I've been watching the progress of this pack for a while and I have to say that I'm excited to try it once it's released. One question I had is whether you have tried to incorporate a magic mod into the pack because I think Witchery would fit the basic theme.
Awesome! I have not yet, but one would be pretty awesome. Witchery and botania both seem like cool mods, if I could tweak them to fit in. I really hope I can fix the problem soon, so many good ideas for quests and new mods.
Well Wolf, I personally think that pheonix will NOT add any magic mods, but if he does, I'm already working on Thaumcraft Intergration myself that I might loan him if he says please
*I personally dont think that witchery would be suitable due to it being unbalanced in this mods enviroment*
I don't love TC enough
Plus you've got it covered. What is OP in witchery in a TFC setting? Most of the things seem relatively hard to aquire without proper setups, and none of the spells are more crazy than say the imbued tool... This is not going to be a terribly balanced TFC pack in the end I think.
EDIT: Very odd... So when a minecraft instance is launched and I add a quest and logout of that save and rejoin all is good. If I restart minecraft though all locked quests disappear as do reward bags. BUT if I add a set and name it, etc it will stay, just have all of it's quests deleted. I had assumed to it was defaulting back to an old save or something. I wonder what would happen if I unlocked all quests...
EDIT2: Further more if I move some of the quests to a new set, only specific ones will stay were as others will be deleted.... What the heck! It is so weird.. I really don't want to start from scratch on this.