i have a idea to even out the classes first off the warrior he has a fury bar the more dmg he deals / recives he gains stats that slowly decay after a short time in addion all spells exept charge and leap cost fury now
now ranger they have a focus bar they use focus to cast all spells and they generate focus over time while not jumping,sprinting,walking, so they are like true snipers they do alot of dmg while not moveing around but do little while runing around like a retard note that rangers s
now mages they have arcane disipine/recklessness the more the more they cast spells (spaming) they lose disipine they start gaining recklessness makeing spells do more dmg but cost more mana in later stages of recklessness they even start dmging there self's anyways msg me if you want me to go into more detail
i have a idea to even out the classes first off the warrior he has a fury bar the more dmg he deals / recives he gains stats that slowly decay after a short time in addion all spells exept charge and leap cost fury now
now ranger they have a focus bar they use focus to cast all spells and they generate focus over time while not jumping,sprinting,walking, so they are like true snipers they do alot of dmg while not moveing around but do little while runing around like a retard note that rangers s
now mages they have arcane disipine/recklessness the more the more they cast spells (spaming) they lose disipine they start gaining recklessness makeing spells do more dmg but cost more mana in later stages of recklessness they even start dmging there self's anyways msg me if you want me to go into more detail
Clarification.
The more damage that Warriors dish out, the more their stats increase. If they use any skills, except for Leap and Charge, they will lose that bonus, in increments.
If Rangers don't jump/sprint, they gain 'Focus', which allows them to do more damage and use skills.
If Mages spam their spells, they will do more damage, but cost more, and eventually start damaging them.
Rollback Post to RevisionRollBack
A mad god can still have a heart, it's just wrapped in an enigma inside a mystery coated in riddles, all guarded with lasers.
Made Phase Creeper more jittery/ethereal/terrifying. I might do some texturing in a bit to give it that terrifying "oomf" I'm looking for. It's definitely getting there, though...
I've *almost* got mob spawning reimplemented! That is, mobs will now only spawn at night (as in normal Minecraft), but will ALSO spawn as soon as a chunk is created, so you'll have to clear out places you want to travel through.
Mob spawning is going strong, the problem to solve now is getting chunks to respawn mobs after a night has passed, despite not having been loaded during night. Logically it's easy enough, the question is how to deal with existing mobs without removing them or making too many additional mobs. The former is just a copout I'm not gonna use, the latter is difficult to do while maintaining a "healthy" distribution of mobs and not eating up CPU. I might have to sleep on it... not yet, though
I've got a problem with this mod. Not installation or errors, bugs or crashes.
My problem is that the only viable singleplayer option is the Warrior.
Both of the other classes are way too underpowered for the dungeons and towers. No matter what skill or tactic I try, it always ends with death. Unless I play Warrior. Playing that class (which is boring to me) allows me to just tear through the dungeons and towers without a second thought.
Whereas playing Mage or Archer results in me getting my ass kicked by fifteen too many slimes, raptors and DIRE CHICKENS. For ****'s sake, DIRE CHICKENS kill me easily!
The fact that the insanely narrow entrance to towers is a choke-point for you and any damage at all knocks you right off the ladders within means that unless you destroy the spawners(Wooden pickaxe, very helpful.) you will almost never get to the top of a tower.
And all that for what? As an Archer, some cap that gives you +1 Strength.
Don't get me wrong, the presentation of the thing in general and the gameplay of the Warrior is spot-on, but you seriously need to consider balancing the other two classes. I don't know how many other people before me have had this issue. I just suggest you either nerf the low-level towers and dungeons, or buff the Squishy Wizard and Archer(whose arrows initially are just Annoying Arrows).
Also, could you make us spawn with full Mana? It's infuriating when I die as a Mage due to lack of Mana(which seems to regenerate slower than a drunken snail in a wheelchair) and get camped by mobs because all I have to attack with is a Stone Shovel.
I've got a problem with this mod. Not installation or errors, bugs or crashes.
My problem is that the only viable singleplayer option is the Warrior.
Both of the other classes are way too underpowered for the dungeons and towers. No matter what skill or tactic I try, it always ends with death. Unless I play Warrior. Playing that class (which is boring to me) allows me to just tear through the dungeons and towers without a second thought.
Whereas playing Mage or Archer results in me getting my ass kicked by fifteen too many slimes, raptors and DIRE CHICKENS. For ****'s sake, DIRE CHICKENS kill me easily!
The fact that the insanely narrow entrance to towers is a choke-point for you and any damage at all knocks you right off the ladders within means that unless you destroy the spawners(Wooden pickaxe, very helpful.) you will almost never get to the top of a tower.
And all that for what? As an Archer, some cap that gives you +1 Strength.
Don't get me wrong, the presentation of the thing in general and the gameplay of the Warrior is spot-on, but you seriously need to consider balancing the other two classes. I don't know how many other people before me have had this issue. I just suggest you either nerf the low-level towers and dungeons, or buff the Squishy Wizard and Archer(whose arrows initially are just Annoying Arrows).
Also, could you make us spawn with full Mana? It's infuriating when I die as a Mage due to lack of Mana(which seems to regenerate slower than a drunken snail in a wheelchair) and get camped by mobs because all I have to attack with is a Stone Shovel.
Yeah, the mod is incredibly unbalanced atm, and I completely understand your rage as I find it frustrating myself. However, the numbers for the Ranger have already been tweaked for the next patch, and some mechanical aspects regarding spells have improved drastically (see "Wind Trap" in the last live update.) I'll be messing the with Mage in just a second.
In all fairness, you're supposed to be taking out the mob spawners as you go It's a lot easier that way. The fact that the Warrior can skip it (and the Mage with fancy teleporting) is a problem, not the standard. This may change soon enough anyways, as I'll be messing with the way mobs spawn shortly. Hopefully I can have them spawn at night/dungeon gen time and not disappear until destroyed...
Also, HP/MP regen is horrible, I'll be looking into it too What I need to do is add a timer, so that after a certain amount of time since you were last hit, your health will begin healing quickly, rather than just slowly and constantly.
EDIT: Just so everyone knows, live update still happening 2 posts above.
EDIT again: Fixed the mana not restoring in single player, don't think it's happening in multiplayer but I could be mistaken.
maybe its just your play style, i seem to have no problems what so ever with the ranger besides the accuracy issues (not being able to hit the broad side of a barn at point blank and all)
usually when i go into a tower i rush for the ladder and leap up to almost all the way up it, i find it easiest to fight my way DOWN the towers then up them.
Rollback Post to RevisionRollBack
i got a texture pack now, its here it changes how armor and tools look and has a few slight changes to a few blocks in terrain like making the redstone torch look more like a redstone torch then a lollipop.
Friendy Mobs please!!!!!!!!!!!!! Mabye like different types of cities for each race like dwarves could live in a metalic underground city and just different things but mostly just cities for each race and have them with defenses like walls mabye even archers to fend off the bad mobs. Trading as well?
Guys, I had a question; not about a problem I have personally; however, I had my dad try this mod, and his stone tools did not work on Iron Ore, it was like obsidian. Is this a known bug? He used the Technic Launcher, so I don't think he installed it wrong or nothing.
Guys, I had a question; not about a problem I have personally; however, I had my dad try this mod, and his stone tools did not work on Iron Ore, it was like obsidian. Is this a known bug? He used the Technic Launcher, so I don't think he installed it wrong or nothing.
Yep. known since day one of the current release and fixed for the next patch. This next version ought to be much more "Minecrafty" with this fix and the coming change to mob spawning.
Thank you, Frizzil. Sorry for the issue, that it was already known haha, I thought I had read it somewhere in the posts, but I had forgotten where, so decided to ask in case there was a fix, as i'm not all too great at looking for things.
On another note; Are there plans for more classes? I had mentioned a type of summoner class earlier I thought'd be fun (Least in my eyes, but I have strange tastes), that would have to fight horrendously hard bosses to unlock it's summons. The boss becomes the summon, basically, and there'd be like 8 or so, all of which REALLY difficult.
I think that'd be neat, as, having the summon itself would be a sign of status.
Mob spawning is improved!!! Now you can build your house without getting exploded from within! Torchlight grants safety as it did before, with the only current difference from vanilla MC being the mobs spawn retroactively...
That is, mobs spawn in bulk once per night, and constantly throughout the entire day wherever it's dark. They won't disappear until they're slain, and if the chunk ain't loaded when bulk spawn time comes, the bulk spawning will occur as soon as that chunk is loaded (so it will effectively be the same as if it had just occurred at night).
This also means that places can temporarily be made safe, much like a Diablo II level (for example), by slaying all the monsters there. They'll stay gone until nightfall (or forever if you slap down torches everywhere).
Thank you, Frizzil. Sorry for the issue, that it was already known haha, I thought I had read it somewhere in the posts, but I had forgotten where, so decided to ask in case there was a fix, as i'm not all too great at looking for things.
On another note; Are there plans for more classes? I had mentioned a type of summoner class earlier I thought'd be fun (Least in my eyes, but I have strange tastes), that would have to fight horrendously hard bosses to unlock it's summons. The boss becomes the summon, basically, and there'd be like 8 or so, all of which REALLY difficult.
