• 1

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    It looks like these forums are finally dying. huh.


    If anyone in the future sees this, as of this post the main AoA community hub is the discord, it's linked on the front page of the wiki. It already became the main community hub like a year ago.


    To be honest, I never liked these forums at all. Everything felt clunky and it ran horribly on my old PC, and trying to get to my list of private messages only worked sometimes. It just felt sort of strenuous to use. The general quality of the posts here was also pretty hit-or-miss.


    Despite all that, this thread was important in forming this community. If it wasn't for me discovering DRPG and this thread, I'm not sure if I would be even posting here. This thread has done it's job, and now it's time for it to go. It was flawed, but it was important for Divine RPG and Advent of Ascension's forming of their fanbases, even if said fanbases are small. It was nice coming onto these forums and seeing a new post, even if that new post was pretty bad.


    For the final part of my final post here, I will say this:

    Chargers rule man! Chargers rule.

    EDIT: Nevermind I guess haha. Good one guys

    Posted in: Minecraft Mods
  • 1

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from ZennyKenny»

    Hi, I'm currently playing AoA-2.4.B for 1.7.10. The wikipedia says that the foraging skill can be increased by using native minecraft "stone" or AoA stone. But I am using one of my favorite mods called "Underground Biomes Constructs", and AoA doesn't recognize that as legit stone so it doesn't increase my skill. I was wondering if there was something in the configs that I could do to change that. Thank you.


    2.4.B is outdated. Tslat 1.1.3 is the latest version for 1.7.10. You can read more about it here. https://adventofascension.gamepedia.com/Tslat_1.1.3


    Maybe updating to it will fix your problem?

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from metsysma»

    Why can't I see the download link


    Try downloading from the downloads page on the wiki or the Curseforge page and see if those work.

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from AugiteSoul»

    Hey, it's been a real while! (I stopped playing MC.)

    I'm pretty sure that everyone forgot about me by now, but hey.


    Just know that I will not update my FAQ thread anymore, and I wouldn't be against a new one made by people who are still active.

    Thanks everyone.


    You're welcome.


    Many people are still active, the discord server has simply replaced this forum as the main place to talk about AoA, and to be frank most of us are happy about that, we never liked these forums. I know you were there but then left for some reason. We'll miss you, the discord's at like ~900 people now.

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from Mega__n»

    I almost forgot this thing exists. Can anyone update me on what's happened?



    Lemme post this recap again.


    Around December 2017, Xol announced that it was very likely that the mod wouldn't update anymore, and also announced that he's been making 2 games of his own.

    In April 2018, someone named "Scimiguy" started making their own unofficial updates in an attempt to fix the mod's problems. These "Tslat" versions fixed a bunch of stuff and were liked by the community.

    Scimiguy (Scimi for short) tried contacting Xolova at the time but didn't hear anything back.

    Around the same time, Scimi created an unofficial discord server for discussion around the mod and the versions he's made for it, as Scimi wanted to port the mod to 1.12 as well.

    On May 23rd, one of Xolova's friends joined the server, talked to Scimi about stuff... Then Xolova himself joined the discord server.

    They had a private conversation, but basically Xolova has given full permission to Scimi to continue the mod. Giving him the source code and everything.

    In terms of the current state of the mod, basically every bug that used to exist in the mod has been fixed, and the Shyrelands is officially released.

    Now, Scimi's current plan is to update the mod for 1.12, and after that, begin adding new content to the mod.

    (The snapshot is out, but it's only weapons and armor for now)

    Posted in: Minecraft Mods
  • 1

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from jackbmh»

    Wow, I haven't checked on this mod in about a year and I'm amazed. A year ago I kinda lost hope for this mod, along with DRPG and JItL, and pretty much quit Minecraft. Now that AoA, DRPG, and JItL (and even Aether II!) will all be updated to 1.12.2, it feels wrong not to play with these mods.


    Yeah, quite a lot has happened throughout the last 4-5 months for the mod, which is great. Basically, a new dev has officially taken over as the dev of AoA, if you didn't know that already (Their name is Scimiguy). They've made new versions of the mod in 1.7.10, fixing hundreds of bugs and officially adding Shyrelands into the game.


    If you're wondering why it seems so quiet here, the discord server sort of replaced this thread as the main hub of discussing AoA stuff.

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from AMPPL50»

    Creeponia could use quite a bit of tweaking to make it more original.


    *A lot of tweaking.

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    Just a heads up for those reading this, the download on this forum page has been acting weird lately. I'd highly recommend downloading the mod from the downloads page on the wiki, or the download link in the AoA Discord channel.

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from KimatoFou»

    How long are you going to release updates for 1.7.10? Until 3.0?


    Basically, Tslat 1.1.3 should be the last version before 3.0 for now. There are plans for a Tslat 1.1.4 in the future, but that's mainly just for a couple small bug fixes and the Spanish translation. So as it stands 3.0 should be next, unless it takes such a long while that Tslat 1.1.4 releases before then.

    Posted in: Minecraft Mods
  • 2

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from Endervikin»

    I'm back baby!


    Can someone PLEASE tell me what has happened since I was gone????




    To keep it short.


    Around December 2017, Xol announced that it was very likely that the mod wouldn't update anymore, and also announced that he's been making 2 games of his own.

    In April 2018, someone named "Scimiguy" started making their own unofficial updates in an attempt to fix the mod's problems. These "Tslat" versions fixed a bunch of stuff and were liked by the community.

    Scimiguy (Scimi for short) tried contacting Xolova at the time but didn't hear anything back.

    Around the same time, Scimi created an unofficial discord server for discussion around the mod and the versions he's made for it, as Scimi wanted to port the mod to 1.12 as well.

    On May 23rd, one of Xolova's friends joined the server, talked to Scimi about stuff... Then Xolova himself joined the discord server.

    They had a private conversation, but basically Xolova has given full permission to Scimi to continue the mod. Giving him the source code and everything.

    In terms of the current state of the mod, basically every bug that used to exist in the mod has been fixed, and the Shyrelands is officially released.


    Now, Scimi's current plan is to update the mod for 1.12, and after that, begin adding new content to the mod.

    The now official discord channel is linked in the wiki by the way. ;)

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    I normally post suggestions in the discord channel, however for this extra-long one I'm posting it here.


    It's obvious the tribute effects will have to be reworked, as some big changes have happened to the potion effects in the more recent Minecraft versions. Strength now adds a set amount of damage instead of increasing damage by a certain percent (+3 damage), haste can also increase attack speed by 10% per tier. Regeneration and Resistance seem to be unchanged... But my point still stands.

    I've talked about how powerful the effects are, but I've come to realize that if you nerf them, then it becomes useless to please the gods at daytime in the overworld. But on the other hand, make them too strong and the dimensions become easy. If the tribute effects should still be strong post-1.12, then I propose a rework to the way tribute effects work in dimensions.


    By default, if a player enters a dimension owned by a god, they won't get any effects, and the tribute bar would show a faint, transparent version of the color correlating to the god who owns said dimension, so that newer players know which dimension is owned by who without having to please them or look it up on the wiki.


    Essentially, to get a tribute effect in a dimension, you would have to please a god in the Overworld to get the effect for that god's dimensions. However, while the effect would still only last through the night in the Overworld, in the dimensions, the boost would last for an hour (maybe more?).

    For example, if I pleased Luxon in the Overworld, I'd get a boost for all of Luxon's dimensions for an hour.

    The boost would work on a global timer, spanning all dimensions. If I pleased Luxon, but waited 10 minutes to go to the Haven, as soon as I enter the Haven there would be 50 minutes left. If I spent 20 minutes in the Haven, came back out and went to Shyrelands, there would be 30 minutes left. If I logged out at 25 minutes left and logged back in, there would still be 25 minutes left. (This would also be the case for multiplayer if possible, that player's "timer" would just stop as soon as they logged out)


    By the way, if the player pleases Luxon for example, and they already have a Luxon boost active for the dimensions, the timer simply resets back to full.


    This is where the tribute bar comes into play, instead of just giving a potion effect for an hour, it would work like it currently does, except the tribute bar would act as a visual indicator of the timer. The normal color would be overlayed on top of the aforementioned faint, transparent color, and as time passes, the normal color will slowly go down, indicating how much time there is before the effect runs out.

    If there are 30 minutes left, half the bar would be the full color while the other half would be the faint, transparent version.


    This visual timer could even be used in the Overworld. By default, the tribute bar is gray like it is now, unless a god is pleased of course.

    Once the effect "activates" both the normal and faint/transparent colors act as visual indicators. (The normal version would still be on top of the faint/transparent version)

    The normal version would act as an indicator for how long the effect lasts in the overworld, and the faint/transparent version would act as an indicator for the "dimensional boost", AKA how long the effect lasts in the dimensions, so that the player doesn't have to go to a dimension to see how long they have left for the timer.


    If the player pleases multiple gods in 1 day, say Luxon and Selyan, both boosts would activate for their respective dimensions.

    (Clarification: Even if you please both Luxon and Selyan, you would still only get the Luxon boost in Luxon's dimensions, and Selyan's boost in Selyan's dimensions, not both at the same time not counting the Overworld (And Everland??))

    The timers would also stay the same for both, if I get the Selyan and Luxon boost, wait 10 minutes and enter the Haven, there would be 50 minutes left. If I spent 20 minutes in the Haven, then went to Mysterium, the Selyan boost would be at 30 minutes.


    If the player pleases all 4 gods in 1 day, the dimensional boost would last for 2 hours instead of 1.


    Also, the "approval" messages would be changed so that newer players know that they got a boost in the dimension owned by the god they pleased. Something like:

    "Luxon twinkles in approval, you have now received a boost in Luxon's dimensions for 1 hour." Something like that at least...


    Anyway, I believe this new system can act as an incentive for the player to please gods even once they're past the earlygame. To be honest, other than Erebon's effect (and MAYBE Pluton's effect), the effects become kind of useless past earlygame in the Overworld. This allows the effects to still be strong but not undermine the difficulty of the dimensions, but instead act as a temporary boost for players to work towards to give themselves an advantage in the dimensions.

    Of course, some dimensions would not be affected by this new system, mainly Immortallis and Ancient Cavern. (Though they would still have the faint/transparent colors to show who owns them of course).


    For once Labricon eventually releases... There should be a way to get the Krasaun boost there besides pleasing him in the overworld, as that's not easy to do.

    Also, I've suggested this in the discord before, but a potion effect should be created for AoA to emulate the old strength effect (NOT as op of course), as having something like Strength X to try and emulate it post-1.12 just seems dumb to me.


    Speaking of reworks... I think the way to please the gods should get changed around as well. Some like Luxon are really easy to please if you have essences, and some like Pluton are really hard if you're not training Foraging, Logging, and/or Extraction. Even if you are, good luck.


    Luxon: Make essences fill up less of the meter, breeding animals should also fill it up as well (creating life?), and if possible using splash potions of healing on other players and mobs should fill it up. Doesn't harvesting Pixons fill it up as well? Can't remember...


    Erebon: Seems fine as it is? I was thinking that killing regular hostile would give a tiny bit less tribute, but killing animals and Villagers/NPCs would give more. Killing Smash and Corallus would give more than that.


    Selyan: Also seems fine as it is? Sometimes I think it takes quite a lot of harvesting to please Selyan but then I remember the massive gardens people make.


    Pluton: Mining certain ores would give tribute (Like it used to). Coal, Iron, Limonite, Redstone, Runium, and Lapis would not give tribute, while all the others would.

    Basically, the rarer the ore, the more tribute it gives. (And if possible, it should be impossible to get infinite tribute by mining ores like Sapphire ore, place it back down, then mine it again, over and over).

    EDIT: As Silencer suggested, instead of getting the tribute from mining ore, you only get the tribute after you smelt the ore. (At least for the ones that require smelting)

    Stuff like diamonds already give you tribute when you mine it, and the same goes for any ore mined by auto-smelting items like Ormanyte. But if you use Silk touch all of them will require smelting...


    As for ore from other mods... Just make it give a really small amount of tribute, or none at all.

    Trading with overworld NPCs should also give Pluton tribute, but make it so that after trading with 1 NPC a certain amount of times (6-8?), that NPC stops giving tribute.


    I'm terrible at coding, so I'll just say that I'm not sure if this could work code-wise. Hopefully it could?

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from witherlord00»

    Illagers in the end whaaaaaa????




    Quote from BoringMining»

    Is scimi adding stuff to the end!?!?


    Holy sardines batman!



    I don't Scimi's adding stuff to the End. I think he spawned Illagers (and parrots if you look very closely) in the End (with the newer End stuff) to really enforce the fact that "Hey look AoA hud stuff" is present in the picture with "Hey look MC stuff beyond 1.7.10". If you look in the center, you can see Scimi in spectator mode, another feature in a Minecraft version beyond 1.7.10.


    Concerning Robbery and Hermetism, I'll be blunt. On the discord Scimi has said Hermetism is very likely to get removed. Why? I believe it had to do with how difficult it would be realistically balance, and that obtaining coins is already easy in the mod with other skills like Foraging, etc.

    Robbery's getting removed as well, but I believe Scimi said it could make a return... Correct me if I'm wrong.


    "look i'll confirm right now

    hermetism isn't going to exist

    robbery is pretty unlikely too, but I won't say no"


    As for what the question marks over the skill icons mean... That I do not know.

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    Has anyone pointed out the fact that Tea got buffed pretty hard?


    Regular tea gives regen for a couple seconds yeah, but I haven't seen anyone point out that it gives resistance 1 for around 5 seconds as well.


    Natural tea gives the same regen, but it gives resistance 2 for around 11 seconds!


    Fungal tea gives resistance 1 for only 3 seconds instead of 5, but it gives much higher regen, bringing me from half a heart to 6.5 hearts in around 2 seconds. (It also no longer gives Nausea)

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from Armakeen»

    I'll not run my server anymore since Scimiguy will create a better one, running h24/24


    Perhaps someone will finally reach level 100 Extraction on the next official server... I tried, I really tried. With over 100 extraction devices I managed to get to level 84 Extraction on Arma's server before I just sort of stopped playing it.


    Arma, do me a favor and at least take a picture of my Extraction device before you stop running it, so that we can remember it forever...

    Posted in: Minecraft Mods
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