Direwolf revamped, similar to how the Utahraptor revamp worked.
Creature levels added, this adds a level of difficulty to the mod and makes hard actually hard, also another indirect nerf to mob farms as they have more health and armor, including an increased height before taking fall damage.
Phantom shaman added, they wield paralysis scepters and while aggroed when attacked they have a chance to cast paralysis on their attacker preventing movement, but not attacking.
Phantom Steeds reworked: they are now a bit faster, and have better loot when slain, possibly including phantom membranes.
Phantom brute reworked, these brutes are not easy to take down as they have more health thanks to leveling.
Atheztug reworked to now shrink into their small form when riding a creature, small form breaks when attacked, this also dismounts you from any horse, pig, or utahraptor you are riding.
Phantom Archers now fire phantom arrows and drop them when slain.
Verdant cave rework, Added verdant wood which can be used like most other woods except for signs and hanging signs
Pale gardens reworked to have a few piles of bones strewn around giving a more unsettling vibe as if there were previous adventurers but they have been slain
Eyeblossom tea added, this uses open eyeblossoms, grants night vision and lasts longer if consumed in the dark.
Fixed Cement Mixers not working right.
Tanning Racks Fixed Finally
Silver can now be smelted, would not have wanted to notice that during the next update adding many, many more uses for silver.
Forges can now be fueled with fats, 1.3 will not have any gains for fuels, and 1.4 will completely rework how fueling the forge works.
Crimson planks recipe replaced with a nether crafting table recipe, I am slowly reintroducing daedron to spawning in the nether, the main reason was.
Tamed Utahraptors now have more inventory, along with a food slot where they can heal if needed.
Direwolf completed.
Ents Added, these mobs along with spriggans can spawn when you break a tree or plant related block.
Anthracosaurus added. A new tameable creature.
Several blocks now use different note block sounds based on what similar blocks use
Steel Blocks now use the iron xylophone sound as opposed to the default. Medium Bone Bricks now use the Xylophone sound. Medium packed ice Bricks now use the chime sound. Phantom Tinted Glass now uses the Hat sound
I have officially ended my vendetta against iron golem farms, this does not mean the changes will be reversed, it means I will no longer directly nerf them, indirect nerfs are still possible.
Fixed Pre Classic 2.0 bows not leveling your archery.
Archery Revamped, for crusader mod bows you need your arrow in your offhand and the type of arrow can make a huge difference in combat.
Added Necromancy, allowing you to resurrect a friend in hardcore mode.
Added Wool Slabs for all wool colors, originally it was only yellow that had a wool slab
Added new cuts of mutton
Added wool stairs
Added Wool robes, which provide no armor, are very durable and have higher enchantability than gold, if anyone actually uses enchantment tables these days, they are primarily designed for the no armor classes, monks and mages.
Added pumpkin flavored foods and the pumpkin spice buff which acts as a small bonus for armor toughness.
Added new variants of goblins, as if they weren’t annoying enough.
Added goblin camps, which are mini dungeons that are designed to be cleared easily by players starting out, which have some early game loot. (do not spawn in existing chunks like all other structures)
Goblin Lords added as the first fully implemented mini boss, while crypt keepers and fire archliches are available they aren’t used or available outside of creative mode and still need some work, as they are still basic. Goblin lords have 2 phases, 1 is their basic attack while occasionally using an AOE attack. And the second phase they will drink a swiftness potion and their axe is switched for a glaive, which can pull you off of a mount if either you or the mount take damage.
Glaives, sickles, and voulges added. It’s been a while since I added a new weapon type, and besides, there is not much variety in polearms, sickles are the first custom non-weapon tool added as instead they are used to reap extra yields from crops..
Fixed a few crafting recipes.
Halfling race added, who get double the bonus in both duration and potency from positive status effects from baked goods, currently only pumpkin spice. Halflings are also the first race less than a block tall, allowing them to fit in small areas. THey however can not wield heavy weapons, i.e. maces.
