(Pictures of Shyrelands, Playtopia and The Everland not included below)
Original Team:
XolovA (Brendan Wildish) - Creator, Programmer/Designer/Artist
EternalDoom - Various Assistance
New Team:
Tslat/Scimiguy - Programmer
New Team:
Tslat/Scimiguy - Programmer
Ursun - Artist
Misc:
Rapisoft - Short Musical Cut-outs
Square Enix - Short Musical Cut-outs
Rapisoft - Short Musical Cut-outs
Square Enix - Short Musical Cut-outs
Kevin MacLeod - Short Musical Cut-outs
http://www.purple-planet.com - Short Musical Cut-outs
1
The part where BETA is a semi-stable and valid release that requires feedback from the community. Not a broken mess of a development release.
1
This isn't a beta, it's a in-development leak and shouldn't even be called an alpha... This thing has so many obvious bugs that do not need beta testers to find. Vethea isn't even done and it's being released...
2
I would definitely strongly recommend finding some decent coders and making your own mod. Don't waste your time on something like DivineRPG and use that awesome creativity for something that could end up way more awesome.
4
This is my WIP thread for Sojourn. The mod is under heavy construction and everything posted here is up for change.
Grouping
Sojourn allows for groups of up to 7 players, these groups make the enemies nearby stronger, but they will also drop better loot. The GUI for the group shows your group member’s names, a picture of their character, their health, armor, and any potion effects currently effecting them. It also provides them with a unique glyph bound to their username (each name has a unique glyph).
Essence
Sojourn’s essence bar is located on the bottom right of the screen and is used as a magic system for some items. Item will consume a certain colour of essence when used. Instead of a value system like most magic systems, Sojourn uses ratios instead of values to represent Essence. This means that when one color is used, the others are increased leaving the player with full essence at all times. The essence bar will slowly return back to the default ratios. This system I hope will promote more rounded mages instead of focusing on a since essence type. The essence types are red (fire), yellow(air), blue(water), green(life), black(death).
Dimensions
Sojourn takes a linear branching approach meaning that dimensions will come in groups and you must finish that set before moving onto the next arc. Balance will also be much more branched than conventional progression, with the additions of new damage types and damage-specific armors and enchantments instead of just increasing damage and resistance with each tier. I also hope to have at least some sort of task that different types of players will like in each dimension so that there are different ways the player can take instead of just the direct kill everything path.
I will be releasing each arc as an update when I finish them, the Introductory Arc (Aracoria, Pythican Jungle, Frigid Peaks, Aquatan) is designed to teach the player the basics and get them situated with the mod. Most worlds will not be incredibly difficult and there will be limited factors when it comes to taking balance to a far step.
Below will be detailed descriptions of each dimension and pictures outlining the progress I’ve made so far.
Aracoria
Deep beneath the lava lakes of the Nether lie the long forgotten caves of Aracoria. These massive cave systems are a result of the instabilities of Abyssum breaking apart the land long ago leaving behind a vast network of tunnels and magical crystals for any adventurer brave enough to explore the depths of the unknown.
As the evil of Abyssum seeped into the caverns, many Arachnids found their home in the large caverns. After a while, the infestation left Aracoria uninhabitable and Infernus, the Aspect of Fire created the Nether to protect the Overworld from the evils that now reside there.
Aracoria is the first stop on the player’s journey and there are many resources that the player will need access to in order to survive in the next dimensions. Within aracoria there are many kinds of spiders and there have been legends that something more sinister than spiders may have taken residence within the dark caverns.
Other than spiders, there are large deposits of magically attuned crystals that will provide the player with access to their essence bar and basic magical weaponry. Very few plants grow in the darkness leaving large mushrooms that provide sustenance for the few creatures that live there. There are a few deposits that a miner with a keen eye can spot, giving access to stronger and more magically attuned gems and minerals for those who prefer mining.
Pythican Jungle
The Pythican Jungle is very old and very large. The resident intelligent race has taken to creating large villages in the trees to protect themselves from large predators that scour the ground. The canopy above leaves the dark and damp ground a very dangerous place, but the lack of exploration means that those brave enough to take on the depths may find many undiscovered ruins and treasures long forgotten.
The Pythican jungle is the first “pocket” dimension meaning that it is not connected to the overworld in any way and is in it’s own pocket dimension safe from the perils of Abyssum.
The inhabitants of this world are nagas half snake people that are rather friendly, but have built large shrines in the tops of the largest trees. They protect them with extreme violence, and only people that are trusted may enter the groves.
There is an assortment of new fruits and plants for the player to use, some are used in potion brewing, and others can be consumed for temporary effects. The villages have likely taken to cultivating the average and safe fruits, down on the forest floor there will be fruits that are better, and some with very negative effects.
Aquatan
Aquatan is a vast ocean, once a great mountain range that is submerged beneath tons of water. The depths are home to many types of fish and other aquatic animals. Large coral reefs are located near the surface, teeming with life these reefs are home to many species of passive fish and provide special water breathing herbs to help the player to get to the deeper areas of the ocean.
Deeper down are the old forests that were petrified and now glow beneath the water. These forests are home to more exotic fish and undersea predators that lurk in the shadows. The light is a safe area as the fish from deeper areas cannot stand the brightness. There are also ruins of an old civilization that lived on the mountains before the flood, there may be treasures left behind in the buildings.
Frigid Peaks
Large frozen mountains cover the landscape the cold slows anything not attuned to the temperatures. This place is a battle against the elements just as much as it is a battle against the local creatures. Expect extreme weather patterns and harsh terrain. There are a few minerals underground, and many of them can be smelted and forged to very fine points.
Packs of wolves scour the landscape and will hunt anything they can for food. Large stone golems live at the top of the mountains and will hurl large boulders at anything trying to threaten their territory.
Many ice spells can be developed here and looking into the local flora and fauna will likely yield a resistance to the extreme temperatures. Beyond that there is little that grows here, a few dead trees and lots of ice.
To Do
1
Actually, you functionally remove Diamond armor and add in a weakened version of the same thing. That's called replacing... I also don't know why you are releasing such a broken "beta"... It's kinda obvious what needs work, you don't need beta testers to see missing textures and SMP crashes.
4
I think there are much larger problems than the early game bosses having poor AI. There is mining beyond killing mobs (the mob method is actually slower btw...) and the Vethea bosses are incredibly complex but are still somewhat grindy. The mod as a whole is a large grind, and it really needs to be taken in a different direction totally, no amount of tweaks and changes will fix something that is broken at its core.
2
1.6.4 is a second update because villages were broken in 1.6.3.
1
Yes.
4
Well in regards to legal issues, the code that Mazetar is working off of is more Aginsun, Vazkii and my own intellectual property than Xolova's. To be honest most of the dimensions after the twilight ones were initially designed by myself and I have the notes and stuff to prove it. Not to mention that we also have commit histories and stuff.
4
By a long shot.