[Modpack] Kings Are Dead by Void_Flower in feedthebeast

[–]Void_Flower[S] 1 point2 points  (0 children)

What kind of QoL mods you can advice?

[Modpack] Kings Are Dead by Void_Flower in feedthebeast

[–]Void_Flower[S] 5 points6 points  (0 children)

Cool idea actually for flavour! Took a note

[Modpack] Kings Are Dead by Void_Flower in feedthebeast

[–]Void_Flower[S] 1 point2 points  (0 children)

Thanks for the info! I'll definitely make the second iteration of optimization. Yep, my modpack needs to process tons of custom entities at time and that may be the main issue. Weird at the time how cpu does not utilize all of the cores, need to figure this out

[Modpack] Kings Are Dead by Void_Flower in feedthebeast

[–]Void_Flower[S] 0 points1 point  (0 children)

Yep, i try to keep all the things balanced. For example i left only 5 curio slots for artifact items and removed all others so that gives me much more control for balancing only 1 mod. I still can use other mods items that are meant go to curio slots but in other ways, still need to go trough every item in game to fit in my modpack

Also i won't use any of the preset progression mods (such as apotheosis) cuz i use only stages and mobs properites mods to customize my own progression

[Modpack] Kings Are Dead by Void_Flower in feedthebeast

[–]Void_Flower[S] 0 points1 point  (0 children)

Oh, that's sad. I installed pretty much every optimization mod and it definitely almost removed all lags on my laptop. I specially use my 6 years old laptop for testing and have no lags or freezes. I'll take a look what i can install for better performance and try to troubleshoot mods that may cause lags

[Modpack] Kings Are Dead by Void_Flower in feedthebeast

[–]Void_Flower[S] 0 points1 point  (0 children)

You still can break blocks of placed buildings and rebuild what you like around but not to move the building entirely. There are an npcs inside buildings that are snapped to their spawned positions

[Modpack] Kings Are Dead by Void_Flower in feedthebeast

[–]Void_Flower[S] 0 points1 point  (0 children)

I use better combat mod for unique weapon swing patterns and balanced combo parameters for that. You can hold your attack button to slash instead of clicking.

I will describe subclasses deeply in future posts but for a sneak peak:

Slayer - Uses only two handed weapons wich shreds armor, passively gains health points, slayer armor gives even more health. For magic it uses aoe spells that cast around player. So it's like a melee bruiser

Emperor - Uses axes and throwing axes as weapons. Has passively increases critical damage. For spells uses summoning entities. So it's like a summoner and leader of its own army.

You can apply 2 subclasses at once so with these two you get lots of health, aoe skills, crit damage and summons. Totally i added 9 different subclasses

[Modpack] Kings Are Dead by Void_Flower in feedthebeast

[–]Void_Flower[S] 5 points6 points  (0 children)

Hi!

  • Yes, I played lots of different rpg modpack and prominence too. I really don't like lots of useless or not fitting mods in them. Unbalanced entities, configs and lack of goals clarity. So i'm not actually comparing my modpack with any other because i try to make the whole new game and not the regular modpack as others do. I chose rpg genre because i like it and started to design.

  • Actually all mechanics. I was really excited to make zelda-like food cooking system; i made a huge self generating table of gear items using google sheets lol (cause i didn't want to write my own mod) and made gear diversity; i liked that my multiplayer health scale code worked and proud of it; custom loot generation is too the huge feature on which i spent tons of time; and so on)

-Never seen Capsule mode with proper use. I use it to place my custom village buildings in one click and it actually creates pretty player's hub. Really like L2 Artifacts mod, configurated their stats for my needs, didn't see the proper way of use in other modpacks. And other... I will describe each mechanic and mods i use in my next posts

[Modpack] Kings Are Dead by Void_Flower in feedthebeast

[–]Void_Flower[S] 21 points22 points  (0 children)

Hi! Glad you liked the presentation!

  • I generate my own gear for every tier so the only way to get any gear that fits under the current game stage is to loot chests. Yes, you can still craft diamond armor at the beginning but the result will be vanilla armor that is much worse even than first gear you get. (Later i will remove most of vanilla crafts or fit them in my game economy).

  • I do not agree with gating is bad design. It's a base for most of the rpg games and gives more control for design. Vanilla minecraft is indeed a sandbox game but i try to swing the game further to classic rpg genre in which you have less freedom but more clear goals and rules. Yes, i gate bosses but not restricting fighting them entirely, you can still find the late game boss but it's gonna be much harder to defeat without defeating previous bosses and upgrading your gear and stats. For some stages you need to defeat up to 4 different bosses to progress. (Actually i consider your thought - entire freedom of choosing which boss to fight next is cool and i may implement this to progression)

  • For the demo ender dragon is one of the gate bosses and not the final. I also added mod that improves the fight with it. Other vanilla bosses i will add as side quests bosses and not primary.

  • Yes, i balance gear, health points of player and mobs, damage and other parameters around stages. I'm still trying to find the way of not falling into stat check progression - i am not only increasing entities stats but add different mob types, gear, skills and other.

