Blargity, keep meaning to post and instead get distracted by playing...
That said, had recently come back to Minecraft and decided to try some modpacks. After mucking with several, I've settled on Hubris and have been playing that for about a week now and have some constructive criticism I thought I'd share(note I've been playing 1.3.0 so if any of the following's been taken care of, ignore it)
Quests:
Remembering: The Defense quest - while a good idea(incentivizing and aiding players to get geared), really shouldn't be a gating quest. Between artifact armor and enchanted armor, it's considerably easy to get something that's better than the iron chest/legs the quest requires. Due to that, instead of being terribly beneficial to the player, it ends up being an iron sink.
My suggestion - Swap the positions of the Leather and Defense quests and move the recall stones reward to the More Space quest. This allows Defense to be available for those who can use it and ignored for others while allowing a more accessible progression path.
Agricraft Quest - Following this one up with another about the water tank/sprinkers that agricraft offers wouldn't be a bad idea. Perhaps a detection quest requiring 4 or so tank blocks and some water channels(remind the player in the quest text that these should be made from the same type of wood) and reward one or two sprinkers/channel valves.
General Magic: The Row Row Row(Rowan sapling) quest - While I'm not terribly fond of quests relying upon the player playing the RNG game to get the quest item, that's not my biggest issue here. The two main issues I have are as follows:
1. The rewards are from the exact same RNG pool that the intended item is from. First time I attempted this quest, I ended up with both alder and hawthorn saplings and zero rowan saplings. This means that the quest has a decent chance of making one feel like the only reward is unlocking the next quests.
2. Compared to the other magic lines(At least compared to what I've seen of them thus far), this feels like it's done a bit soon. Compared to say, the Ars Magica or Botania lines, by the time a quest requiring the usage of mutandis is asked for, the player would have had quests to actually make/obtain the items involved. In other words, I think there should have been a quest to facilitate the player in making the witches' cauldron needed for mutandis creation.
My suggestion - Change Rebirth's rewards to some extra saplings, clay bottles and perhaps a basic fume for the oven. Have the next quest be to obtain some anointing paste(with a mention in the quest dialogue about how to find seeds). Give a cauldron, block of netherrack and the eggs from Rebirth as a reward. Optionally, give a choice between a bucket or flint and steel as an additional reward. Follow this with the Something New(Mutandis) quest that already exists and perhaps also explain the recipe for mutandis instead of requiring the player to use NEI/Google to find it.
Related: NEI shows a shapeless crafting recipe for Mutandis that doesn't seem to work(White Dye/Bone Meal/Floral White Powder + Cactus Green/Floral Green Powder + Redstone = 3 Mutandis)
Natural Magic: The Basics: This one's more an overall question but why on earth is the reward mostly useless? At that point, the manastar isn't really going to be needed yet and the tiny potatoes do nothing. It kinda feels kinda meh at that point.
The Arcane: Calefactor: This quest doesn't seem to have a point. There's no reward(material or follow-up quests) to it.
Food/HungerOverhaul:
A few things here:
1. From what I've read within the thread, it seems that hungercraft wasn't part of the pack at first and there was an issue with it being too easy to keep hunger satiated. Thing is, it really doesn't take much effort to remove hunger as a threat and merely make it a tedious mechanic(eating several pieces of food to fill a few hearts). It does take a smidgen longer to go from that stage to a point where hunger doesn't matter at all. This is something that could stand some looking into.
2. Non-Harvestcraft foods deserve to be looked at to bring their satiation amounts to comparative levels. I know there's a recipe or two from Witchery that should be considered either a light or normal meal and instead are considered snacks.
3. Epic Bacon has no business being considered a feast.
4. Why isn't the health regen mechanics that HungerOverhaul implements active? According to the mod's curse page, health regen should start when one has more than 3 shanks of hunger and get stronger the closer to full one is. Instead, it seems that we only heal if we're at 9+ shanks.
Overall, I like the pack setup though and look forward to where it goes.