Bug Fixes, Minor Patches
- Fixed Hunter's Power Stance triggering effects and particles right after being activated.
- Fixed Hunter's Power Stance now works with Spectral Arrows. Firework Rockets don't work with the Power Stance because it doesn't have the required NBT data, but it already has no bullet drop and doesn't do damage from impact anyways.
- Removed redundant code in Hunter's Power Stance, now it doesn't rely on the Power Shot enchantment and instead on the Precision enchantment.
- Fixed Hunter's damage boost still applying even after Power Stance is deactivated.
- Added fallback checks to prevent persistent attribute modifiers after ending a run.
- Fixed Necromancer's warning text showing up when its not supposed to.
- Gave text feedback for when the Necromancer upgrades it's exoskeleton.
- Necromancer will now gain the absorption effect when absorbing summons.
- The level and duration of absorption depends on the summon's value.
- In short, higher Bone Density = higher level & duration of absorption.
Classes Update V.2.0
This update brings 4 new distinct classes into the datapack, making a total of 8 available classes to play as. As of this version, every class will start with it's own guidebook on how to play the class to avoid confusion for newer players. The hub has also been revamped to include these additional classes. Here is a short brief on the 4 new classes added:
Magus
The Magus class is one of the most complex classes. Being very versatile, this class completely switches up the gameplay as they are unable to use conventional weapons and instead rely on using Mana to cast spells for offense, defense, and utility. Here are some mechanics completely exclusive to the Magus class.
Mana
As a Magus you have an extra bar below the wave bar, showing your current mana. This is a resource you use to cast spells. It's controlled by two variables, both of which can be improved through getting more Points as the Magus replaces attack damage and attack speed in the points progression with these two.
✦ Max Mana This is the maximum amount of mana you can store at once, higher maximum mana means you have a higher mana pool to pull from, meaning you can cast more spells before running out.
⇵ Mana Regen This is the amount of mana you regen every second. Higher mana regen means you can recover mana faster, resulting in less downtime for casting spells repeatedly.
Spells
There are three tiers of spells, along with three tiers of wands. Some wands grant more Casting Speed in exchange for Mana Efficiency, some others prioritize Stability. All spells are unlocked from the very start and to use a spell you only need to use the wand with the corresponding tier. There are way too many spells to be written down here so feel free to explore and find out what each spell does in-game.
Apotheosis
The class ability of the Magus grants them a 5x multiplier to their ⇵ Mana Regen for a short amount of time, enabling them to cast multiple costly spells.
Reaper
The Reaper class focuses on using scythes as a weapon rather than swords or axes and it is made to dish out large amounts of AoE damage. Building upon this, the reaper gets additional reach in exchange for less maximum health. This class is great for players who want a simple and understandable class to play.
Excision
The class ability of the Reaper which throws out a large scythe which spins on the ground, dealing high amounts of periodical AoE damage. Placing this ability in the middle of a swarm of enemies could easily wipe them all out. The damage of this ability relies on the variable, ✂ Excision Damage which is scales with every Point milestone reached.
Monk
The Monk class starts out with the highest base stats out of any class, but in exchange for being unable to use any armor or weapon. The monk fights with fists and tanks attacks with their body, supporting other players on the frontline. Although strong at the start, it may not scale as well as other classes in the late-game.
Stillness
Unlike other class abilities, the Monk's class ability is a toggle which can be turned on and off. While toggled, the Monk gains defensive effects, creates shockwaves on hit that damages and pushes enemies back, and gains the ability to instantly slip behind enemies. In exchange for this, this ability drains experience for every second it is active, so players would need to keep an eye on their levels.
Talismans
The defining trait of the Monk are the talismans that only the Monk can craft. These talismans can be crafted out of different materials, and grant random stat boosts to the wielders. What makes the Monk such a great support class is that these talismans can be worn by any player, which makes any team composition with the Monk have higher stats from these talismans.
Necromancer
The Necromancer works very differently from the rest of the classes. There are a variety of ways to play this class, but all of them are great for both solo-play and group-play. There are a lot of complex mechanics and interactions regarding the Necromancer class and its summons which is detailed here.
ᛇ Souls
Similar to the Magus, the Necromancer relies on a soul bar. This is a resource that is used to summon mobs and it can only be gained through directly killing mobs. It is the primary resource used to summon mobs along with two other variables which the Necromancer relies on.
ᛉ Max Souls This is the maximum amount of souls the Necromancer can store at once, a higher maximum allows the Necromancer to summon more mobs without needing to kill any mobs.
ᛟ Summon Capacity This is a resource that is taken up depending on the summons. A higher summon capacity means the Necromancer is able to summon more mobs at once. Some mobs take more than one summon capacity.
Summon Catalysts
Different summons require different summon catalysts. These summon catalysts are non-consumable and once crafted, it requires ᛇ Souls and reserve ᛟ Summon Capacity to successfully summon the corresponding mob.