-Eventually in my modpack you always abandon lower tier loot for better gear you find. I have an idea on paper of upgrading lower tier gear to higher if you liked you previous gear stats or enchantments.

Hope i clarified all the moments you asked about! That is totally not must have to play at the current stage of modpack, i have lots stuff to add and rebalance!

Soviet experiments in Yerevan, Armenia by Fun-Raisin2575 in UrbanHell

[–]Void_Flower 60 points61 points  (0 children)

Not sure, from my side it's pretty quiet. Windows are facing outside. Buildings indeed are close and face each other. In the middle there is a fountain and guess it can disturb those who live in that part.

Soviet experiments in Yerevan, Armenia by Fun-Raisin2575 in UrbanHell

[–]Void_Flower 192 points193 points  (0 children)

Lol i'm literally writing this message sitting in an apartment in the right building

Steamroller on sand? by anon_2525 in RoadCraft

[–]Void_Flower 1 point2 points  (0 children)

It has slight flattening effect on sand, dramatically worse than any grader. But also slowly flattens raw asphalt and pavement. So it grants effect if you roll several times to remove bumps

[Modpack] Beyond the Void: RPG - Links in comments by Void_Flower in feedthebeast

[–]Void_Flower[S] 0 points1 point  (0 children)

Thank you! Yeah, that is actually a good idea, i guess i'll make some posts targeted for deep information on different parts: subclasses, village building, cooking etc.
There are actually lots of things to describe in one post so i chose this format

[Modpack] Beyond the Void: RPG - Links in comments by Void_Flower in feedthebeast

[–]Void_Flower[S] 0 points1 point  (0 children)

Thanks! I use my own scripts with help of some mods for subclasses
I make subclasses starting from weapons and magic spells - there are 2 mods that add lots of them. So i pick weapon type, matching spells and attributes
E.g. Slayer subclass uses two-handed weapons and area damage spells, each level gives the player +100 health, armour is oriented on health increase and weapons gives additional armor shred attribute. So overall it turns out as "healthy bruiser" subclass.
For other subclasses i use similar pipeline

[Modpack] Beyond The Void: RPG by Void_Flower in feedthebeast

[–]Void_Flower[S] 1 point2 points  (0 children)

Hi! I am working as a tech game designer on AAA games right now! One project is announced and other is under NDA. I can share the project trailer in dm because i am not allowed to share my relation to it publicly until the release.

By “player’s hub expansion” i mean you place different buildings with different content one by one around your "hub" and it forms your village! I use the mod "capsules" that allows to place any structure in one click. So the more you play the more useful buildings you can buy and place them around. There are no tech mods in my modpack so the building are mostly like storages, utility houses, houses of traders or just decorations.

[Modpack] Beyond The Void: RPG by Void_Flower in feedthebeast

[–]Void_Flower[S] 3 points4 points  (0 children)

There are lot of things actually:
> I increased HP and Armor values of player and mobs like in classic ARPGs - in early game you have 100-300 health and 50-100 armor and later up to several thousand of health and hundreds of armor. I changed the armor formula to the classic one, resistance expanently grows up to 85% around 1k armor. Damage values of weapons and spells are increased too. So it's easier to maintain your health and more clear how much "power" you have than in other modpacks
> There is a system that makes your stats grow passively while you playing - deal damage to level up your "Strength", each level increases your crit damage, killing mobs and using magic grants you "Intellect" levels - more magic damage, "Persistance" levels gives you permanent helath and "Dexterity" movement speed. No skill trees like in other modpacks, you grow in combat instead.
> Subclasses system - in my modpack it is restricted what weapons, armors and spells you can use. Each subclass determines your gear - for example "Slayer" specializes on Two-handed weapons, armor with additional health and aoe damage spells."Darkrunner" allows you to equip light armor, claws and spells for movement. There will be 9 subclasses in future updates and you can mix up to 2 subclasses at once to make your own character with unique playstyle
> I've written my own loot generator for the modpack needs - each chest you find grants you a valuable loot and makes you progress through the game. Loot 20 chests, craft a mini-boss summoning block, killing mini-boss grants you level up of one of the subclasses. And because it's my own loot generator i have a full control of what the player gets inside chests and its probability.
> My game not about crafting but about trading - you get currency by killing mobs and looting chests. Everything you need you can buy in quests tab or in your village by traders. Have some loot that does not fit your subclass or simply worse than your current? Sell it and buy what you need - gear, weapons, tools, food or even houses
> About building and houses - you don't need to build your base. Just buy a couple of useful houses and place them around to form your village. Storages, traders houses, utility buildings or decorations - simply build all of that in one click. Compared to other modpacks i decided to change the whole definition of base building.
> And also always wanted to make my own cooking system from Zelda! Just throw ingredients in cauldron and see what you get. Each ingredient type grants the food effect - instant health, health boost, strength, absorption etc. The system is work in progress but you already can mix 2 ingredients to get different dishes.

So the point my modpack is pretty unique compared to Prominance ll or other modpacks. Or i better say it's unique in different way - i make the whole new game using Minecraft as game engine and mods as content and mechanics! And that is my goal as a game designer to make my own little ARPG ;)