You'll have to let go of the second one all by yourself.
Yeah, right. I'm at top speed and nothing will stop me ATM. Yeah, I'm mod bound by ZSS, but it looks like the creator finally got a new computer after a year without being able to update...
I am afraid to say this but the update has been delayed to the 2nd or 3rd week of February. I am graduating from college this coming March and a ton of paperwork needs to be finished by then. I am also going to be absent the entire 1st week of February due to being on a field trip.
That being said, the 1.10.2 update is around 80% complete. I am just having trouble mainly with balancing things out such as mob abilities and equipment. I fear the amount of changes I have made may have made the mod a lot more harder. I have yet to test it myself though.
Harder is OK if you allow for config changes by server owners. Please give us choice and the ability to tweak things. Currently there doesn't seem to be a way to turn off mobs cutting through armor and it makes all of the GoG creatures completely unbalanced.
There is a config for that actually, for melee attacks it's Base Damage and arrows it's the Hardmode Archers options.
What they do is add some additional magic damage to the attacks, so the mobs are always a threat.
We might have to go through and reword the options, because that gets asked frequently. :^)
Probably should expand on it too, so you can toggle it for individual tiers and so on.
There is a config for that actually, for melee attacks it's Base Damage and arrows it's the Hardmode Archers options.
What they do is add some additional magic damage to the attacks, so the mobs are always a threat.
We might have to go through and reword the options, because that gets asked frequently. :^)
Probably should expand on it too, so you can toggle it for individual tiers and so on.
Yes...OK, I'll check that out tonight. What I'd love to see is this kind of difficulty be more tier based as you were suggesting. Make the "boss" mobs more challenging and weaker mobs less so.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/8/2017
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One of my BEST favorite mods,this mod had its time in 2014 where moders would showcase it, now its much less popular just like lycanites and rival rebels, you should add something attractive, just like when the robot spider was added to orespawn mod, every one went showcasing it, even though a long time has past for the mod
Finally back from my field trip. It is now mostly paperwork in college from here on out. I will squeeze in updating the mod between break times :)). The quicker I get this mod rolled out, the better.
Congratulations on your graduation Silentine!
And like a wise man once said: A delayed mod is eventually good, but a rushed mod is forever bad.(not really true because of updates, but yeah, take your time to properly finish it.)
Thanks :).
I personally try to avoid releasing updates willy-nilly. I try my best to get everything fine tuned and uniform before release. I am a perfectionist.
One of my BEST favorite mods,this mod had its time in 2014 where moders would showcase it, now its much less popular just like lycanites and rival rebels, you should add something attractive, just like when the robot spider was added to orespawn mod, every one went showcasing it, even though a long time has past for the mod
Tis' sad. I used to always looked forward to it being showcased because it is the perfect way to see how people react to the mod and make adjustments based on those reactions. I used to observe Let's Plays using the mod but sadly the lack of time made it hard for me.
I feel it is because making a showcase for this mod would take too much time and effort. Most showcases (as I can remember) run along 10-15 minutes. This would take 25+ minutes at least.
Basically, the more compact the mod that has groundbreaking changes/features; the more likely it will be showcased.
Tis' sad. I used to always looked forward to it being showcased because it is the perfect way to see how people react to the mod and make adjustments based on those reactions. I used to observe Let's Plays using the mod but sadly the lack of time made it hard for me.
I feel it is because making a showcase for this mod would take too much time and effort. Most showcases (as I can remember) run along 10-15 minutes. This would take 25+ minutes at least.
Basically, the more compact the mod that has groundbreaking changes/features; the more likely it will be showcased.
Might I offer a suggestion? Once you get the mod to a stable place, get in contact with DireWolf20. He is willing to do multipart mod showcases and they area really well done. He is widely know in the modding community and he will take the time to talk to you to bring out all the best parts of the mod.
I use to play this mod with Twilight Forest as well. Really made for some interesting encounters. Sad, but Twilight Forest is not being updated or ported to 1.10.2 as far as I know.
One other balancing type thing: I felt like the creep was really hard to hit in the previous version and had to much health. Maybe give it a hit box of 1.5 blocks so that players actually have a chance to get a few swings in before it goes boom?
Might I offer a suggestion? Once you get the mod to a stable place, get in contact with DireWolf20. He is willing to do multipart mod showcases and they area really well done. He is widely know in the modding community and he will take the time to talk to you to bring out all the best parts of the mod.
I use to play this mod with Twilight Forest as well. Really made for some interesting encounters. Sad, but Twilight Forest is not being updated or ported to 1.10.2 as far as I know.
