v0.4.3
v0.4.3
- KRPG Wands 0.3.0 compatibility
- Added self targeting for wands
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6 hours ago |
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krpgenchantment_0.4.3.zip |
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v0.4.2
v0.4.2
- Fixed: Healing Reagent recipe item code mismatch
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125 |
6 days ago |
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krpgenchantment_0.4.2.zip |
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v0.4.1
v0.4.1
- Removed Temporal Reagent to reduce confusion. This was really only for testing and not necessary
- Fixed: Healing Reagent recipe uncraftable due to grid limitations
- Fixed: Frost Reagent uncraftable due to Chilling Reagent recipe overriding
- Changed: Chilling Reagent recipe to require more materials
- Fixed: Fantasy Creatures - Surface Skeleton missing Enchantment Behavior
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Sep 8th at 6:27 AM |
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krpgenchantment_0.4.1.zip |
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v0.4.0
v0.4.0
Release v0.4.0
- Added Tier 2, 3, 4
- Tier 2: 4x Processing Hours and Reagents
- Tier 3: 16x Processing Hours and Reagents
- Tier 4: 64x Processing Hours and Reagents
- Fixed Resist Frost recipe
- Fixed syntax inconsistency in many recipes
- Changed EnchantingRecipe to only work with exact matching reagents
- Fixed Axe had 2x EnchantmentBehavior, causing duplicate effects
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Aug 25th at 2:56 AM |
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krpgenchantment_0.4.0.zip |
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v0.3.8
v0.3.8
- Fixed Durable enchantment for Armor-Head-Sewn-* applying Protection instead
- Fixed Enchanter block ticking EnchantTime when a recipe was incomplete
- Changed Enchanter tick from 3s to 1s for smoother progress bar
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Aug 13th at 11:35 PM |
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krpgenchantment_0.3.8.zip |
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v0.3.7
v0.3.7
- Fixed Protection/Resist not applying damage properly
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68 |
Aug 12th at 2:27 AM |
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krpgenchantment_0.3.7.zip |
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v0.3.6
v0.3.6
- Fixed EnchantTimeOverride for Dedicated Servers
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110 |
Aug 8th at 3:21 PM |
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krpgenchantment_0.3.6.zip |
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v0.3.5
v0.3.5
- Added Durable enchant for tools (chisel, cleaver, hammer, hoe, pickaxe, prospectingpick, saw, scythe, shears, shovel, wrench)
- Added Durable enchant for Swordz tools (axe, chisel, excavator, hoe, pickaxe, prospectingpick, scythe, shears, shovel, sledgehammer, tunneler, wrench)
- Fixed missing lang entry for Durable Reagent
- Fixed crash when opening Enchanter block entity on Dedicated Server. EnchantTimeOverride is disabled while I fix this
- Fixed Enchanter name resolution
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68 |
Aug 6th at 10:29 PM |
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krpgenchantment_0.3.5.zip |
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v0.3.4
v0.3.4
- Added Durable enchantment. Base 20% chance for the item to not take damage.
- Updated naming code to prepare for higher enchant tiers without manual lang file updates
- Added ICoreAPI helper method GetEnchantments(ItemSlot)
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Aug 5th at 7:25 PM |
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krpgenchantment_0.3.4.zip |
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v0.3.3
v0.3.3
- KRPG_Enchantment_Recipe_Config.json is now version 0.2 and will regenerate at startup. This now features a CustomRecipes dictionary, where it you can add your own recipes to be loaded into the mod dynamically. YOU MAY NEED TO RESET YOUR SETTINGS
- Fixed: Item patch file loading
- Fixed: Compatibility patch files now reside in their respective mod directories
- Fixed: Issues with certain compatibility patches
- Rustbound Magic is now partially compatible.Use caution if you enable this.
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155 |
Jul 30th at 5:03 AM |
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krpgenchantment_0.3.3.zip |
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v0.3.2
v0.3.2
- Fixed Protection Reagent recipe
- Changed Protection to Blunt/Piercing/Slashing damage only
- Added Resist (Electric, Fire, Frost, Heal, Injury, Poison) to Armor Enchants
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36 |
Jul 29th at 10:35 PM |
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krpgenchantment_0.3.2.zip |
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v0.3.1
v0.3.1
- Added Armor Enchantment "Protection". Details in Wiki
- Fixed an issue preventing Players from being affected by Enchantments
- Backend optimization
- Look forward to more Wearable type Enchants in 3.x !
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51 |
Jul 29th at 1:03 AM |
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krpgenchantment_0.3.1.zip |
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v0.2.11
v0.2.11
- Projectile compatibility fix - Arrow enchantments - Enchantments DO NOT pass from bow to arrow anymore. You must enchant arrows now
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439 |
Jun 16th at 5:44 PM |
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krpgenchantment_0.2.11.zip |
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v0.2.10
v0.2.10
Mod Config files. You can override enchant time and compatibility patches in config now. Heal particles. WIP. Swordz compatibility. Thrown polearms not working yet.
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131 |
Jun 9th at 3:18 PM |
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krpgenchantment_0.2.10.zip |
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v0.2.9
v0.2.9
Empty hand crash fix
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237 |
Jun 1st at 6:00 PM |
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krpgenchantment_0.2.9.zip |
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v0.2.8
v0.2.8
Compat patches for: Fantasy Creatures Feverstones Wilds Paxel
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92 |
May 31st at 7:35 PM |
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krpgenchantment_0.2.8.zip |
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v0.2.7
v0.2.7
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94 |
May 30th at 5:09 PM |
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krpgenchantment_0.2.7.zip |
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LadyBlakeHammer I appreciate that! I really want to do more passive enchants like that, more likely for certain jewelry slots or items. Clothing introduces a lot of variants, so there are some other things I need to update before I can tackle that.
Which enchantments do you want to stack?
Hey, I have a few suggestions that you can look over.
Reagents on Jewely and/or Clothes
More Reagents:
Speed Reagent
Jump Height
Night Vision
Mining Speed
Harvest %
all that fun rpg stuff :P
Oh and stacking enchantments. :D
RuneScholar Sure thing. I'll look into those and make an official compatibility patch if possible.
Will this mod work with tools and weapons from other mods?
Edit: I tested it and answered my own question. It does not. If I could make a request, could you add compatibility for Ancient Weapons and Kanahaku’s (Not Only) Spear Expansion? Swordz is great, but not just not one I use. I like the extra bows from Kanahaku’s mod and the fact that Ancient Weapons makes usable versions of the ruined weapons you find in ruins.
DejFidOFF Check back later for recipe rebalancing. I'm working on some better ways to handle enchants vs the current reagent system, but it's what I've got right now.
if you have suggestions for what is a reasonable amount of resources, I'd be happy to hear them, too.
BloodThunder
Thank you. I try. But honestly, the enchants not worth that resources.. Pointless in my opinion..
DejFidOFF To enchant an item requires an Enchanting Table, a Reagent of some kind, an appropriate item for the enchantment, and some in-game time. Please read the Wiki for more details on which Enchantments do what. If the docs are misleading or confusing, let me know and I can update it.
BloodThunder
I´am a bit confused. Where I can get that enchantments from?
So the only problem with utilization of temporal stability is for people that have it off in there world (i do myself) it might be hard to use the mod (I would think) but I do indeed like the direction of that or maybe something involving jonas tech, not sure. If I think of any more ideas I will 100% post them here!
Thanks for the input there. It helps to hear from someone actively using it, as I honestly spend more time coding the mod than using it.
I was kind of leaning towards a new table, and utilization of temporal stability in some way. I like the idea of being required to use a temporally unstable area to reach higher levels of enchantment, but I don't like the idea of modeling a new table lol
Gottcha, I had a feeling that was what it was but was just checking.
As for the higher tier enchants, few ideas I can come up with quickly
- Higher tier enchanting table (upgrade the current one some way or add alternative ones that you can craft from other items you find in the world similar to the altar (alter was an awesome idea for the recipe btw I loved that!!))
- Higher tier reagents (make the recipes require more stuff or something along those lines, higher tier metal or what not)
- Enchant the item with said reagent more then once (pretty basic idea but it works lol)
- Add placeable objects or totems that you can build around the current enchanting table that "unlocks" higher tier enchants (this idea is similar to the old ars technica mod from minecraft)
As for textures....I know nothing about teh VS Model Creator, and a tiny bit of photoshop/gimp and nothing of how the two work together but if I get some free time I will certainly give it a shot.
NateDoesLife Thanks so much! I'd call the Reagent recipes a placeholder at best right now. The Temporal Reagent isn't really useful beyond being a base item for all the other reagent types, so it didn't make sense to require that conversion in the reagent recipes.
