(Debating on adding a level in-between ancient and divine but that would require me making a whole new set if textures so unsure there) There will be regular, ancient and divine levels of the bosses. The different dungeon versions will have different types of mossy holystone and patterns to signify what level of difficulty the boss will be. They generate in similar structures to the base versions of the bosses. (Not sure if I should add a random negative effect to the entity on hit or not) ExamplesĪn Amplified Valkyrie lance for example will deal more damage and have more uses but in addition a slightly further reachĪn Amplified Skyroot Pickaxe will drop many random aether building blocks at random for it's amplified abilityĪn Amplified Zanite Sword will deal way more damage when damaged than it's counter part. You can obtain them though exploring the caves or defeating divine versions of bosses. Divineral will can be used on all tool sets and dungeon loot from the aether to amplify them. It is kinda like netherite but instead of giving a very slight upgrade to stuff, it will amplify the existing abilities of the tool/armor. There is going to be a major part to the tool system that I already have implemented called divineral. I am debating to double the uses of the dungeon loot content though. The hammer of notch has been buffed to 1571 uses and does 7 hearts of damage. Obsidian protects slightly better and I gave Valkyrie a longer flight time. If you would like more information on FTB then check out our Wiki to see all the current modpacks, and discussions from the community, as well as helpful links!Ĭlick here to get to the Wiki! Tools & Resources:Īlready have, certain sets like the obsidian and valkyrie set have been buffed. Weekly Threads Archive Tips 'n' Tricks Work-In-Progress Free-For-All Check out our Wiki ![]()
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