One other balancing type thing: I felt like the creep was really hard to hit in the previous version and had to much health. Maybe give it a hit box of 1.5 blocks so that players actually have a chance to get a few swings in before it goes boom?
I don't know about that. Someone was planning to suggest it before to direwolf20 but it did not go through with it. I always felt he focused more on tech/magic mods than this type of mod.
Sadly true. He never did get around to release the final part/dungeon of the mod.
I cannot increase the hit box that much because it is meant to squeeze through 1 block spaces. I will however increase it from .70 to .75 and remove its ability to become invisible :).
Sidenote:
If anyone else has any suggestions on the difficulty of the mod feel free to post them.
Just got chased through a forest by a bunch of tiny bloodthirsty mushroom men.
10/10...would do it again.
I'd also like to see more boss monsters. Single spawn, high hit point and high skill mobs.
They are a pain to deal with now that you mentioned it. I will probably reduce the spawn from 2 to 1 but add a limit to the amount of damage that can be done to it.
Not quite sure what you mean by high skill. If you meant something like the Ender Dragon or Wither then I am afraid that is not going to happen. It is a bit too difficult for me to program in :/. I will see what I can do to improve the current Level 3 mobs though. 3 out of 4 of them seem to be carbon copies of each other.
They are a pain to deal with now that you mentioned it. I will probably reduce the spawn from 2 to 1 but add a limit to the amount of damage that can be done to it.
Not quite sure what you mean by high skill. If you meant something like the Ender Dragon or Wither then I am afraid that is not going to happen. It is a bit too difficult for me to program in :/. I will see what I can do to improve the current Level 3 mobs though. 3 out of 4 of them seem to be carbon copies of each other.
Please don't change the mushroom men...seeing the horde chase me was awesome. Yeah, my thought was for the current and any future lvl 3 mobs you make.
1.10.2 alpha 1.4.8 I was absolutely swamped by cockatrices and other creatures on a freshly started server. Not sure how to rate the difficutly as it was more so just an unfair fight and a lot of dying.
1.10.2 alpha 1.4.8 I was absolutely swamped by cockatrices and other creatures on a freshly started server. Not sure how to rate the difficutly as it was more so just an unfair fight and a lot of dying.
It is one of the reasons why I removed them and limited hostile spawns during the day by 1 in the release version.
As for the alpha version I suggest lowering the spawn rate through the config or outright disabling them.
Thanks for the response, probably going to turn them off until some players are more established, I tried turning the numbers down but response was still the same with complaints that they were still approaching large numbers within a few minutes of switching off peaceful if a bit easier to kill individuals.
I'll check back now and then as I really love the mod and the mobs when it is not making friends antagonistic.
Just dropping by to announce that the 1.10.2 update will be released within this week (Feb. 19 - Feb. 25). This time around I will make sure that the job gets done within that period of time. This is my final update post before release. This is also probably the largest update to date (the changelog for this update is nearly 3x longer compared to previous ones).
Speaking of adding new things, I decided to add back a few mobs from past versions (with updated designs):
Arachne (aka Spider Queen)
Dwarf
Kobold
Mummy
I have also tweaked a ton of mob designs and animations. Things such as more detailed horns to better movement animations. These changes will all be depicted in the changelog.
This update also addresses a few issues I have seen in the past such as:
Biomes being inhabitable due to hostile mobs spawning during the day
Inability to remove hostility from hostile mobs
Level 3 mobs frequently spawning near bases (aka Minotaurs)
Mimic not initially being a stationary mob when encountered
I have made some roundabout solutions to these issues. How effective they will be I cannot say for now.
Ah neato, what's your degree/major? :^)
Just noticed this. Don't really care about the others, especially Cockatrice, but why remove Jorogumo?
Yeah, right. I'm at top speed and nothing will stop me ATM. Yeah, I'm mod bound by ZSS, but it looks like the creator finally got a new computer after a year without being able to update...
Harder is OK if you allow for config changes by server owners. Please give us choice and the ability to tweak things. Currently there doesn't seem to be a way to turn off mobs cutting through armor and it makes all of the GoG creatures completely unbalanced.
There is a config for that actually, for melee attacks it's Base Damage and arrows it's the Hardmode Archers options.
What they do is add some additional magic damage to the attacks, so the mobs are always a threat.
We might have to go through and reword the options, because that gets asked frequently. :^)
Probably should expand on it too, so you can toggle it for individual tiers and so on.
Yes...OK, I'll check that out tonight. What I'd love to see is this kind of difficulty be more tier based as you were suggesting. Make the "boss" mobs more challenging and weaker mobs less so.