As for higher tiers, I have a few ideas, but I haven't settled on a solution just yet. I'd really like to tackle higher tier enchants in 0.4.x, but the bug squashing has been high prio lately. If you have suggestions, I'm down to hear them here, the official VS Discord, or GitHub.
Finally, for extra textures and models, that's fairly low prio atm. I can work the photoshop and the VS Model Creator, but I'm certainly not the best. If you or anyone wants to contribute, the official VS Discord is probably the best place to reach out to me
Thank you for fixing! Hate to keep mentioning things but it looks like you can craft all the reagents with just a temporal gear instead of having to craft the temporal reagent (not sure if this is intentional or not)
Wanted to also ask and not sure if it says how in the wiki so sorry if it does, but how do you get higher tier enchants, say durable II and so on?
And then finally, do you have any plans on making custom textures/items for the reagents so they are easier to identify?
Love the mod so far!
BloodThunder
NateDoesLife Thank you for the report. That should be fixed now in 0.3.8
Found an interesting one, when you enchant some armor with durable its giving it protection, specifically found this to happen on the leather helmet.
Also there is a way to double the enchants up on stuff, if you put the item into the table before the reagent the arror fills green, then if you put the reagent in and click enchant, wait the time it will have 2 versions of the reagent enchantment on.
areswarrior Fixed in 0.3.7. Thanks for the report
your mod messes with my game with makes it so no enemies deal damage to me but when i remove it everything goes to normal
NateDoesLife Yeah, got all that stuff added today. Let me know if you have any issues with it
Seems that durable is not working on a few things that I noticed, shovels, pickaxes, blackguard shortsword, shears. I imagine this is probably just a config thing or oversight since durable was just added but wanted to give you a heads up.
Running latest version that I just installed today.
mostly wanting an easyer way to repair the tools/armour tbh
jamescook Mending is definitely a possibility. Rustbound is on my radar, as well. Is there anything in particular you'd want out of Rustbound other than just the armors?
Edit: I got the Rusbound Magic armor working, and technically the casting staffs work with melee, but it's ready to be enabled.
i hope you are able to make a rustbound patch and maybe a repairing enchantment.
NateDoesLife Absolutely, I plan to add tool enchants, armor enchants, bauble enchants, etc. I'm almost done polishing up the T1 weapon enchants, then I can move on to new stuff.
Any plans to add utility type enchants like MC has "durabiltiy, efficiency"?
Maltiez This belongs in the Issue Tracker, please. I'm looking into adding better compatibility for projectiles, but combat system overhaul mods like this are not currently compatible.
Edit: Things should be much more compatible now, there are no more projectile overwrites.
Incompatible with FSM lib projectiles.
Your patch: https://github.com/splitlungs/krpgenchantment/blob/master/krpgenchantment/Patches/EntityProjectile_Patch.cs
Mine: https://github.com/maltiez2/vsmod_fsmlib/blob/2671faab1b202bf0afcb0c1d43802af131f4f1f7/fsmlib/source/FiniteStateMachineSystem.cs#L231-L237
https://github.com/maltiez2/vsmod_fsmlib/blob/2671faab1b202bf0afcb0c1d43802af131f4f1f7/fsmlib/source/Systems/Common/Projectile.cs#L84-L112
Should be fixed on your side
@SkollDrachen I'll look into it. Swordz has a lot of like partially implemented item variants when I looked last night, and idk about Rustbound yet. It should be do-able, for Swordz, though.
SkollDrachen Patch added for Swordz. Be sure to enable it in your mod config, then restart the server!
hi there can you add a patch for rustbound magic? with this the staves and rustbound it could be so awesome. adding alot to the game and maybe swordz to?
@Neo_O
Paxel would require a recipe patch be added to enable, which can be done really easily with JSON. (See the mod's assets\krpgenchantment\recipes\enchanting-table\ for examples)
Otherwise, I see no reason why a melee hit from any tool wouldn't work, unless if it replaces the existing damage event system on an entity.
Edit: I had to make some patches for another set of mods I was using, so I did it anyway.
is compatible with paxel?
Exciting!
Best of luck with developement of this mod, it looks wonderful.
This is excellent!!!
Talk about some quality content, it's about damn time! :D
LETS GOOO
holy moly