I think that'd be neat, as, having the summon itself would be a sign of status.
No problem, it's hard to find info, so no worries.
I remember reading it, and the idea has actually been suggested a lot (which probably means its a good one), but it'll take some time getting the summon to follow you smoothly (as I recall the wolf ain't but so reliable currently), and it'll also further increase entity strain on servers. But new classes are definitely planned, though I'd say it's worth getting the current ones playable before moving on to new material.
Thanks Frizzil! I know I've mentioned a similar idea a few times. @Asellia Did you see my idea?
Edit:
I have a new Idea:
Maybe there could be a main summoner class that had 3 subclasses that would be Necromancer,Summoner and Conjurer. Each could be a little different. A Necromancer doesn't focus as much on its minion and it steals health from others like your average Necromancer. Maybe the Necromancer could also sacrifice its minion for certain boosts or buffs or maybe even health. A summoner could just focus on summoning minions and it could have tons of minions too. A Conjurer would have a few minions and it would also be able to buff and support their minions as well.
Another update: it's now possible to hook others' and your own mods into the coming Spellscript language!!! Exciting!!!
The technical details for modders:
All you have to do is extend a class called "SpellscriptFunction" (subject to change before release), and add your package name to a config file if it ain't "minecraft.net.src", then you're done! That's it! Reflection takes care of the rest.
Here's an example class that adds explosions to the scripting language:
public class ExplosionEffect extends SpellscriptFunction<Object>
{
public String getFunctionID(){ return "createExplosion"; }
public ResolveType getReturnType(){ return null; }
public String[] getParamNames() { return new String[]{"world","source","x","y","z","size"}; }
public ResolveType[] getParamTypes() { return new ResolveType[]{WORLD, ENTITY, DOUBLE, DOUBLE, DOUBLE, FLOAT}; }
public Object resolve(IVarStack stack)
{
World world = Spellscript.<World>getVar(stack, 0);
if (!world.isRemote)
{
world.createExplosion(
Spellscript.<Entity>getVar(stack, 1),
Spellscript.<Double>getVar(stack, 2),
Spellscript.<Double>getVar(stack, 3),
Spellscript.<Double>getVar(stack, 4),
Spellscript.<Float>getVar(stack, 5));
}
return null;
}
}
Then in the scripting language (which, as you may recall, is accessible via spells and console), simply call
world.createExplosion(param1, param2, ...)
and wallah! Explosions, baby.
FYI, the "getVar" method is a static helper method that basically grabs your desired variable from "stack" by index. It's your responsibility to ensure type safety, though (You could perform a cast by calling a certain method belonging to "stack", but it's a little slower and unnecessary given that you should know based on your definition of "getParamTypes" what the params' types are.)
Thanks Frizzil! I know I've mentioned a similar idea a few times. @Asellia Did you see my idea?
Edit:
I have a new Idea:
Maybe there could be a main summoner class that had 3 subclasses that would be Necromancer,Summoner and Conjurer. Each could be a little different. A Necromancer doesn't focus as much on its minion and it steals health from others like your average Necromancer. Maybe the Necromancer could also sacrifice its minion for certain boosts or buffs or maybe even health. A summoner could just focus on summoning minions and it could have tons of minions too. A Conjurer would have a few minions and it would also be able to buff and support their minions as well.
Haha, I like the idea of brutally slaughtering your minion for random spells. I should make it as cute and precious as imaginably possible, and have it serve no other purpose beyond exploding into gore for your spells. Subclassing is definitely on the table-- the only reason I wouldn't do it is if, for some reason, I decided to create a ton of classes, DOTA style. But currently I like them subclasses better.
The Spellscript language is gonna be it's own mod in the near future, and making it so extensible is really exciting. It not only means that people will have an awesome time coding their spells in conjuction with whatever mods they want, but that server admins will be able to do practically anything they want from the console if they have Spellscript installed.
If you want to write a script that uses CameraStudio in conjunction with More Explosives, go right on ahead! Want to summon tornadoes at the pull of lever? You can do that too! And if I didn't add the functionality to the language that you need, now you can add it yourself!
Also, I'll be adding a Command Blocks variant so that you can use levers, redstone, and more to activate scripts. Now wouldn't THAT be nice for Adventure mode? Personally, I kinda enjoy the idea of a lever that permanently bans everyone who attempted to place a block by spawn in the last 30 minutes
Sorry for the double post, but every time I edit it unformats the code block I added Blegh.