One of my BEST favorite mods,this mod had its time in 2014 where moders would showcase it, now its much less popular just like lycanites and rival rebels, you should add something attractive, just like when the robot spider was added to orespawn mod, every one went showcasing it, even though a long time has past for the mod
Update:
Finally back from my field trip. It is now mostly paperwork in college from here on out. I will squeeze in updating the mod between break times :)). The quicker I get this mod rolled out, the better.
Thanks :).
I personally try to avoid releasing updates willy-nilly. I try my best to get everything fine tuned and uniform before release. I am a perfectionist.
Ironically, Computer Engineering.
I technically did not remove it; but replaced it with the Spider Queen (now named Arachne) again.
The design of the Jorogumo did not suit the location it was spawning in. If you have noticed, I try to theme mobs based on their biome.
Tis' sad. I used to always looked forward to it being showcased because it is the perfect way to see how people react to the mod and make adjustments based on those reactions. I used to observe Let's Plays using the mod but sadly the lack of time made it hard for me.
I feel it is because making a showcase for this mod would take too much time and effort. Most showcases (as I can remember) run along 10-15 minutes. This would take 25+ minutes at least.
Basically, the more compact the mod that has groundbreaking changes/features; the more likely it will be showcased.
Might I offer a suggestion? Once you get the mod to a stable place, get in contact with DireWolf20. He is willing to do multipart mod showcases and they area really well done. He is widely know in the modding community and he will take the time to talk to you to bring out all the best parts of the mod.
I use to play this mod with Twilight Forest as well. Really made for some interesting encounters. Sad, but Twilight Forest is not being updated or ported to 1.10.2 as far as I know.
One other balancing type thing: I felt like the creep was really hard to hit in the previous version and had to much health. Maybe give it a hit box of 1.5 blocks so that players actually have a chance to get a few swings in before it goes boom?
I don't know about that. Someone was planning to suggest it before to direwolf20 but it did not go through with it. I always felt he focused more on tech/magic mods than this type of mod.
Sadly true. He never did get around to release the final part/dungeon of the mod.
I cannot increase the hit box that much because it is meant to squeeze through 1 block spaces. I will however increase it from .70 to .75 and remove its ability to become invisible :).
Sidenote:
If anyone else has any suggestions on the difficulty of the mod feel free to post them.
OK...feedback time...
Just got chased through a forest by a bunch of tiny bloodthirsty mushroom men.
10/10...would do it again.
I'd also like to see more boss monsters. Single spawn, high hit point and high skill mobs.
They are a pain to deal with now that you mentioned it. I will probably reduce the spawn from 2 to 1 but add a limit to the amount of damage that can be done to it.
Not quite sure what you mean by high skill. If you meant something like the Ender Dragon or Wither then I am afraid that is not going to happen. It is a bit too difficult for me to program in :/. I will see what I can do to improve the current Level 3 mobs though. 3 out of 4 of them seem to be carbon copies of each other.
Please don't change the mushroom men...seeing the horde chase me was awesome. Yeah, my thought was for the current and any future lvl 3 mobs you make.
1.10.2 alpha 1.4.8 I was absolutely swamped by cockatrices and other creatures on a freshly started server. Not sure how to rate the difficutly as it was more so just an unfair fight and a lot of dying.
It is one of the reasons why I removed them and limited hostile spawns during the day by 1 in the release version.
As for the alpha version I suggest lowering the spawn rate through the config or outright disabling them.
Thanks for the response, probably going to turn them off until some players are more established, I tried turning the numbers down but response was still the same with complaints that they were still approaching large numbers within a few minutes of switching off peaceful if a bit easier to kill individuals.
I'll check back now and then as I really love the mod and the mobs when it is not making friends antagonistic.
Looking at the Dragon Girl in the End instantly crashes my game:
http://pastebin.com/7qh6kfx4
Ah, that's been fixed for a while now :^)
Read the patch notes then upgrade to the latest alpha 1.4.8 version.
Update:
Link to Update #1
Link to Update #2
Just dropping by to announce that the 1.10.2 update will be released within this week (Feb. 19 - Feb. 25). This time around I will make sure that the job gets done within that period of time. This is my final update post before release. This is also probably the largest update to date (the changelog for this update is nearly 3x longer compared to previous ones).
Speaking of adding new things, I decided to add back a few mobs from past versions (with updated designs):
I have also tweaked a ton of mob designs and animations. Things such as more detailed horns to better movement animations. These changes will all be depicted in the changelog.
This update also addresses a few issues I have seen in the past such as:
I have made some roundabout solutions to these issues. How effective they will be I cannot say for now.
looking good