Villagers no longer trade outside of villages, due to the bed nerf in the prior update and how villages require beds to generate, this makes trading halls take up even more space.
All villager job site blocks now only drop a single item from what the block is, not just lecterns anymore, composters, barrels, and smokers drop sawdust, smokers or blast furnaces now drop iron dust, cauldrons now only drop a single iron nugget, etc. Fortune and Silk Touch have no effect, this is to reduce villager exploitation and make desired trading halls almost impossible to build, you know this mod’s deal on adventure, if not, the era of adventure will start with many farm and trading hall nerfs.
You now have the unconscious effect when you start the game, it can be cleared when you have selected a race and class, this change was made to prevent attempting to run without any race or class.
Health Orbs no longer drop on peaceful difficulty or with nightmare mobs enabled.
Atheztug are now the size they should be, towering over all other races. (Does not affect existing atheztug)
Amber Weapons Buffed to tier 1 rather than tier 0
Tier 0 weapons have bonuses (wooden can now be used as fuel, bone works better at night, bonemold also has this and is the only tier 2 weapon material to have a bonus right now, mangrove counts as wood and is resistant to wood rot that degrades item durability quickly in humid biomes or underwater, golden weapons can now spawn randomly in hands of piglins, and piglin brutes now have heavy golden weapons, the ones that can disable shields)
Tier 1 weapons have bonuses (Sharp amber weapons deal more damage, silver burns undead, copper will degrade faster in ocean biomes if underwater, and nether brick deals extra damage to cursed mortals, and all tier 1 weapons except stone have had their durability buffed to 200, or 400 in the case of weapons treated like axes)
Utahraptors rebuilt from scratch, including a model update, existing Utahraptors will be deleted, I tried my best to keep them in, and I failed.
Giant Ants Added. Brute ants can spawn in most biomes, and flame ants can spawn in desert and badlands biomes.
Crops are now harvested using right click, breaking them yields nothing, this does not affect villagers directly as they do not starve, but does reduce enslavement of villagers, as the automatic farms produce zero gain for all of that pain, this change does affect existing farms.
Most blocks that are considered crops, will not yield anything if you attempt to harvest them without a sufficient farming level, if you are not a class who has farming as a level up skill, this will take a while, if you are (Warrior, Barbarian, Ranger) those classes have farming as a minor skill, the healer has farming as a major skill
End Cities can now be located using eyes of ender, as will all end dungeons and end pseudo dungeons.
If your bounty is too high villagers will kill you if you attempt to trade with them, and if you sleep and wake up an assassin can possibly spawn. You can pay off your bounty by right clicking an iron golem while holding emeralds, but before you think about the zombie villager exploit where you can cure them repeatedly for the stacking discount, right clicking a zombie villager while your medical skill is below 100 will kill it, it will raise the medical skill slightly, even more if it has weakness, but overall it is currently the only way to level up your medical skill, more ways to level it up will be added.
Sickles reworked slightly, they are now more than just a few easy emeralds, they can now harvest extra gains from crops at the coast of some durability upon right clicking, their model has been fixed, so they look better, and are actually useful for more than a few emeralds
Slimes now despawn below the deepslate layer in plains biomes, this is made to prevent them from spawning in superflat worlds when building the new structures.
Villagers now despawn if their sanity gets too low, iron golems dying, zombie villagers spawning, raiders spawning are all actions that can decrease a villager’s sanity, villagers dying and job site blocks being broken also drain sanity, sanity can be replenished by the villager standing on a grass path, and able to see the sky along with a nearby iron golem and no nearby entities that scare villagers.
Ultimate Iron Farm Nerf (Practically removes iron farms and most ways to kill iron golems)
Iron Golems are now immune to weapons below diamond tier as well as steel weapons
Iron golems now explode when killed by a player.
Iron golems now spawn with the holy aura effect.
Iron golems now heal upon taking fire damage.
Elytras no longer instantly break when a raptorian right clicks them with firework rockets or by jumping as a heavy armor class.
Framework for other Eras has been added More Items Added (some of which are not useful right now, but will be useful in the next update) Direwolf Revamps: can now be tamed Handmill Added: Blaze Powder, bone meal, and ore dusts now require a handmill to craft, their old recipes have been altered. Tanning rack added: now required to craft leather, old leather recipe replaced with tanning rack recipe. Requires salt or white salt as fuel. Arcani renamed to Atheztug. Everything reworked to prevent peaceful from being playable, nothing that will permanently break the game, switching to easy or higher will make everything playable. Bonemold Plates now require resin clumps to craft. Stone has been separated into layers progressively getting harder each layer. Vampires have been added, Along with some Sun blade equipment. Updated to 1.21.4 (the garden awakens) Partially implemented class system. Lumber station added, which is now required to make planks, 2 planks and 1 sawdust can be obtained from each log or wood sawn, plus 2 bark if the log or wood is not stripped. Tier 2 (Iron, Bronze, Amethyst, Bonemold, and Nether Quartz Tier) and above weapons now require their respective weapon type skill to be at the right level to be used. Tier 2 requires 30, Tier 3 Requires 60, Tier 4 requires 80, Tier 5 Requires 100 Stone and deepslate have been split into 3 layers each, ores in deeper layers are harder, taking longer to mine, early game mining should be done on the surface, Some resources would only appear in certain layers, The items I have considered overpowered have been nerfed. Creakings buffed, because why not, now you should attempt to explore pale gardens with no fewer than 2 players. Clay and amber no longer drop from dirt, allowing more pebble, flint, and rock drops, with some dirt. Overworld Depths Dimension now uses grim deepslate rather than deepslate, which is darker and harder in color
Beacon Nerf (most of this is a nerf to iron and gold farms)
Glass has been nerfed, raw glass recipe now only gives 2 raw glass as opposed to the original 4, and raw glass now takes twice as long to smelt or blast, had I remembered glass was used for beacons I would have never made it 4 raw glass to begin with. Withers now despawn when they take any form of suffocation damage. #the_crusader:boss_cheese. Any bosses I add will have pre built arenas that build themselves to prevent cheesing. Wither Skeletons now wield war axes or battle hammers instead of swords. This is the closest I came to patching the shield glitch. Zombified piglins can no longer spawn at or above Y=128, upon spawning above this they will despawn automatically. This was done to nerf gold farming. Blocks can no longer be placed above the nether roof, this only happens in the nether, this also strikes a heavy blow on gold farming. Withers have been buffed to have the bedrock amount of health rather than java (600 health/300 hearts as opposed to 300 health/150 hearts) Turtle Eggs now automatically cook when placed in the nether. Nether Gold Ore and Gilded Blackstone now requires a tier 2 (iron tier) pickaxe to mine Iron Takes 3 times as long to smelt or blast as a tier 2 material, same as amethyst ore fragments, something I forgot to do in the pre classic 1.2. Bed Nerf (particularly the exploding in the nether or end will be nerfed) Beds are now much harder to craft. Spindle Added: wool will be harder to make now that it needs 9 fabric crafted from 5 string each using the spindle. Beds can no longer be placed in the nether of the end. Using a bed may automatically kick you from the bed by summoning a shadow atronach if you have accumulated too many curse points. This will be reworked in the future. Elytra Nerf (I get how late game these are, but due to the changes made to the eye of ender recipe this needs to be nerfed) The elytra’s durability consumption based on firework usage or jumping now depends on the armor skill in your major skills (multiplied by the player’s weight attribute including any modifiers) Heavy Armor: Breaks Instantly(only one that does not calculate your weight) Medium Armor: 5x your weight durability drain Light Armor: 2x your weight Durability Drain No Armor: Unchanged (aside from weight attribute) Elytras now permanently break Creepers now explode upon taking any fall or fire damage, thus destroying most farms for them. Different races now have a weight attribute, with ogres and daedron weighing more than other races Basalt Daedron: 30 Daedron/Ogre: 15 Atheztug/Draconian:12 Dwarf: 7 Lizard Man:6 Most Races:5 Arachnian/Raptorian:2 Your weight also determines the damage taken by the elytra when you jump Heavier Races will gain less use out of an elytra Weight Will determine more things in the future, both beneficial and detrimental
The paper recipe now requires a water bucket and makes paper pulp, which can be smelted in a furnace to make paper. Mending Nerf (this is done to make way for the forge, which is essentially a superior anvil) Mending is no longer compatible with several enchantments. (those enchantments will occasionally get buffs or other things get added to make mending less useful) This indirectly makes mending rarer. With this in mind I made most crusader mobs drop XP when slain, originally they didn’t as mending was fairly common in chests, now I had to loot 5 desert temples, 2 jungles temples and an ancient city just to find a mending enchanted item, which was a pair of diamond leggings. So I don’t see the possibility of many mending enchanted items in this mod.