EDIT @ 5:23 Sunday (keeping posts to a minimum): Added break and continue statements to the language, and fixed a few bugs! Woop woop.
The Spellscript language is gonna be it's own mod in the near future, and making it so extensible is really exciting. It not only means that people will have an awesome time coding their spells in conjuction with whatever mods they want, but that server admins will be able to do practically anything they want from the console if they have Spellscript installed.
If you want to write a script that uses CameraStudio in conjunction with More Explosives, go right on ahead! Want to summon tornadoes at the pull of lever? You can do that too! And if I didn't add the functionality to the language that you need, now you can add it yourself!
Also, I'll be adding a Command Blocks variant so that you can use levers, redstone, and more to activate scripts. Now wouldn't THAT be nice for Adventure mode? Personally, I kinda enjoy the idea of a lever that permanently bans everyone who attempted to place a block by spawn in the last 30 minutes
Sorry for the double post, but every time I edit it unformats the code block I added Blegh.
EDIT @ 5:23 Sunday (keeping posts to a minimum): Added break and continue statements to the language, and fixed a few bugs! Woop woop.
frizzil did you even read my idea ? big text for you to see it ;/
Yes, he read your stupid-ass idea, and I'm sure he read the clarified version as well because yours was confusing as hell. He also won't be implementing it because if you would have even bothered to read one or two of the most recent pages, you would know that balancing is already worked on and the newest version is getting its final touches on it
Stop acting important, you aren't the first person to suggest something to this mod.
now ranger they have a focus bar they use focus to cast all spells and they generate focus over time while not jumping,sprinting,walking, so they are like true snipers they do alot of dmg while not moveing around but do little while runing around like a retard note that rangers s
now mages they have arcane disipine/recklessness the more the more they cast spells (spaming) they lose disipine they start gaining recklessness makeing spells do more dmg but cost more mana in later stages of recklessness they even start dmging there self's anyways msg me if you want me to go into more detail
[1.2.3] Hack Slash Mine (Currency, Vendors, and Server Support Added!)
No.
Clarification.
The more damage that Warriors dish out, the more their stats increase. If they use any skills, except for Leap and Charge, they will lose that bonus, in increments.
If Rangers don't jump/sprint, they gain 'Focus', which allows them to do more damage and use skills.
If Mages spam their spells, they will do more damage, but cost more, and eventually start damaging them.
My problem is that the only viable singleplayer option is the Warrior.
Both of the other classes are way too underpowered for the dungeons and towers. No matter what skill or tactic I try, it always ends with death.
Unless I play Warrior.
Playing that class (which is boring to me) allows me to just tear through the dungeons and towers without a second thought.
Whereas playing Mage or Archer results in me getting my ass kicked by fifteen too many slimes, raptors and DIRE CHICKENS.
For ****'s sake, DIRE CHICKENS kill me easily!
The fact that the insanely narrow entrance to towers is a choke-point for you and any damage at all knocks you right off the ladders within means that unless you destroy the spawners(Wooden pickaxe, very helpful.) you will almost never get to the top of a tower.
And all that for what? As an Archer, some cap that gives you +1 Strength.
Don't get me wrong, the presentation of the thing in general and the gameplay of the Warrior is spot-on, but you seriously need to consider balancing the other two classes. I don't know how many other people before me have had this issue. I just suggest you either nerf the low-level towers and dungeons, or buff the Squishy Wizard and Archer(whose arrows initially are just Annoying Arrows).
Also, could you make us spawn with full Mana? It's infuriating when I die as a Mage due to lack of Mana(which seems to regenerate slower than a drunken snail in a wheelchair) and get camped by mobs because all I have to attack with is a Stone Shovel.
"The hull has been breached, and the science is leaking out!!!"-Scientist
Yeah, the mod is incredibly unbalanced atm, and I completely understand your rage as I find it frustrating myself. However, the numbers for the Ranger have already been tweaked for the next patch, and some mechanical aspects regarding spells have improved drastically (see "Wind Trap" in the last live update.) I'll be messing the with Mage in just a second.
In all fairness, you're supposed to be taking out the mob spawners as you go It's a lot easier that way. The fact that the Warrior can skip it (and the Mage with fancy teleporting) is a problem, not the standard. This may change soon enough anyways, as I'll be messing with the way mobs spawn shortly. Hopefully I can have them spawn at night/dungeon gen time and not disappear until destroyed...
Also, HP/MP regen is horrible, I'll be looking into it too What I need to do is add a timer, so that after a certain amount of time since you were last hit, your health will begin healing quickly, rather than just slowly and constantly.
