Oh, this was one of the most hardest updates I've done, I think you'll really like it because a lot of effort, time, and most importantly, soul and ideas have been put into it! I wish you good luck in your new adventures through this sick and gloomy world
As in previous updates, there are many global changes that will affect your current worlds and the items you already have in those worlds, so I highly recommend you start over by creating a new world
Changed
- 5 firearms: MK47, Glock 18c, PKP Pecheneg, QBZ 192, CBR11 Sniper
- Cleaned all weapon icons (Except Applied Armorer) and almost all attachments icons. Also, all colored text has been replaced with plain white (Except for ammo, weapon magazines and Applied Armorer gunpack) to be more in line with the uniform style of the modpack.
- Spore mod bosses now have 3 times more health (This is because you have a lot of strong firearms :D)
- Changed inventory exit animation
- Rebalanced the characteristics of some firearms
- Changed the ammo used in some firearms
- Globally reworked recipes for all firearms, they now have a greater variety of materials to fully reflect the appearance and effectiveness of a particular firearm, and are calculated using my new formula, which is designed to improve the balance of the modpack and make it easier to add new weapons. Each recipe will depend directly on the main characteristics of the weapon (rate of fire, damage, number of rounds in the clip, armor penetration, damage to the head), the cost is first calculated in ingots of iron, and then divided into different materials, each of which has a certain equivalent to 1 ingot of iron, so all recipes should become more fair, balanced and interesting!
- The difficulty of the world cannot be changed now, it is always hard. Also now you cannot select creative mode and enable cheats
- Color correction has been improved on all shader presets
- Spooklementary and Spooklementary (Without MB) presets have improved shadow quality and range, as well as entity shadows.
- Improved music playback, now it depends on the time of day and places you are in, and the music will be more varied and less intrusive.
- Zombie hordes now have a 5% chance of coming every night instead of the fixed 100% every 10 nights, this means that a horde can come to you on any night, always be prepared and get home before sunset...
- Zombies from the horde can now break blocks
- Stray hordes from the Apocalypse Now mod no longer spawns
Added
- 20 new zombie types with different movement speeds and health stats (some are more survivable but slow, some are the opposite), which means that zombie mobs will now follow you in a completely chaotic manner.
- 3 types of ammo: .300 Blackout Bullet, 12 Gauge Dragons Breath Bullet, Nails
- Few attachments
- 44 new firearms: Honey Badger, Wooden SKS, AK74, RPK-74, HK MK23, AK107, M231, Saiga-12, SCAR-HAMR, AUG-HBAR, AK308, HK-MP5K, PP-19 Vityas, DB-4 Ursus (Dragon Breath), DB-2 Durin (Dragon Breath), Nailgun, M870 Tactical, MK18, MXA AR-762, Colt 933, BRN-10, MXA SCAR-SBR, IWI NEGEV, MG3, Type 73, PPSh-41, AS Val, M4 URGI, AK47, AK103, Type 88-2, AK105, SVD, IWI Galil ACE-32, Howa Type 20, Sjögren Inertial, RSC 1917, Chauchat, Gnenral Liu, OSIPR AR2, QBU 88, IMI Galil ARM, M327-TRR8 Revolver, CBR11 Infantry (Return in a new capacity and with a slight external difference from CBR11 Sniper).
- Dark theme for workbenches from TaCZ
- Many new ammo and firearms added to the loot tables
- New shader preset - Spooklementary - TBotE (Medium) (Like the regular version, only with lower shadow quality and shorter shadow distance). And
- Apocalypse Structures
- Cool Rain
- Sounds
Updated
- Forge (Latest version 47.4.0)
- Embeddium (+Embeddium Extras)
- Sodium Dynamic Lights
- [ETF] Entity Texture Features
- Curios
- Corpse
- Comforts
- Cherished Worlds
- Enchantment Descriptions
- Enhanced Celestials
- Euphonium
- e4mc
- Entity Culling
- GPU Tape
- Guard Villagers
- Oculus
- The Lost City
- Shield Expansion
- Sound Physics Remastered
- Let Me Despawn
- Flow
- Mekanism (+Generators and Tools)
- Not Enough Animations
- Phillips Ruins
- Immersive Weathering
- Immersive UI
- ImmediatelyFast
- Undead Nights
- Marbled's Core
- Macaw's Fences and Walls
- API's
Removed
- 4 firearms: UDP-9 PDW, KelTec | P50, Colt Python, Block 17 (Skin Glock 17)
- 7.62x39 Copper Bullet
- Few attachments
- Workbench Apocalypse Gun Pack (Content moved to TaCZ Gun Smith Table)
- Biome replacer
- All weapons and ammo removed in this update have been removed from all loot tables.
- Constant Music (Replaced by Biome Music)
- Quality Sounds and Extra Sounds (Replaced with Sounds)
Fixes
- Removed open/close transition animation for sophisticated backpacks because it caused a bug with overlapping inventory and backpack layers.
- All heavy weapons with explosion damage now destroy blocks (Previously only RPG-7 and MTA could destroy blocks)
- Fixed TTI Pit Viper gunshot sounds, which were missing due to my fault.
- Fixed Underground Bunkers loot table (1 item that you could find in bunker chests had no texture because I made a mistake when writing the item ID)
- Fixed a bug with the display of MekaSuit armor from the Mekanism mod
- Small zombies were disabled in previous updates but still spawned on the server, now they are permanently disabled everywhere.
- ServerPack has been tested and patched on a dedicated hosting, missing mods have been added, unnecessary mods have been removed, so it is now 100% working
Changed
- Kill, body and head sounds have been changed for a large number of firearms
- Day counter has been replaced again, as the previous one was accidentally skipping days for some unknown reason
- FPS display moved to the top right corner of the screen by default
Added
- Serene Seasons Fix
Removed
- QBZ 95-1 (Duplicate)
Attention, in this update there are many changes in world generation, changes in optimizations and many global innovations. I strongly recommend you to create a new world, so that no errors occur and you can see all the charms of the update. (Most likely, old worlds will not work at all in this version).
Changed
- Zombies now always die the first time, without being left alive as a disemboweled zombie
- Chances of finding ammo in structures around the world have been increased
- The chance of finding firearms in Lost Cities has been slightly reduced, but the chance of finding RARE firearms has been increased
- All starter structures have been replaced by bunkers
- Weight of all gun packs optimized, now they take less space in modpack and serverpack
- Some adjustments to the balance of firearms recipes
- Replaced the day counter, now it is less intrusive, as it appears only at the beginning of each new day, and has a more pleasant appearance and animation
- Performance Improvement
- Animals can now be baited with food
- Spawners no longer appear in Lost Cities buildings (They were disabled anyway)
- The Lost Cities now has less ruins and more whole buildings
- Mildly increased detail quality settings in TBotE Low and TBotE Low (Without MB) shader versions
Added
- Hordes. Now every 10th day zombie hordes will rise up, prepare yourself properly...
- 18 new firearms (VSS, M1911, M700, M107, Type 81-1, M870, P90 PDW, QBZ-95, Mosin-Nagant Obrez, Mannlicher M1895, QBU-191 DMR, Norinco | M305A, SR-3M, Pride, Win-Win, GL-3, EMG-Prototype Exoskeleton, Crossbow Nitro 505)
- 2 new weapon workbenches, special weapons have been moved to them (You can find their crafts in JEI by writing “timeless”)
- A lot of new weapons and ammo added to the loot
- Many structures have new unique loot
And
- Goodwill Structures
- Serene Seasons
- Wasteland Armor Pack
- Simple Traps
Updated
- Lost Cities Modern Tweaks
- Lost Cities
- Timeless and Classics Zero
- The Lost City
- Spore
- Gliders
- Entity Culling
- ModernFix
- Mekanism + Generators and Tools
- Nature's Spirit
Removed
- With this update, the overall quality of firearms in the modpack has been improved, so several firearms have been removed and a few more replaced with higher quality variants. Removed: 10 (MU73, MUA73, MA90, CSG19, SMG08/18, RMG Mod.1970, Steyr Model 1912, Steyr Model 1912/P16, Lpm Mod.2020, CBR11 Infantry). Replaced: 5 (QBZ-95-1, P90, FN P90 | PAW Extension Kit, FN P90 | EFFEN90 Rail Kit, Detonics | Combat Master 1911)
- A few mobs have been disabled
- Removed many biomes that do not fit into the atmosphere of the modpack
- Removed unnecessary music from the biomes of the “Nature's Spirit” mod (doesn't fit the atmosphere)
- Nether and End are now disabled by default
- Starter Kit (Now its role is played by the starter chest in the bunkers you appear in)
- Starter Structure (Replaced by bunkers)
- Simple World Timer (Replaced by Typewriter Day Counter)
- Redirector (Conflict with new versions of ModernFix)
- Horror Elements (Caused a number of problems that led to the decision to abandon the mod)
- Blocky Siege
Fixes
- Removed 2D lods of firearms that had them (It looked terrible from the outside)
- Removed duplicate saturation scale replenishment information in food prompts
This update took about 100 hours of active work. I'm going to take some time off and start working on version 1.4, which will probably include the transition to the new version of Timeless and Classics Zero, which means more firearms. Thank you to everyone who is playing my project, more to come
Changed
-
Firearms recipes have been rebalanced and improved once again
-
A huge amount of various loot has been added to many structures (about 500 different items to bunkers, towns, hospitals, farms, factories, cars, houses and other structures). Oh, that was a tough one guys
-
Since this update introduced many new structures and added new loot to a large number of structures, in order to maintain balance and avoid generating structures in each other, the rarity of almost all structures is increased by 2 times, except for some, which already appeared quite rarely, they will appear with the same frequency
-
Spore config has been updated, now infected mutants attack animals as well, and start appearing in the world from day 1 and starve after 7.5 minutes instead of 5 minutes
Added
- 32 new firearms (Berretta M92FS, Tec-9, Glock17 | BLOCK, TTI G34, STI 2011, Glock 18c, KelTec | P50, Berretta 93R, Colt Python, Detonics | Combat Master 1911, M24, MK20 SSR, MK47, FN FAL, QBZ-192, AK47-Hero's Miracle, DSA SA58, UZI | .45, Thompson M1A1, UDP-9 PDW, Ingram M10, Steyr | AUG Para, FN P90 | EFFEN90 Rail Kit, FN P90 | PAW Extension Kit, 57Center | AR57, APC9K Pro G, MGL 40mm, M134 MINIGUN, M60 GPMG, PKP Pecheneg, AN94, TTI Pit Viper)
And
-
The lost city
-
Berezka's Bunkers
-
Sparce Structures
-
Refurbished Furniture
Updated
-
Apocalypse Now
-
Spawn Animations
Removed
-
Removed several vanilla structures: woodland mansion, ocean monument, pillager outpost, ruined portal
-
Visual effect of enchantments
-
Particle effect from potions
Changed
-
Zombies now target the player instantly
-
The standard TaCZ crosshair has been modified
-
Generated Normals parameter is now enabled by default in the standard shader preset
-
Globally reworked firearms recipes, added many new ingredients and rebalanced them
-
Reworked and improved 2 firearms (mu73 and mu73m)
-
Zombies now have 20 different varieties of characteristics, some are more survivable but do less damage, others vice versa, and some are just more survivable than others, and so on
-
Added 4 skins, which you can choose in the customization tab in the settings of minecraft
Added
-
Immersive UI
-
Simple Band-Aid
-
XXL packs
-
4 new firearms (M27 IAR, HK416A5, AUG-A3, MA90)
-
Firearms and ammo as loot, which you can rarely find in abandoned towns and some structures. Also in cities, in addition to firearms and ammunition, the loot has become more varied
Updated
-
Spore
-
Villages&Pillages
Removed
- Baby zombies are disabled because they are too imbalanced
You can try to continue playing in your world with this update, but I can't guarantee that the new loot will appear in the old worlds, so keep that in mind.
P.S. This is the first part of a global update, which I decided to split up so as not to make too big a pause between updates and to give a gift for the new year to the few players who play my brainchild now.
Spoiler: The second part of this update will bring a huge number of new firearms, selected from different addons with the maximum quality of implementation, if any weapon causes even a little doubt, I remove it from the addon for modpack. So you will be getting at least 40 new guns with maximum quality of implementation, and all of them will be rebalanced with new ingredients specifically for the modpack, I plan to do it all in the next two months, but in the meantime, your wait will be brightened by a great first part of the update, adding firearms to the loot, as well as a big rebalance with new recipes for all firearms and other nice innovations.
Happy New Year, my dear apocalypse fans!
Changed
- Removed unnecessary shouts that were played when inspecting certain firearms
Added
Several new optimizations
-
Icterine
-
GPUTape
-
EnlightenedBlockEntities
And
-
3 new firearms (Rebalanced for modpack balance) [Volkssturmgewehr 1-5, Smith & Wesson No.3 Revolver, Fliegerfaust B]
-
A couple of visual improvements
Changed
-
A small rebalancing of TaCZ recipes
-
Lost Cities Modern Tweaks changed to a version without lighting
-
Terralith changed to WWOO + WWEE
Added
- 3 new firearms (Rebalanced for modpack balance) [QBZ191 - Electromagnetic, FAMAS, P90]
Updated
-
Gucci attachments (TaCZ addon) [Lots of new attachments]
-
Gore Edition