EpicSquid / SuperiorShields

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Enchantment cost/level ranges are too narrow and homogeneous #30

Closed Lykrast closed 1 year ago

Lykrast commented 1 year ago

General Information

All enchantments (except Curing) use the "default" min/max levels/costs for enchanting (1+10*level min, 6+10*level max), which means they are all available at similar "modified enchantment levels" (level 1 on 11-16, level 2 on 21-26, level 3 on 31-36).

Imo the fact they're all on the same level is an issue, as vanilla enchantments are far more spread out. That gives 2 issues:

I don't have good suggestion for their level costs, but maybe just using similar values to some vanilla enchantments could be a good start. Spreading out some of the enchantments around so you can get a few more at early levels (like enchanting level 5) and a few that don't appear until higher levels would be nice. Like, Poison Spikes and Wither Spikes don't feel like they should be available at the exact same level y'know? (or maybe that's just me on this)

Mostly, increase the max level costs, to be like minLevel+20~30 or something, instead of the default +5, so that we can get more of them at higher enchanting level.

To Reproduce:

  1. Get an Enchanting Table with enough Bookshelves for level 30
  2. Enchant a bunch of Silver/Nickel/Terrasteel Shields
  3. Count how many have just Unbreaking III and/or Curing

Expected behavior:

Some more exciting enchantments, which I could only get like 50% of the time.


Environment Versions

Mystic Mods Versions

Other Versions:

EpicSquid commented 1 year ago

I um. I had absolutely no idea that this is how it worked. I will definitely be tweaking this. Thank you.

EpicSquid commented 1 year ago

Fixed in 2.1.1 release