NEWS: 1/24/15 [ Huge progress on the Ranged Overhaul mod, all bows in, including crossbow! Staff mod a bit slower but still progressing. Hopefully will have some Alphas out soon.]
1/19/15 [ We had to take a break for finals, Staff module coming along nicely, final touches on the craftable staves's spells,
Ranged Combat overhaul now partially working,still a good amount of work to do though]
1/9/15 [ Huge progress on staves, about 3 of the 6 staves have fully/partially working spells (almost 9 spells)
Staves render as full staves, not little wand-things in your hand ]
1/7/15 [ Initial planning
Dev updates coming soon ]
This collection was made to improve upon vanilla, while still fitting in with it. All mods will be designed to mix and match, but are intended to be used together. Balance and usefulness are the most important aspects. More later.
VwB Core - Required to run all mods, contains all necessary code for mods to mix and match.
Modules:
Chocolate (Range/bows)
- upgrades the ranged combat, a few new bows, quiver, and arrows. Keeping it basic and varied.
Strawberry (Staff/magic)
- Adds Staff combat system, staff upgrades, spells. Future updates may add spell bindings to sword/ranged weapons.
Mint (Artifacts)
- Adds uncraftable, unique items. Spawns in custom dungeons, possible lore. Will incorporate other mods’ item.
Cookie dough (Avarice Tools.)
- Adds upgraded diamond (and possible new) tools and weapons to the game, using Avarice from other Vwb mods
Rocky Road (Nether Overhaul/First lore mod)
- Redoes the Nether to actually be dangerous, Various undecided changes. Lore heavy, but not necessary.
The culmination of these mods will be a a Lore based mod, adding everything at once, with boss fights, new items, and new areas. Think Aether II or Twilight Forrest. No plans yet.
For the time being this section will be used for current progress, and objectives.
Chocolate: Ranged Combat Overhaul
Some texture done. 85% planning done
Strawberry: Avarice: Staves and Spells
This mod will add staves and magic into the game, but remain balanced. The main channel for spells will be staves. You will be able to craft some of the staves ( ice,fire, lightning) and others you will have to find ( Dark,Light, Avarice). The main way of using staves will be to find spells ( in dungeons, as tombs), then bind the spell to a staff.
Staves will act as modifiers, (IE Fire, ice, etc) and spells will act as base function, of which there will be three:
Projectile:and common damage spell, fire ball,etc Movement: operates a charged dash or vertical movement, or something more creative. Special: depends heavily on the staff, and what suits it best. Could be damage or utility, or other.
All staves have all three spells, with unique spells for each pair. All staves are able to have all spells simultaneously bound to it, and are used with right click for projectile, hold left click for movement, and hold right click for special.
Staves also have a melee aspect, left click to attack. Staves have low damage ( most of the time ) and have high knockback, to get enemies back in magic range. This is to give them a more interesting style then just a special looking bow.
Creation, repair, and use
To make or repair staves, you need to collect Avarice (Lore based, will be throughout our mods). Avarice is a rare/perfect gem version of glowstone. You can get it in the nether, by itself or by combining rare shards dropped from glowstone. These gems are used in the creation of staves.
Using spells only takes durability from the staff, no runes or mana are needed. Durability is used differently for the spell and staff you use. To repair a staff, you must refine glowstone dust into Avarice dust, in the Obsidian forge. For the time being, the staff can then be repaired in an anvil. The Avarice staff however, has no durability. It consumes massive amounts of Avarice dust from your inventory per spell.
Progress: Most textures done. 65% planning done. Some spells implemented, other misc code done.
Copyright Type stuff:Please contact one of us if you want to use this, or it is being used from someone else. we do not want our work being used in another project, in any way. Any other use is also prohibited without our permission, just drop us a PM and we might be able to work something out.
1/24/15
[ Huge progress on the Ranged Overhaul mod, all bows in, including crossbow! Staff mod a bit slower but still progressing. Hopefully will have some Alphas out soon.]
1/19/15
[ We had to take a break for finals, Staff module coming along nicely, final touches on the craftable staves's spells,
Ranged Combat overhaul now partially working,still a good amount of work to do though]
1/9/15
[ Huge progress on staves, about 3 of the 6 staves have fully/partially working spells (almost 9 spells)
Staves render as full staves, not little wand-things in your hand ]
1/7/15
[ Initial planning
Dev updates coming soon ]
______________________________________________________________________________
Intro to pack:
This collection was made to improve upon vanilla, while still fitting in with it. All mods will be designed to mix and match, but are intended to be used together. Balance and usefulness are the most important aspects. More later.
Expes: Code
Esparano:Code
Rity:Textures, animations.
____________________________________________________________________________
A brief description of each mod.
VwB Core - Required to run all mods, contains all necessary code for mods to mix and match.
Chocolate (Range/bows)
- upgrades the ranged combat, a few new bows, quiver, and arrows. Keeping it basic and varied.
- Adds Staff combat system, staff upgrades, spells. Future updates may add spell bindings to sword/ranged weapons.
- Adds uncraftable, unique items. Spawns in custom dungeons, possible lore. Will incorporate other mods’ item.
- Adds upgraded diamond (and possible new) tools and weapons to the game, using Avarice from other Vwb mods
- Redoes the Nether to actually be dangerous, Various undecided changes. Lore heavy, but not necessary.
______________________________________________________________________________
Full desc of each
For the time being this section will be used for current progress, and objectives.
Chocolate:
Ranged Combat Overhaul
Some texture done.
85% planning done
Strawberry:
Avarice: Staves and Spells
This mod will add staves and magic into the game, but remain balanced. The main channel for spells will be staves. You will be able to craft some of the staves ( ice,fire, lightning) and others you will have to find ( Dark,Light, Avarice). The main way of using staves will be to find spells ( in dungeons, as tombs), then bind the spell to a staff.
Staves will act as modifiers, (IE Fire, ice, etc) and spells will act as base function, of which there will be three:
Projectile:and common damage spell, fire ball,etc
Movement: operates a charged dash or vertical movement, or something more creative.
Special: depends heavily on the staff, and what suits it best. Could be damage or utility, or other.
All staves have all three spells, with unique spells for each pair. All staves are able to have all spells simultaneously bound to it, and are used with right click for projectile, hold left click for movement, and hold right click for special.
Staves also have a melee aspect, left click to attack. Staves have low damage ( most of the time ) and have high knockback, to get enemies back in magic range. This is to give them a more interesting style then just a special looking bow.
Creation, repair, and use
To make or repair staves, you need to collect Avarice (Lore based, will be throughout our mods). Avarice is a rare/perfect gem version of glowstone. You can get it in the nether, by itself or by combining rare shards dropped from glowstone. These gems are used in the creation of staves.
Using spells only takes durability from the staff, no runes or mana are needed. Durability is used differently for the spell and staff you use. To repair a staff, you must refine glowstone dust into Avarice dust, in the Obsidian forge. For the time being, the staff can then be repaired in an anvil. The Avarice staff however, has no durability. It consumes massive amounts of Avarice dust from your inventory per spell.
Progress:
Most textures done.
65% planning done.
Some spells implemented, other misc code done.
Mint:
Relic
Beginning stages only
Cookie dough:
Tools of Avarice
Some texture done.
90% planned
______________________________________________________________________________
Change log: