I'm working on a pack mainly for myself but I'd happily put it together and release it if there's interest. My goal is to make the gameplay more challenging. I just picked up Dark Souls 2 and the death mechanic gives a real sense of "uh-oh". If you're unfamiliar, when you die, you lose some of your max health, but can regain it with a rare item. Here's some more mechanics I've got going!
**Punishing Death:**
*Health: *
To replicate this in Minecraft, I've set the default health to 5 hearts and using the natural absorption mod gave 5 extra hearts (total of 10). On death, you lose one of those extra absorption hearts. There's a mechanic to get them back which basically just involves mob drops (which I am still tweaking). Armor can also be enchanted with an absorption enchantment for a total of up to 20 hearts.
*Death: *
Also, I found a sweet death chest mod that doesn't always put your items in a chest, but has a craftable item that you have to have in your inventory to save your stuff (kinda like the retrieval mechanic from Dark Souls, or at least as close as I see reasonable in Minecraft)
**Generally making life harder**
*Mobs: *
Currently, I have Infernal mobs set to a 100% spawn chance (I know.) but with some of the more annoying/impossible-to-counter-early-game modifiers disabled. Also, the elite/ultra chance has been reduced to combat that.
*Items: *
The inventory space has been reduced to 18 slots (9 hotbar 9 reserve) with Trophy Slots, and I'm working on the recipe for that, but I want players to be encouraged to use Backpacks of some kind for storage. Current I'm using the Pocket Crafting mod (with a TBD recipe tweak) to provide a 9 slot upgrade. I'm not worried about portable crafting being accessible because to me it's definitely not a huge game changer. The trophy recipe will likely require a pocket to even craft, plus some mid-high tier item to make that mechanic apply towards later gameplay.
*Awareness: *
Also, no minimap mod, but instead, Antique Atlas. I'm also considering removing WAILA. The pack will be small enough that WAILA shouldn't be necessarily, but I might use LiMI by Vazkii to show what mod stuff is from.
*General stuff: *
I added in TooMuchTime, set to make days and nights twice as long. I'm not sure how this plays with Blood Magic's time rituals, so it might have to go. I like the idea of preparing for the night though. With vanilla time, it seems like you're suddenly hit by darkness.
Lastly, I've added Hunger Overhaul to prevent natural health regen (only applied to your base hearts, absorption hearts require minutes of no damage to even regen at a slow slow rate) and increase the starvation penalty, but death is not instant, just enough to kill you if you're unprepared, but still not be a total shock.
*Combat: * My original idea was to make combat more Dark-Soulsy using Battlegear for dual wielding shields and whatever weapon, but it didn't feel right. My point of reference for that is well, Dark Souls, and 1.9's combat. I was thinking that a combination of Ars Magica and Battlegear would be cool. Spellcasting with a sword in the other hand sounds great, but I'm not 100% sure if that'd even work with the way BG handles right clicking to be your other hand, and I'm not too familiar with how AM2 casts spells.
**The Meat: The gameplay mods.**
Well, here's about where I'm stuck. My most sought after mods to be the basis for this pack are Ars Magica and Blood Magic. However, without regen, Blood magic becomes very difficult. Only 5 of your hearts can be actively replenished without dying, but they need potions or effects to get there. I'm really stuck on what mods to add to make gameplay more than just super hard Vanilla.
The Archmagus mod seems interesting for casting spells, but the spells as I see it are random drops from mobs, so ehhh...
Thaumcraft I wouldn't be opposed to, but it's in every darn pack. (Because it's a great mod, yeah, but still.) I'm looking to make a unique experience that doesn't feel too foreign, but with Thaumcraft I think people would skip AM2. (Unless I make the iron capped wand require a mid-late game AM2 item.... AHA!)
**Afterthoughts**
Aaaand that's about where I'm at right now. I've thrown in the Recall Stones mod with the config tweaked to 1 recall per charge with charges requiring multiple Ender Pearls per use. A simple teleport that is in my eyes DEFINITELY not overpowered, especially with Infernal Mobs.
No, I haven't play Blood N' Bones, or the new Atonement/TWBB packs, but I'd be lying if I said they didn't provide some inspiration.
A huge note: I do not intend on this being a HQM pack since I don't enjoy playing them anymore. Agrarian Skies? Awesome. Crash Landing" Sweet. Super Epic Modpack 9001? Eh, been there, done that. Maybe I'll add in Simple Achievements just for those who need guidance, but I want to get the core mechanics down first.
**Where I need help**
What mods would make you play such a pack? I haven't done any playtesting yet (because I haven't a mod list) so I can't speak to the true difficulty, but I want a real sense of danger until the late game. I'd love your suggestions! I'd rather stay away from tech mods if possible, but I'm not totally opposed to them. If you all have any ideas as to what could make this pack unique or if you see flaws in my system, let me know! I'm open to any and all suggestions. I posted this on /r/FeedTheBeast to see what they have to say as well.
**TL;DR**
Please read the post, there's some important info in every paragraph. If you won't, just read the above paragraph
EDIT: Please check the post on reddit, there's some good discussion points there too. I can't post the link because of my account being relatively unused, but /r/feedthebeast has the post with the same title.
**Punishing Death:**
*Health: *
To replicate this in Minecraft, I've set the default health to 5 hearts and using the natural absorption mod gave 5 extra hearts (total of 10). On death, you lose one of those extra absorption hearts. There's a mechanic to get them back which basically just involves mob drops (which I am still tweaking). Armor can also be enchanted with an absorption enchantment for a total of up to 20 hearts.
*Death: *
Also, I found a sweet death chest mod that doesn't always put your items in a chest, but has a craftable item that you have to have in your inventory to save your stuff (kinda like the retrieval mechanic from Dark Souls, or at least as close as I see reasonable in Minecraft)
**Generally making life harder**
*Mobs: *
Currently, I have Infernal mobs set to a 100% spawn chance (I know.) but with some of the more annoying/impossible-to-counter-early-game modifiers disabled. Also, the elite/ultra chance has been reduced to combat that.
*Items: *
The inventory space has been reduced to 18 slots (9 hotbar 9 reserve) with Trophy Slots, and I'm working on the recipe for that, but I want players to be encouraged to use Backpacks of some kind for storage. Current I'm using the Pocket Crafting mod (with a TBD recipe tweak) to provide a 9 slot upgrade. I'm not worried about portable crafting being accessible because to me it's definitely not a huge game changer. The trophy recipe will likely require a pocket to even craft, plus some mid-high tier item to make that mechanic apply towards later gameplay.
*Awareness: *
Also, no minimap mod, but instead, Antique Atlas. I'm also considering removing WAILA. The pack will be small enough that WAILA shouldn't be necessarily, but I might use LiMI by Vazkii to show what mod stuff is from.
*General stuff: *
I added in TooMuchTime, set to make days and nights twice as long. I'm not sure how this plays with Blood Magic's time rituals, so it might have to go. I like the idea of preparing for the night though. With vanilla time, it seems like you're suddenly hit by darkness.
Lastly, I've added Hunger Overhaul to prevent natural health regen (only applied to your base hearts, absorption hearts require minutes of no damage to even regen at a slow slow rate) and increase the starvation penalty, but death is not instant, just enough to kill you if you're unprepared, but still not be a total shock.
*Combat: * My original idea was to make combat more Dark-Soulsy using Battlegear for dual wielding shields and whatever weapon, but it didn't feel right. My point of reference for that is well, Dark Souls, and 1.9's combat. I was thinking that a combination of Ars Magica and Battlegear would be cool. Spellcasting with a sword in the other hand sounds great, but I'm not 100% sure if that'd even work with the way BG handles right clicking to be your other hand, and I'm not too familiar with how AM2 casts spells.
**The Meat: The gameplay mods.**
Well, here's about where I'm stuck. My most sought after mods to be the basis for this pack are Ars Magica and Blood Magic. However, without regen, Blood magic becomes very difficult. Only 5 of your hearts can be actively replenished without dying, but they need potions or effects to get there. I'm really stuck on what mods to add to make gameplay more than just super hard Vanilla.
The Archmagus mod seems interesting for casting spells, but the spells as I see it are random drops from mobs, so ehhh...
Thaumcraft I wouldn't be opposed to, but it's in every darn pack. (Because it's a great mod, yeah, but still.) I'm looking to make a unique experience that doesn't feel too foreign, but with Thaumcraft I think people would skip AM2. (Unless I make the iron capped wand require a mid-late game AM2 item.... AHA!)
**Afterthoughts**
Aaaand that's about where I'm at right now. I've thrown in the Recall Stones mod with the config tweaked to 1 recall per charge with charges requiring multiple Ender Pearls per use. A simple teleport that is in my eyes DEFINITELY not overpowered, especially with Infernal Mobs.
No, I haven't play Blood N' Bones, or the new Atonement/TWBB packs, but I'd be lying if I said they didn't provide some inspiration.
A huge note: I do not intend on this being a HQM pack since I don't enjoy playing them anymore. Agrarian Skies? Awesome. Crash Landing" Sweet. Super Epic Modpack 9001? Eh, been there, done that. Maybe I'll add in Simple Achievements just for those who need guidance, but I want to get the core mechanics down first.
**Where I need help**
What mods would make you play such a pack? I haven't done any playtesting yet (because I haven't a mod list) so I can't speak to the true difficulty, but I want a real sense of danger until the late game. I'd love your suggestions! I'd rather stay away from tech mods if possible, but I'm not totally opposed to them. If you all have any ideas as to what could make this pack unique or if you see flaws in my system, let me know! I'm open to any and all suggestions. I posted this on /r/FeedTheBeast to see what they have to say as well.
**TL;DR**
Please read the post, there's some important info in every paragraph. If you won't, just read the above paragraph
EDIT: Please check the post on reddit, there's some good discussion points there too. I can't post the link because of my account being relatively unused, but /r/feedthebeast has the post with the same title.
Last edited: