-Fixed Sleeping in a Bed advancing the Season Timer (Was proc-ing ever tick a player was in a bed but now should only occur once every sleep ty Kit)
-Added an uninstall function /function glossary:uninstall_prep
All the function does is delete markers/interactions/item_displays/block_display entities in any loaded areas
-Reduced all Status Effect damage by 50%
-Reduced how often Season Effects attempt to spawn during each season per tier (2m/1m/48s -> 5m/2m/1m) but increased the chance to spawn when the check runs
-Added internal cooldown to the blizzard weather effect to reduce snowball damage
-Added sets of block predicates that will clear certain status effects i.e when Scorched if you then go in water it'll remove the debuff
-Increase Skill Training Minigame clean up radius (may destroy in progress minigames of the same type when one finishes)
-Fixed Bow Enchants/Affinity customizations
-Fixed some errors with Spell Tomes, you can also trim any enchanted book to create a special spell tome depending on the enchants on it
-The intellect stat now affects the projectiles spawned when spell casting
-Sleeping now speeds up season rotation
-3 New Items to do with Amethyst Shards (Shattered Amethyst/Amethyst Shard?/Amethyst Geode)
-Lodestone recipe changed from Netherite Ingot to Iron Block
-A few bug fixes and tweaks to do with drop crafting
-Tinker Templates were broken and should now apply attributes to tools/weapons/armor correctly
Advancements for the New Food Crafting can be found in the Research Tab
Runescrolls are now activated with a Enchanted Droplet instead of Nether Star due to them having a chance to degrade on use
Runecarver Jewels so have some basic passive effects but are still being worked on (they go in the corresponding slot in the inventory)
Fatigue now works on a hourly cycle (3 in-game days) and can be cleared with new foods or sleeping in a bed
Over 100 New Food Options, drop crafted on any Slab so feel free to create cool kitchen tops.
-New Item Obsidian Knife (made by drop crafting a 1 Stick, 1 Copper Ingot & 1 Obsidian onto a Fletching Table)
-With the New Knife you can add extra ingredients to a few existing food to enhance them.
-Mushroom Stew & Beetroot Soup can have a piece of meat added to it
-Rabbit Stew can have a vegetable/fruit added to it
-Sandwiches & Dried Kelp Wraps can be made with a piece of meat & vegetable/fruit
-All crafting is done on any slab by dropping the New Obsidian Knife along with the Ingredients
-Meat choices are currently Beef/Mutton/Porkchop/Chicken/Cod/Salmon/Rabbit
-Vegetable/Fruit choices are currently Beetroot/Potato/Carrot/Melon Slice/Pumpkin/Sweet Berries/Glow Berries
-Advancements have not been made yet due to the number of combinations of foods but is in the works in a digestible way
-All the new foods affect player stats either by clearing fatigue (negative stats) or giving temporary bonuses (positive stats)
-9 Elite Mobs all now have special abilities and spawn depending on your power score. (Specific groupings will be added next for added difficulty) -Trimmed armor will no longer provide it's bonuses when held in the mainhand or offhand
Bug Fixes -Mob Abilities were broken, the scoreboard system had a typo but has been fixed (cheers FireLunaCraft[elle])
-New difficulty system, Power. When certain thresholds are met hostile mobs may receive increased attributes and abilities. Additional Elite variants of mobs may also spawn. A players power is equal to the total of their player stats. (Mobs and difficulty modifiers have been finished but a few of the elite mobs do not have any special abilities... yet)
-Player stats are divided into several categories, equipment, earned and temporary. Equipment stats are added to the player when equipping armor or holding tools. Earned stats are permanent increases gained through general activities, unique enchants or participating in Skill Training Minigames. Temporary stats are gained through various effects and is reset when resting. Fatigue will be a WIP system that will decrease a players stats over time requiring them to rest or uses new food items (thought implanted thanks to FireLunaCraft[elle])
Fixes/Balancing
-The agility minigame has been reworked and occupies less space (similar size to other minigames)
-Mob abilities occurrence have been decreased but will increase as the players power score goes up (Passive mobs which have beneficial abilities instead will occur even less with a higher power)
-Seasons have been adjusted to just target non-tamable neutral and hostile mobs to avoid the endless torture of villagers (thanks to FireLunaCraft[elle])
-Season effects occurrence has also been reduced slightly
-New advancement tab explaining the stat system and the several minigames accessible through one use structure kits, each minigame has 5 tiers and lasts for three minutes. Mechanics are explain simply when beginning the minigame and should be explored through your play
-Seasonal flowers can now be acquired by walking over them in their most matured forms, flowers can be used to craft wreaths which will protect nearby players from seasonal effects. Allowing players to establish nuisance free bases while still experiencing the seasonal system when journeying to unknown places. Wreaths are permeant until lit of fire but do have a set range that they protect players
-In starting to play the pack properly myself I've realized the lack of early game content with the majority of the pack coming into play once resources from the nether have been acquired. So I've decided to focus of Player Stats and Early Game Content, currently stats can be gained three ways. Set amounts depending on current equipment, normal activities (i.e Skill is increased by mining or growing plants) & lastly several new enchants that increase the amount gained from normal activities. The goal is to also create several minigame activities the play can craft for in the early game and do to also increase their stats.
-Also worth noting, wanting to introduce the player to spells earlier all enchanted books can be trimmed and will act as Spell Tomes, The enchants on the book & the pattern used will give the Tome unique Quick Cast Effects but all books will simply cast in a line from the player with set damage Currently materials used don't do any other than change the particles of the spell. The next goal is to make trimmed books spawn in various places to make them easy to acquire in the early game.
-Advancements are working -The Enchanter's Nexus is open once again for visitors
Updates should become more focused current goals are: -Fleshing Out Player Stats properly -Completing the Enchanter Labrinth (Dungeon Dimension) -Rune Spell Scrolls -Runecarver Jewels (Passive Abilities)
Then as the next big features to come: -Bosses -Better Villagers (Make Villagers actually "work" as in blacksmith smith and more) -Special Dungeon in the Enchanter's Nexus
-Advancements have been updated and tested for everything but the Enchanter's Nexus and Labrinth (both are still WIP) -Spell Charms and Runic Enchants have been fixed and should trigger their effects properly -Some crafting changes mainly QoL -Season descriptions have also been written summarizing the main effects