently, these are only used on Hunt, but they may be used later for other unique bows or augments.
-es.arrow_conserve_chance: Items tagged with this can have their arrow conservation chance defined in essences:arrows/conserve_chance
-es.arrow_dmg_base_overrided: Items tagged with this can have their arrow's base damage overridden in essences:arrows/lookups/base_dmg_overrides
Misc:
-Corrected the description for Resilience's 'Collected' mechanic to state "Soul Hearts" instead of "Soul Health".
-Changed the lore texts for heirloom items to be less needlessly verbose.
90% of ad revenue goes to creators
Support creators and Modrinth ad-free with Modrinth+Metadata
Release channel
ReleaseVersion number
0.1.6Loaders
Data Pack
Game versions
1.20–1.20.1Downloads
720Publication date
August 4, 2023 at 6:54 PMPublisher
RavioliFormuoli
Owner