Added Enchanting Seals, a new system for enchanting, as a counterbalance to the majority of this nerf’s effects on other enchantments. With this in mind mending will also receive an indirect nerf in the future when the level up system is fully implemented, those who use mending enchanted items will notice their characters are weaker than those who do not use mending enchanted gear over several levels as XP is needed to buff your character, and due to the maximum of 50 (maybe lower depending on multiple variables) The forge has been added. A block that can repair tools, weapons, and armor with a fuel and a forging material, the fuel does not matter, so just use the sawdust you obtain from cutting trees and making planks, or the bark you get from making planks, they have little other use for now.
Buffs to other enchantments (to add to the mending nerf) Smite now cancels reactionary attacks from undead, such as the cinder ghoul’s fire Bane of arthropods now cancels reactionary attacks from arthropods such as the flame spider princess’s AOE fire upon death. Riptide now inflicts nausea and slowness on entities when hit if both entities are underwater or in rain. Fire protection reduces the length of the fire from the mod’s sources.
Milk Nerf (The ability to cleanse all status effects is just way too powerful) Iron Farms have been nerfed again, by giving curse points when you kill iron golems. Buckets now cost iron plates instead of ingots Milk now curdles in deserts in places you can see the sky. Milk now curldes in the nether or if you are a daedron, fire draconian, fire atheztug, or fire salamandrine. Cows now have a cooldown between milkings lest the cow dies. Totem Nerf (They make hardcore not hard anymore) Totems of undying can now fail, the higher your willpower, the less likely to fail, with a minimum of 5% chance to fail. Totems of undying now only drop in pale gardens inside woodland mansions when an evoker is slain by a player with an agility of 260, which takes a lot of XP to get there, totems also can not be looted from inside a village or if any of your gear has mending, this is done to make totems. Using a totem will decrease your max hearts if you have used any heart containers. Totems no longer drop if nightmare mobs is enabled. Totems no longer drop if you kill said evoker with a mending enchanted item or are wearing mending enchanted armor. Totem chance of dropping is now dependent on the player’s agility, and their chance of success is now dependent on the player’s willpower. Other Nerfs TNT minecarts can no longer be placed in the same block, attempting to do so will kill all TNT minecarts in the block. Torches have been replaced with my own variant which burns out. Mob Changes Phantom Rider Archers can now spawn riding phantoms. Phantom Rider Brutes can now spawn riding phantom horses. Goblins now wield copper clubs rather than axes. Axes are still the case if nightmare mobs is enabled, however they are bronze axes. Flame Spiders no longer use their fire web attack, something I have been intending to do for a while, but kept forgetting to do. Flame spider princesses no longer set every nearby entity on fire if you are using a weapon enchanted with bane of arthropods to kill them, I literally made them for the purposes of buffing bane of arthropods, and they even sucked at that job. Cinder ghouls no longer set you on fire if you attack them using a smite enchanted weapon or are wearing fire protection enchanted armor. Troll’s Regeneration buff now depends on the strength level of the troll, with frost having higher levels 4 (5 if nightmare mobs is enabled) Nightmare mobs gamerule now immediately sets the difficulty to hard every time an entity spawns.