Summon Upgrades
The Necromancer's summons can be upgraded in many ways, some are permanent, some are non-permanent. These upgrades are the main way to create stronger summons.
Weapon Upgrades Weapon upgrades can be crafted and equipped on a summon, some summons have special interactions with specific weapons.
Armor Set Upgrades Armor set upgrades can be crafted and equipped on a summon, some summons are incompatible with armor.
Evolutions / Soul Upgrades Some summons can be evolved into a stronger summon, these evolutions typically grant the summon different stats, skills, and sometimes change it altogether.
Strand Upgrades These are small upgrades similar to evolutions but they don't change the summons significantly, only granting a few stats or skills.
Calcify
The Necromancer class is bound to a bone exoskeleton and is unable to take it off in any way, so to handle armor and survivability it has to rely on absorbing its own summons to increase the exoskeleton's ⛃ Bone Density. Whenever this value reaches a certain milestone it will upgrade itself when the Necromancer uses the class ability item.
Class Revamps
Slayer
The slayer class has always been intended to be a glass cannon but the drawbacks were too significant and the previous class ability, Cutthroat, does not synergize well with the class itself. Here are some reworks that the Slayer class received:
- 10% increased total damage multiplier.
- Renamed the twin blades, last one was too cliche.
- Reworked the class ability, which is now called Quickdraw.
- When activated the Slayer gains ⫸ Quickdraw Charges, which can be consumed to perform an instant dash that damages enemies in its path.
Hunter
The hunter class is the definitive archer class of this datapack, yet the previous class ability, Seeker Shots, took zero skill and just spawns 12 homing arrows which the player cannot control. It had always been something I wanted to change and this was the perfect opportunity. Here are some reworks the Hunter class received:
- Gave the Hunter a recipe for crafting arrows in bulk while saving material costs.
- Reworked the class ability, which is now called Power Stance.
- Similar to the Monk's class ability, this is toggleable but it does not drain any resource, the Hunter can stay in it as long as they like and switch out of it at anytime.
- While in this mode, the Hunter's fully-charged shots will gain a damage boost, no bullet drop, and special effects. This makes the Hunter a true long-range class and even makes snipes over hundreds of blocks possible.
- The downside is while in this mode the Hunter cannot move in any way, which makes them vulnerable to attacks. Positioning is important.
Other Updates
- Permadeath has been added, and is now the default. In the case of a full party wipe, all players will be sent back to the hub instead of being rolled back.
- To accommodate for permadeath being the default, the default credit conversion rate has been buffed:
- Credit Conversion Rate: 2% ---> 5%
- The classes guidebook in the hub has been changed, now players will need to use the command
/trigger ClassInfo, to view information about classes. This change was made since editing the classes guidebook was time-consuming and tedious. - You can now see your current selected class in the actionbar while in the hub.
- The Ancient Guardian mini-boss has been replaced by the Magi enemy.
- A small welcome text display has been added in the hub.
- An easter egg in the hub has been added, along with an easter egg in the easter egg.
- Generic bug fixes, updates I forgot about, and many more...
*Expect buggy gameplay, this version is still new and mostly untested. Apologies.
- Nerfed Sculk Zombies health by approximately half.
- Reworked the Heavy enchantment. It will now give less armor overall but there will not be any jump strength reduction.
- Players are now invulnerable to damage for the first 3 seconds a wave spawns to prevent instakills.
Bug Fixes & Balancing Changes
- Stronghold chests are now unaffected by the datapack and drop loot as normal.
- Lich point clumps now drop as the exact same component, there won't be issues stacking them for new drops.
- Dying in intermission period should now regive point milestones after death and not insta-kill the player when the intermission period ends.
- Nerfed the Heavy enchantment by giving it jump strength reduction per level.
- Fixed the daytime bossbar not showing up after rollback, wave bossbars also disappear after rollback.
- Fixed players being unable to
/trigger Gather_Pointafter rollback. - Nerfed the Lich's summons damage attribute, also changed one of its attacks.
- Fixed the Lich teleporting spectator players around.
- Ambrosia now gives Absorption I for 5 seconds with a 20% chance instead of Regeneration I with a 50% chance.
- Revamped the Scythe enchantment for hoes, it should now fill the weapon gap between swords and axes.
- Added the Raking enchantment.
- Fixed player heads being unenchantable, they should work fine now. Some player heads are meant to be unenchantable and are kept the same. Enchantable player heads are compatible with any helmet enchants.
Patch and New Features
- Made Bulwark Shield enchantable from the Point Shop and from the Reward Chest.
- Fixed Bulwark Shield showing up as normal shield in the Point Shop.
- Removed Insatiable Hunger giving strength and health boost due to balancing issues.
- Changed the Heavy and Lightweight enchantments to specify what armor piece they are for.
