xJon / Hexxit-II

The official sequel to Hexxit (2013)
https://technicpack.net/modpack/hexxit-ii
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[SUGGESTIONS] List of non-mod suggestions and tweaks #228

Open Reziax opened 8 months ago

Reziax commented 8 months ago

I compiled a list of wishes and ideas I received over time from ppl and friends I play with on my server or saw somewhere and thought would be cool. Some of them I reviewed and implemented and really liked. For others I lack coding knowledge. Overall we believe these suggestions present things that would enhance the experienced cohesion between mods, intuitiveness and polish in the pack.

  1. Add modded enchantment books to the recipe for eplus hovering books ("eplus:decorative_book"). Not tested, haven't had time to research how.

  2. Change setting in comforts mod to be able to change day to night with hammocks.

  3. Make mending enchant on Hexxit Amulets work while in baubles slot. In my experience usually durability-baubles with mending can always absorb XP while in the baubles slot, for example fish's Dream Catcher (with mending) repairs too while equipped in it's slot. No idea what's wrong, is beyond my skills.

  4. Whenever a new mod gets added that has it's own potion effects, making them brewable with Reliquary's potion system. (for example Mowzie's Poison Resistance). I have not yet had the time to try and test that one myself, I hope it's as simple as adding them to the "potion_map" in Reliquary's config.

  5. Adding a tinker modifier for tinker tools that adds the Recall enchant. Quick idea would be to combo it with the nether star modifier. But might be too late-ish. I tested by forcing the enchant with "/cofh enchant" onto tinker stuff and spawning a sticky zombie. Tooltip says it has Recall, but the tool still drops when hitting sticky infernal mobs. Even though Recall works on non-tool items like a stick.

  6. Improving the Hexxit quiver, or adding an essence-upgraded version that removes the drawing mechanic. Maybe even higher arrow capacity. Haven't used it in actual gameplay, but so many complained to me that they hate how it works lol. I can see how it could get annoying and slows down shooting significantly, also it just straight up stops working with a full inventory for example.

  7. Improving thief armor with auto-step and Elaine Dodge's ledge grab mechanic. Bringing back the old run-jump speedboost was great, but I think adding those two other things would make it truly able to compete in popularity with tribal and scale sets, and maybe even tinker armors.

  8. After that, hexxit gear left that's in need for adjustment is the Sage set and it has it's uses as I have found, but overall underwhelming. Not at all used on my server by anyone sadly, and also heard that from some others. So my suggestion would be to make it more interesting, but have no good ideas myself yet... Will edit when I do.

  9. Adding modded enchants as quark tomes. I extensively tested all fish enchants as one level higher via "/cofh enchant" command, they absolutely all work as expected. Haven't tested other potential troublemakers like FlimFlam. Quark has a config for it and the additional tomes are successfully generated and the anvil recipe works too. I just can't figure out how to make them applyable in survival mode as mentioned in bug report #227. I always do it manually for the players via commands and I take the book to delete.

  10. Stackable lunar water bottles. Can be applied generally. Whenever there is quark and Reliquary, it is in my experience common for modpacks to add other mod's bottles to quarks stackable items list if it makes sense, just to make the experience more coherent and intuitive considering condensed potions are a thing, also growthcraft's various bottled liquids are stackable too. But it always depends on the modpack author's vision and balancing plans.

EDIT:

  1. Apparently, fish's enchants shouldn't even be active and acquirable (?) see #227 I would say they should be, as it gives "normal" weapons a good fighting chance against tinker tools. I really thought they were supposed to be there, it felt great.

  2. Make other functional reliquary items equippale in bauble slots (just like twilight cloak).

  3. Add ability to apply mending books to functional CQR items (like hookshot and longshot, it works for staffs so why not for those too eh?).

  4. Backpacks enchantable with Soulbound. It can be enchanted via command and it works as intended, but only if they are in the normal inventory and does not work when in it's dedicated slot.

Obviously these points are opinionated mainly towards my players', freinds', and my own experience. (I have one heavily modified and difficult one that is my main with a few ppl, and one almost default settings server). So please let me know what y'all think, I'm open for discussion and can present more cases and more detailed arguments for why we think these things would be good to implement.

Reziax commented 8 months ago

To add: Of course certain things are coming with somewhat difficult balancing questions. To note here is that I heavely tweaked the difficulty in my main game and main server since the pack was a bit too easy for us, since many are just skilled or MC/Modpack veterans. To top it off, I got convinced to globally turn on air dodges, wall jump and mantle from Elaine's dodge mod. It made just moving around so incredibly fun and smooth (for MC's circumstances atleast) and gave a big bump to the exploration aspect. (Also we are big movement nerds, think apex legends or titanfall 2 speedrunning etc.) But to balance things out we made stuff harder; mobs generally do more damage, more dangerous infernal mobs, stronger debuffs, sclaing health mod etc. So for me, fish's weapons and enchants are a very welcome addition as they enhance normal weapons to a level comparable to tinker ones, which increases variety and choice, even on the default server. I don't only see cleavers and rapiers now! People just run around with whatever they like the looks or mechanics of, since the enchants make lots of things more viable. Another example; Lunar Water bottles were kinda slept on at the beginning, but also made things way too easy. So instead of nerfing them or reverting the stackability (which would suck), we decided to increase the debuff damage of mobs even more, which made acquiring it a somewhat necessary progression step, and turned an underutilised aspect of a mod into a cherished one. On the default settings server we just decreased the stack size and it seems fine.

My point is, I don't have a full picture on how bad certain things are for balancing the official pack and making things too easy. But thats what discussion is here for. So for example having Corrosive enchant, that could be adjusted by making the maximum level lower in the official pack or something like that idk. Give us ideas everyone!

xJon commented 1 month ago

Change setting in comforts mod to be able to change day to night with hammocks.

This should be possible by sneak-right-clicking it with an empty hand. The difference is that in Hexxit II you can also just leisurely sit on a Hammock.