90% of ad revenue goes to creators. Go ad-free while supporting creators with Modrinth Plus. Subscribe today!
Changelog
This datapack has a required resource pack! Grab it from the "Versions" tab, at the bottom of the version's page.
===The resource pack HAS been updated with this update!===
===Current RP Version: v1.18===
===Minecraft Compatibility: 1.20.1===
Sunrise 0.0.1.5b "Dawn" Changelog:
Hotfixes (over 0.0.1.5):
-Teleport requests should no longer loop if left unaccepted.
-Empowerments should be purchasable at their prices listed on the actionbar popup.
Sunrise 0.0.1.5 "Dawn" Changelog:
Quality of Life:
-The Imbuer has received a new highly useful UI popup! Having the Imbuer in either hand now displays your held EP, Imbuement allocation, and selected difficulty.
-This was maddening to make please enjoy it.
-The Empowerer has received a similar popup! Holding the book in your hand now displays your set of bindings on-screen, your empowerments' cooldowns, and even shows how much it will cost to learn another Empowerment!
-Clicking on an Imbuement selection now puts the info about the upgrade in front of you, physically, rather than spamming your chat!
-This system should be expanded on in the next update or two - I wanted to reduce chat spam in many areas of the pack, but felt I had to get 0.0.1.5 out the door before I could implement more in-world popups to replace chat buttons.
General:
-Empowerments now have dynamic EP costs to learn depending on how many you have already learned, making your favorites much easier to obtain in the early game.
-Charging Erupt (Sneak) for too long now causes all of your empowerments to be placed on cooldown. Jump slots are penalized for half the time of Sneak slots.
Presentation:
-Item card pack signatures have been replaced - now they use a small icon to represent the pack, and are colored gold.
-Note: This change breaks existing ERPG item card lores, which will now contain unresolved translation strings. Sorry!
Channelers:
-Removed.
Developer Commentary (Ravioli): Alright, I feel I should explain myself here. The original 7 channeler items, simply put, were not up to quality standard and no longer fit with the design goals of the pack. Although a few of them had special attention given to them at various points of development in an attempt to keep them up to snuff, they simply still weren't cutting it in my opinion. Originally, channelers, alongside empowerments, were supposed to be the sole reasons a player would upgrade the Focus Imbuement, but these items provided utility to players that was either far too powerful or absolutely pitiful, with only a select couple being properly balanceable. And otherwise, they just felt janky. Despite being the pack's oldest legacy feature (predating even imbuement!), I think it's time to acknowledge that they were just early experiments with datapacking and let them go. I want to bring back some of the ideas that channelers had in a future update, perhaps recycle their abilities to be used elsewhere.
Bugfixes:
-Clearing augments from a major augmented bow or crossbow no longer bans them from the augment table.
-Tier 1 Regen now considers only red HP when determining if the player should be healed - having absorption HP no longer makes the bonus more strict.
-Having multiple players on the server will no longer boost players' passive focus regeneration.
-The [Changelog] link in the Imbuer now links correctly to the Sunrise version of the pack.
-The Empowerment purchase confirmation screen now correctly state that Protector and Scavenger Empowerments require their respective EP types to learn.
-Spectral arrows are no longer invisible.
-A few Empowerments triggered cooldowns for the wrong binding slot - this is now corrected.
-Fixed some behavior regarding Erupt (Sneak) being overcharged.
Links
Details
Licensed MIT
Published a year ago
Updated a year ago