-Still working my way through testing the updated advancements
-Reworked negative stat bonus, they have been "reduced" but now affect the respective attributes multiplicatively. The idea being that they are less about being an outright negative bonus and instead reduce other positive bonuses of the same attribute
-Also for anyone interested if you navigate through the data pack to the config folder you fill find a function "module_enablers" if you edit this file and swap any of the numbers to 0 that will disable the corresponding features of the pack
-All main advancements should be functional, Seasons will be unlocked straight away while the core gameplay will progress as you play normally. -Errors may exist and tweaking/adjusting will be done accordingly
-Next focus will be on porting over the Enchanter's Nexus Hub as it is currently broken on 1.21 -But also due to requests time will also be taken to release the trimmed set effects as a separate data pack -Speaking of which their are three new materials available for trimming (Breeze Rods/Dragon Breath/Heavy Cores)
-Multiblock structures used for crafting are now made and placed via a NEW ITEM Structure Kits after crafting simply throw onto the ground to place the structure (The advancements will tell you more)
-Advancements are still being worked on and it's best to simply grant yourself them via commands
-There are also some useful preset commands via /function glossary:
-All items can be accessed via /loot give @s loot glossary:
-Various bug fixes (primarily a few typos with the Enchanter's Labrinth and being stuck/not loading)
-Advancements are the next big thing to be worked on, I believe they are currently broken and will be overhauled, following that the Enchanter's Nexus will be fixed and ported gearing up for the packs release
-Finally ported over to 1.21
-Weapon poisons are now an inventory based system
-Seasonal System rework is completed
-A NEW internal stat system has been implemented using all the new attributes. Armor, tools and weapons all effect your base stats and stats can currently be improved via new enchants. But there will be more ways to come in the future.
-The Seasonal System had been reworked (most features are live, with the exception of 1/20 environmental effects, particle balancing & mob abilities)
-The Spell systems has been tweaked and should have better hit detection as well as utility for spell Quick Cast effects
-Both systems will be further tested and worked on this week
-Started to re-work on the seasonal systems, next few minor updates will focus on it and balancing the effects
Chat prompt indicate season changes and whether the season effects the above ground or below. For reference the way the system works is simply by detecting whether there are blocks above the player this is meant to create seasons that primarily affect the underground or ways to seek shelter.
-All Status effect tags will also now clear on death and tweaked some numbers for balancing
-Adjusted Nexus Repair Phase
Wave Timer 72s->120s (10s->12s when 3/4 Golems repaired)
Spawn Timer 8s->15s (The time between the wave being announced and the mobs spawning)
Xelric has decided to offer adventurers more aid
-Better spawning detection for non-solid blocks (season foliage)
-Globalized Restoring the Nexus advancements (granted depending on the state of the Nexus to any player logging in)
-All advancements have been tested & major bugs squished. -I believe this to be the first stable version released but may have missed something in testing. -Every listed feature of the pack in the advancement branches should be fully functional with the exception of the Runecarver's Jewels (they can be fully crafted but are not yet usable) -Next minor update goal is to expand the shops of the Enchanter's Nexus to be an alternative unlock for all advancements -Next major update will focus on bosses & passive abilities