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v0.1.6

Changelog

This datapack has a required resource pack! Grab it from the "Versions" tab, at the bottom of the version's page.

===The resource pack HAS been updated with this update!===
===Current RP Version: "for 0.1.6"===
===Minecraft Compatibility: 1.20.1===

Sunrise 0.0.1.6 "Dawn" Changelog:

Quality of Life:

-Purchasing Empowerments now presents the player with similar in-world popups as Imbuement, rather than spamming their chat.  
-Right clicking ("interacting") on an in-world popup now removes it. Left clicking ("attacking") now must be used to confirm a selection.  
    -Getting rid of a popup manually has a "swipe" sound effect to help communicate this as intended behavior.  
-Added proper base stat descriptions to the heirloom items.  
-Adjusted the "volume" parameter of lots of imbuement and empowerment related sounds - you shouldn't be able to hear your friends frantically applying imbuements from over a hundred blocks away anymore.

New Config Setting:

-Dimensional Minimum Difficulty (dimensionmindifficulty.mcfunction)  
    -Enabling this setting causes players' Personal Difficulties to be set to Burning in the Nether, or Hellfire in the End, if they were on a lower difficulty going in. Players cannot set their difficulty below these levels while in those dimensions.

Balance:

-Nerfed skeleton arrow damage on Spicy, Hot, and Burning p-diffs to make them less likely to surprise-kill early game players:  
    -Spicy: Skeleton arrow damage buff now +17.5% (was +25%)  
    -Hot: Skeleton arrow damage buff now +45% (was +75%)  
    -Burning: Skeleton arrow damage buff now +100% (was +125%)  
-Nerfed Upwind (Sneak, Aerial)  
    -Cooldown now ~84 ticks (up from ~60).  
        -Players can no longer use Aerial Sneak Upwind to indefinitely float across horizontal distances.  
=Strength Imbuement:  
    +Tier 3 now has an imbuement mechanic on top of its base stat bonus, called "More Than Might":  
        +Having 3500 or more Protector EP investment gives a minor stunning effect to your melee strikes.  
        +Having 3500 or more Scavenger EP investment gives you the chance for lucky crits.  
    +Tier 4 now provides a minor variant of Cleave, at half its effectiveness.  
    -Tier 4 gives only half the benefits to your base melee stats.  
+Truth Imbuement:  
    +Tiers 2 and 4 provide +20% chance to conserve arrows on-hit, for a maximum of +40%.  
    =This bonus is Additive with Hunt (changes listed below), providing up to 90% conservation chance (wowee!).  
+Reinforcing gold tools now costs 25 levels (was 30).  
+Singe (rework):  
    +Concentrated/"follow-up" beams now deal damage.  
    +Follow-up beams have random spread of up to 40 degrees in both horizontal and vertical directions.  
    +Initial beam is now blue to make it more clear that it doesn't have spread randomization.  
    +Initial beam ignores I-frames.  
    +Singe can now be re-fired 3 game ticks faster.  
    -Basic attack casting cost increased to 1000 Focus (was 750).  
+Hunt:  
    +Received 50% chance to conserve arrows on-hit.  
        Note - Missed arrows can still be picked up normally. Conservation chance *only* applies on a successful hit.  
    -Base damage now 70% of a vanilla bow.  
    +Adjusted its minor augments to provide more arrow damage across the board, but not quite as much as an augmented vanilla bow.  
    Dev Commentary (Ravioli): Hunt, in its previous state, was exactly the same in a statistical sense as a normal vanilla bow, and ran into issues in the early game regarding ammo, since collecting/crafting arrows is often a challenge or a pain at that point in the game. Now, Hunt serves as an ammo efficient alternative that you'll probably upgrade from later once ammo is a non-issue, though its major augmentations are still there to make it a worthy sidegrade to a standard bow.  
+Ceremony:  
    +Buffed its base armor to 4 (was 2), and the armor buff now also applies to the offhand.  
+Melee lucky critical hits now multiply base damage by 1.33x (was 1.2x)  
+Hidden Art: Melee  
    +Tier 2 forced critical hits now deal 1.5x damage (was 1.2x by mistake)

Roguelite Mode (Does not effect non-RL mode):

-If a player drops their Imbuer, Empowerer, or Augmentation Table, it will be deleted.  
    -When running back to grab items after a death, it is common for the player to simply die again, sometimes over and over. This causes the area to become absolutely littered with these items and this was a huge annoyance for some players. Now that these items despawn very quickly, this won't be a problem.  
-To carry beds, players must now carry them in their main or offhand or else they will be dropped.  
    -Carrying extra beds was an exploit that had the potential to trivialize the impact of losing items on death. Now, players can only effectively carry one bed, taking up a gear slot, to *maybe* get a respawn point close enough to recover their items.  
    -This also prevents bed-bombing your way to victory.  
-Dimensional Minimum Difficulty is now enabled in singleplayer.  

Bugfixes:

-(!!!) Harvest (Jump) no longer has the potential to damage all hostile mobs on the server.  
-(!) Smithing diamond gear to netherite now properly upgrades the item's base stats.  
-Trying to upgrade an imbuement past tier 6 will no longer cause a bugged menu popup.  
-Trimmed armor may now be augmented.  
-Upwind (Sneak, Aerial) now centers its trail particles on the player rather than at the world spawnpoint. 
-Shields that had a major augment cleared can now be re-augmented. Only applies to newly augmented shields.  
-Fixed some inconsistencies with reinforcement price listings.  
-Fixed baby zombies being faster than intended.  
-Fixed magic damage causing more knockback than intended.  
-Fixed Singe's raycast hitboxes being off-center from the beam.  
-Heirloom items no longer lose some custom data altogether when clearing augmentations.  
    -Notably, this was an issue with Ceremony losing its attack damage and speed when clearing augments.  

Technical:

-"Common" item loot tables:  
    -augtable.json: Added "esitem:augtable" and "es.rl.itemclear:1b" to the Augmentation Table's item tags.  
    -Also added "es.rl.itemclear:1b" to the loot tables:  
        -empowerer.json  
        -imbuer.json  
-Added support for two new custom attributes for bows and crossbows. Currently, these are only used on Hunt, but they may be used later for other unique bows or augments.  
    -es.arrow_conserve_chance: Items tagged with this can have their arrow conservation chance defined in essences:arrows/conserve_chance  
    -es.arrow_dmg_base_overrided: Items tagged with this can have their arrow's base damage overridden in essences:arrows/lookups/base_dmg_overrides  

Misc:

-Corrected the description for Resilience's 'Collected' mechanic to state "Soul Hearts" instead of "Soul Health".  
-Changed the lore texts for heirloom items to be less needlessly verbose.  

Files

Essence RPG Sunrise v0.1.6.zip(1.06 MiB) Primary Download
Essence RPG Resources for 0.1.6.zip(7.87 MiB) Required resource pack Download

External resources



Project members

RavioliFormuoli

Owner

Hashs

Co-developer


Technical information

License
MIT
Project ID