EDIT: Just so everyone knows, live update still happening 2 posts above.
EDIT again: Fixed the mana not restoring in single player, don't think it's happening in multiplayer but I could be mistaken.
maybe its just your play style, i seem to have no problems what so ever with the ranger besides the accuracy issues (not being able to hit the broad side of a barn at point blank and all)
usually when i go into a tower i rush for the ladder and leap up to almost all the way up it, i find it easiest to fight my way DOWN the towers then up them.
Yep. known since day one of the current release and fixed for the next patch. This next version ought to be much more "Minecrafty" with this fix and the coming change to mob spawning.
On another note; Are there plans for more classes? I had mentioned a type of summoner class earlier I thought'd be fun (Least in my eyes, but I have strange tastes), that would have to fight horrendously hard bosses to unlock it's summons. The boss becomes the summon, basically, and there'd be like 8 or so, all of which REALLY difficult.
I think that'd be neat, as, having the summon itself would be a sign of status.
That is, mobs spawn in bulk once per night, and constantly throughout the entire day wherever it's dark. They won't disappear until they're slain, and if the chunk ain't loaded when bulk spawn time comes, the bulk spawning will occur as soon as that chunk is loaded (so it will effectively be the same as if it had just occurred at night).
This also means that places can temporarily be made safe, much like a Diablo II level (for example), by slaying all the monsters there. They'll stay gone until nightfall (or forever if you slap down torches everywhere).
So woohoo!!!
No problem, it's hard to find info, so no worries.
I remember reading it, and the idea has actually been suggested a lot (which probably means its a good one), but it'll take some time getting the summon to follow you smoothly (as I recall the wolf ain't but so reliable currently), and it'll also further increase entity strain on servers. But new classes are definitely planned, though I'd say it's worth getting the current ones playable before moving on to new material.
Edit:
I have a new Idea:
Maybe there could be a main summoner class that had 3 subclasses that would be Necromancer,Summoner and Conjurer. Each could be a little different. A Necromancer doesn't focus as much on its minion and it steals health from others like your average Necromancer. Maybe the Necromancer could also sacrifice its minion for certain boosts or buffs or maybe even health. A summoner could just focus on summoning minions and it could have tons of minions too. A Conjurer would have a few minions and it would also be able to buff and support their minions as well.
The technical details for modders:
All you have to do is extend a class called "SpellscriptFunction" (subject to change before release), and add your package name to a config file if it ain't "minecraft.net.src", then you're done! That's it! Reflection takes care of the rest.
Here's an example class that adds explosions to the scripting language:
Then in the scripting language (which, as you may recall, is accessible via spells and console), simply call and wallah! Explosions, baby.
FYI, the "getVar" method is a static helper method that basically grabs your desired variable from "stack" by index. It's your responsibility to ensure type safety, though (You could perform a cast by calling a certain method belonging to "stack", but it's a little slower and unnecessary given that you should know based on your definition of "getParamTypes" what the params' types are.)
Haha, I like the idea of brutally slaughtering your minion for random spells. I should make it as cute and precious as imaginably possible, and have it serve no other purpose beyond exploding into gore for your spells. Subclassing is definitely on the table-- the only reason I wouldn't do it is if, for some reason, I decided to create a ton of classes, DOTA style. But currently I like them subclasses better.
The Spellscript language is gonna be it's own mod in the near future, and making it so extensible is really exciting. It not only means that people will have an awesome time coding their spells in conjuction with whatever mods they want, but that server admins will be able to do practically anything they want from the console if they have Spellscript installed.
If you want to write a script that uses CameraStudio in conjunction with More Explosives, go right on ahead! Want to summon tornadoes at the pull of lever? You can do that too! And if I didn't add the functionality to the language that you need, now you can add it yourself!
Also, I'll be adding a Command Blocks variant so that you can use levers, redstone, and more to activate scripts. Now wouldn't THAT be nice for Adventure mode? Personally, I kinda enjoy the idea of a lever that permanently bans everyone who attempted to place a block by spawn in the last 30 minutes
Sorry for the double post, but every time I edit it unformats the code block I added Blegh.
EDIT @ 5:23 Sunday (keeping posts to a minimum): Added break and continue statements to the language, and fixed a few bugs! Woop woop.
big text for you to see it ;/
Keep up the good work!
Yes, he read your stupid-ass idea, and I'm sure he read the clarified version as well because yours was confusing as hell. He also won't be implementing it because if you would have even bothered to read one or two of the most recent pages, you would know that balancing is already worked on and the newest version is getting its final touches on it
Stop acting important, you aren't the first person to suggest something to this mod.