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    posted a message on Strange Aeons

    Just wanted to assure you all that the project is not dead. I've been on hiatus for a while, and will be for a while longer, but will pick it up again when things calm down around here. Sorry for the long wait without word or update.

    Posted in: Mod Packs
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    posted a message on Strange Aeons

    Ha! I'll do my best not to betray your expectations, IndiePhunc.

    Posted in: Mod Packs
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    posted a message on Strange Aeons

    If you're looking for Lovecraftian stories and have access to a PS4, I recommend starting with Bloodborne. It's absolutely beautiful with a solid story and intense, smooth combat all the way through.


    Otherwise, if dark fantasy appeals to you, I'd suggest starting with Dark Souls (Prepare to Die edition on the PC, or Artorias of the Abyss Edition on the PS3), and then trying Dark Souls II afterward. The first game has a more interconnected world, a deeper story, more engaging characters, and just FEELS more epic. The second game is prettier, and the combat is improved, but it loses out when it comes to ambiance and deep world building.


    A word of advice if you start playing From Software games: Be ready to die over and over again until you figure out combat. It's not a hack and slash, it's a precision gauntlet, and every mistake will cost you. Think of the entire world as a dungeon and you'll be in the right mindset. Dodge or block damage while you learn how the enemies behave, and strike only when there's an opening. Also, nearly every weapon and armor in any of their games is viable with the right stats, so long as you build your character efficiently and upgrade your equipment.


    There is never a "best" weapon in the game, only a weapon that best suits your playstyle. Go for a weapon with a moveset you like and invest in the stats that'll maximize its damage scaling.


    Same with armor. There are the occasional pieces that are objectively bad, but any combination of armor can be viable depending on what you want. Every piece has its trade-offs. The more protection a piece grants initially, the more it weighs, and the slower you'll be. Sometimes it's better to go for light armor and weapons so that you can react more quickly and dodge more easily. (Weight is not an issue in Bloodborne, only in the Souls series.)


    And read item descriptions as you pick up new consumables and equipment. They help tell the story. You don't get many cutscenes or dialogue, so it's up to you to observe your surroundings and come to your own conclusions as to what happened. (This is not as important in Dark Souls II, there's very little story there in the first place.)


    Get ready for a challenge. Don't give up!

    Posted in: Mod Packs
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    posted a message on Strange Aeons

    Microblocks and carpenters blocks will most likely be added.



    Thaumic Tinkerer is a candidate for addition, but it'll require some in depth testing and possibly some heavy reconfiguration if it gets added. I'll let you know the verdict after I've taken a good look at it.

    Posted in: Mod Packs
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    posted a message on Strange Aeons

    Apologies for the long silence. I was sick for quite a while, and getting burned out on the pack due to devoting nearly all my free time to it for several months.


    Rest assured, the pack is still in progress. I've just been taking a break to recharge my motivation, playing through dark souls and bloodborne again

    for inspiration.


    The next month looks to be busy, making travel arrangements to return to the u.s. for a long visit (it's been a while).


    The ideas are brewing and the project will continue.


    I personally like block physics for the hazard they add to mining and exploration, creating tension and an incentive to plan your route carefully. I also like the possibilities for physics based traps. That said, I haven't done much play testing in survival mode yet. When I reach that stage, I'll take a close look at block physics and if it turns out to be nothing more than a nuisance, I'll consider disabling it. In the meantime, feel free to disable it in your config files if it's not your thing.

    Posted in: Mod Packs
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    posted a message on Strange Aeons

    Carpenters blocks and chisel are a possibility, just need to check their features. Forge Microblocks might be redundant since there's a similar function in Ye Gamol Chattels already.

    Posted in: Mod Packs
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    posted a message on Strange Aeons

    Work has been slow lately owing to this unending cold/flu. Hope to resume work soon, but most days have been spent resting. Sorry for the delay in the update.

    Posted in: Mod Packs
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    posted a message on Strange Aeons

    I'll keep all of it in mind and release a poll later when it gets into the beta stage. Luckily, Enviromine offers options in the config file to disable Thirst, Air Quality, Temperature and Sanity individually, so if it's all too much I can take out whatever isn't necessary.

    Posted in: Mod Packs
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    posted a message on Strange Aeons

    Enviromine is planned to be one of the core mods for the pack, at least at this point. After I finish up tweaking chest contents, configuring the Enviromine stats for blocks and mobs added by other mods will be the next big step in the project.


    I've never actually played Enviromine in survival, but during beta, I'll be sure to test it and adjust its configurations to balance difficulty.


    What parts of Enviromine are you not so fond of, specifically?

    Posted in: Mod Packs
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    posted a message on Strange Aeons

    I'm fairly certain the basic configuration process will be done before Halloween, unless I run into some unexpected complications. At that point, all the foundations will be in place, and the pack will go public on the Technic platform soon afterwards.


    As for the world building, fine tuning and bug testing, I can't give a decent estimate until I actually start those processes. Kinda hard to gauge until you jump into into the middle of it.


    I have plans for a lot of complex structures, including a spawn Dungeon that introduces the player to the world and story, faction hubs with vendors and npcs, several variations on the standard town, a long list of biome and dimension specific Dungeons, assorted ruins, variant mob types with droppable equipment (each piece complete with unique lore), lore book drops, lore book vendors, libraries, follower npcs, Boss npcs, wandering faction npcs, and good lord what have I gotten myself into?


    I have the feeling it'll be playable but bare bones by some time in January, and more or less "finished" before spring next year, but we'll have to see how long each part of this process ends up taking.

    Posted in: Mod Packs
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    posted a message on Strange Aeons

    Yeah, minecraft is a cakewalk once you're used to it. I'm doing my best to throw in horrible surprises all over the place with this pack, make you rethink how you approach even common enemies. It'll take a lot of tweaking and retweaking to get the balance right, but expect a vicious world.


    Right now, it's bit of a slog because some of the configuration process is a bit tedious, but I'll be done with that part soon, and everything from that point on will be a lot of fun to put together. Putting the lore in, designing the structures, writing dialog, I'll be in nerd heaven. Looking forward to eventually playing the pack with you guys, but that's a long way off still.

    Posted in: Mod Packs
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    posted a message on Strange Aeons

    Working on Custom Chest Loot this week.

    Good news! I found out I can disable individual Thaumcraft Research Nodes with Minetweaker, so Thaumic Horizons and Tainted Magic will be making a return! Expect a lot of content cut from them, however, to balance gameplay.

    Posted in: Mod Packs
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    posted a message on Just Another Spawner (JAS) v0.14

    I'm looking to set a certain mob to occasionally spawn near a lit beacon. Is there any way to do that with this mod, or is that impossible with the way the beacon block is coded?

    Posted in: Minecraft Mods
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    posted a message on The Rediscovered Mod: Unused, Unimplemented, and Removed Features

    Sure thing! Thanks for the awesome mod.


    Edit:


    Also, it would be really nice if there was an option to disable the spawning of the crying obsidian and Egg structure upon the dragon's death. Any chance that might make it into a future update?

    Posted in: Minecraft Mods
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    posted a message on The Rediscovered Mod: Unused, Unimplemented, and Removed Features

    Did some testing on a different instance, using only Forge 1.7.10 (10.13.4.1448) and NotEnoughItems. Spawned in a bunch of the dragons and put it in Survival Mode. The vast majority of the time, when they dive-bombed, they turned away before they came close enough to hit me. The times they actually made a full pass and didn't turn away, they sailed harmlessly overhead. I managed to take damage just once, by jumping straight up at its head as it dive-bombed.


    Looks like it might be an issue with its melee range? Is it only the head that's capable of damaging you? Maybe allowing its chest/arms/wings to deal damage as well, or increasing the range at which the head can damage you would solve it?

    Posted in: Minecraft Mods
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