- Reworked Phantom Broodmother spawning mechanic. It should spawn less and larger phantoms now but the phantoms deal more damage when they explode.
- Wither Guard's Blade now gives +0.2 Scale and has less attack speed.
- Reworked the Lich's teleportation abilities, it should be harder and less of a hassle to fight now.
- The ███████████ is now immune to any kind of effects.
- Buffed ███████████ area damage from 8 to 10.
- Wave mobs touching the border and outside of the border will now be spread back into the center of the border.
Patch & Major Bug Fixes
- Fixed the custom end island not generating properly.
- Fixed bedrock not generating properly on run starts.
- Fixed end island regeneration.
- Added a teleport mechanism to bind players to the main end island, this should prevent any accidental saves of chests / inventories appearing in future runs unless the players specifically try.
- Fixed stronghold not generating at all at the start of the run.
- Stronghold generation at the start of the run is now replaced with just the portal room being generated.
- Runs should now consistently start & stop when needed.
*Note: Please delete the DIM1 dimension folder in your world save file if you want to update to this version from the previous version.
End Revamp, Balancing Changes, and QoL features
- Buffed ███████ ███-█████ max health and regen.
- Fixed ███████ ███-█████ removing its natural regen after an attack.
- Buffed ███████████ max health.
- ██████ █████ spawning speed has been buffed significantly.
- Fixed ███████ ███████████ not dropping point clumps with the same components.
- Every run will now start 100000 blocks to the positive XZ axis from the previous run instead of 10000.
- A stronghold will now spawn right below the spawnpoint of a new run, this is to make it possible for players to reach the end dimension after the first run.
- Remade the end dimension for tighter datapack control.
- Added a failsafe in case a player gets left behind in the hub when starting a run.
- Added a failsafe in case a player gets left behind in the overworld after finishing a run.
- Players should now be able to safely enter and exit the end dimension, respawn the dragon, etc.
- Starting runs should be a lot more consistent now.
- Added a bedrock platform on water level so players can actually spawn into runs that start in the ocean.
Balancing Changes
- Reconfigured selector types and tags for most relics, it should only target hostile and wave mobs now.
- Nerfed the Wound enchantment slightly by giving it less chance to proc slowness.
- Slightly buffed the Defender enchantment.
- Added a shield recipe override to make them enchantable even if they're crafted.
- Added the Retaliate enchantment.
- Added the Safeguard enchantment.
- Added the Braced enchantment.
Enchantments Tweak & Patch
- Fixed Ravenous being incompatible with other enchantments.
- Fixed Hexed being incompatible with other enchantments.
- Added Defender to the enchanting table pool.
- Added Hexed to the enchanting table pool.
- Added Thousand Arrows to the enchanting table pool.
- Added Lightweight to the enchanting table pool.
- Readjusted some enchantments' level requirements.
- Fixed custom crafting recipes not given to players when starting a run.
- Fixed Spectral Knight Helmet not having Protection IV.
- Buffed Great Silverfish speed and step height.
Small Patch & Bug Fixes
- Fixed worldborder not resetting to its original size after rollback
- Border upgrades will not reset anymore after rollback to Day 0
- Dead players should now be revived on rollback
- Starting new runs should be smoother now since chunks are forceloaded beforehand
- Fixed players still having the saturation effect after starting a new run
Hotfix
- Dead players should now stay as spectator even when rejoining the game.
- Fixed players not getting infinite saturation in the hub.
- Fixed credits and class scores not being initiated in the hub.
- Fixed wave stats carrying over top player tags.
- Spectators no longer generate chunks to avoid performance problems.
Minor Changes & Patch
- fixed xp levels and points carrying over from runs
- buffed the [APOTHECARY] class, now has exclusive ingredient recipes and more potent ability
- fixed incorrect description of the [APOTHECARY] class in the classes guidebook.
- changed the hub to be easier to configure
- changed sub-reload to be a 1 second delay instead of 5 seconds
- remade the tellraw given to players on
/reload, it should help confused players now. - revamped part of the hub to counter Minecraft's waterlogging bugs.
- hub will now spawn on y=64 instead of y=-64 to prevent blocks disappearing
Classes Update
- added guidebooks around the hub to explain datapack mechanics and features
- revamped the hub
- added a class system
- added 4 classes
- added 4 custom class abilities
- added starting gear for all classes
- separated tick functions when in runs and out of runs for performance
- players will have infinite saturation in the hub now
- teleport chamber sounds are now individual for each player
- returning from runs sounds are now individual for each player
- point milestones are now removed after returning to hub
- dying in the hub will now teleport you back to the hub
- fixed class attribute modifiers being persistent in the hub
- fixed class attribute modifiers not being given to players
- fixed classes using other classes abilities
- fixed class buying not removing player credits
- numerous other bug fixes