Item Changes Health Orbs now only have half of their original chance to drop if nightmare mobs is enabled.
Player Changes Ogres no longer get nausea effects from beer. Ogres no longer gain any negative effects from eating items. Daedron no longer spawn in the nether, this change was made due to spawning too frequently inside nether walls. There will be features designed to prevent a player from spawning inside a nether wall. Vanilla ores and their variants now drop more material when mined by a dwarf. All Races now have their starting stats properly coded. Classes added, which provide starting skills.
Nightmare mobs Nightmare mobs has been reworked Creepers can now have negative status effects that don't affect the creeper, but can affect you. Mobs in general can spawn with higher tier equipment than they used to without nightmare mobs. Items can be enchanted in nightmare mobs. All hostile mobs can spawn with status effects on them. Torches burn out twice as fast. Silver Apples are less effective. Totems of undying do not drop on nightmare mobs.
AFK Farming Nerf Slabs can no longer be placed above hoppers Fishing rods now take damage when you right click on a block with a fishing bobber within 15 blocks, if mojang wanted to nerf afk fish farms they should have done this method. Non flying mobs now despawn when spawning above y=128, and flying mobs require open air to spawn. Creepers now explode when taking any amount of fall damage. Riptide and loyalty are now considered curse enchantments, preventing them from being removed. You are going to need to be careful what enchantments you put on items now as in the future some may not be removable, including ones that have no negative effects. Drowned can now spawn with enchanted tridents having either riptide or loyalty, actually unenchanted tridents are now less common than enchanted ones, now take into account. Hoppers now require steel plates and a trapped chest to craft.
Crime and punishment system Player targeting guards removed, rather they have been replaced with a partially fleshed out criminal justice system. Attacking a villager gives 6 bounty Killing a villager gives 60 bounty Committing these crimes against a baby villager gives double the penalty, and 5x penalty if crimes are committed against iron golems. Breaking a villager job site block gives 10 bounty Until the villager trade rebalance is no longer an experimental feature and fully integrated into the game, breaking lecterns, smithing tables, blast furnaces, or grindstones will be double the bounty and beds being in double bounty will be in the mod to stay.
If your bounty gets too high, villagers will turn you in when you interact with them, random encounters can include bounty hunters or hired thugs.
Added the Character Race System in it's base phase.
Killing Iron Golems no longer give iron ingots, rather a quick death.
Added a variety of Items
Revamped Brewing, certain items give different effects whien you use different potion bases.
Some Crafting Recipes revamped.
A Myriad of Enemies added.
Added Golden, Nether Brick, Quartz, and Nether Crystal Weapons
Diamonds should no longer appear in nether fortress chests, with nether crystals taking their place.
Added Nether gates, these infernal structures allow for early access to the nether.
Added Flame Acolyte Temples, these structures are almost as rare as woodland mansions and it is required you find one to join the brotherhood of the flame.
Added Flame Acolyte Equipment, currently in progress, but the first two ranks are available.
Added Abandoned houses to the nether wastes biome, with respawn anchors instead of beds.
Rebalanced Gold Smelting to now give a scarp gold which can be crafted into a more approproate amount of gold, there is no way to determine the amount of gold you can get from it unless you can remember what gold Item you smelted it from.
Red nether brick fences and gates along with nether brick gates added.
Quartz Fences added.
The First Pre Classic Version and there fore version available on the Modrinth Platform.
Additions:
Utahraptor: A fierce looking avian predator that will attack spiders upon sight, perhaps there is a way to tame this beast.
Plains and Frost Troll: A hideous beast that regenerates when wounded from non burning attacks
Abandoned Farmhouse, a small farmhouse, who built this, why has it been abandoned, where did the old owner go, either way it's free housing.