#Cataclysmus (Update 2.1)

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jagged night
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note: Even though this modpack is years old by now, I never really got to publishing anything about it because I got stuck in a perpetual cycle of "it needs more work", but the good news is that I am now finally finishing the update that, for me, makes this modpack unique.

Trailer: https://youtu.be/TYCrMNGFgFs

Features:

  • Cryptic story
  • Unique Soundtrack (some of the songs are here)
  • Classes and Subclasses: (gotta go more in-depth with this later)
  • Original art and resources (Cataclysmic Skies, flint items, eye drudens, etc.)
  • Very structured progression: Something I noticed from feedback I got, is that too many features all at once is really overwhelming (who would have thought!), so spreading them out in progression both makes it feel more packed with content, and less overwhelming at the same time.
  • In-game guide/checklist
  • New Mechanics: Dodges, Walljumps, Leap Attacks (Critical strikes rework), Headshots, Stealth
  • Hunger/health reworks: basic nutrition (tweaked to not be too invasive), natural regeneration changes
  • much more...

Observe

  • Cosmic horrors.
  • Unjustified intentions.
  • A music box’s chime.

Explore

  • Nature’s Grace, from its highest mountains to its deepest caverns.
  • The World of Carnage, a hellish landscape.
  • Remnants of a once thriving planet.
  • The Eternal Night and its lush underground.

Survive

  • Dodge, wall jump and sneak away with the new mo...
▶ Play video
vital loom
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Should add a link to this thread to the message in #promo-videos-servers
I might actually have to try this pack out when I can

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Btw, I assume this is still indev / not yet publicly available, right?

jagged night
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yeah

vital loom
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Making sure I didn't just fail to find it

jagged night
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you can find the project on Curseforge, but those versions are a bit unpolished, and they are also drastically different from this upcoming update

vital loom
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Oh, I DID fail to find it...but only because I didn't notice Google changed my search to what it wasn't (thanks Google) 😛
But yeah, I'll wait for the new version. I have plenty to work on in the meantime

jagged night
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About the classes and subclasses:

Cataclysmus has 4 classes available through armor sets (like in Terraria):

  1. Tremor: lower defense, but better mobility and attack damage/dps. Subclasses: Assassin, Flailer.

            ***Assassin***: Sneaking in the dark(light levels 0-5, or at night) or leaves will build up Stealth. After 5s you get *Stored Stealth*. Crouch-Jumping afterwards, lets you enter *Stealth Mode* (complete invisibility unless you attack or break blocks). Building up Stealth for too long triggers *Madness Mode*: x4 Damage at a 1.5 block distance from the enemy (no invisibility).
    
             ***Flailer***: You receive knockback based on your health (kind of a smash bros mechanic), and knocking back enemies is 50% less effective. You gain Attack Speed relative to the *Adversity* level. This has a damage penalty until *Adversity* reaches 20. You deal more damage afterwards. *Adversity* is affected in many ways, including: Health, Hunger, Debuffs (and amplifiers), Night time, darkness, weather, On fire, In lava, In scary biomes, sprinting, dimensions.
    
  2. Furor: Higher defense, less mobility and (sometimes) attack damage. This class utilizes a Rage Mechanic, which activates by crouch-jumping when hit 5 times. Stored Rage hurts you and depletes over time. More hits resisted = stronger Rage, when activated. Activating Rage heals you, and gives you a damage and speed buff. Subclasses: Iron Heart, Horde Tamer.

             ***Iron Heart***: Gain resistance based on your health. Get the next amplifier of *Rage* (at the expense of stability) by crouch-jumping again, while it's active. Each amplifier of Rage will give +10% more Damage.
    
             ***Horde Tamer***: (Mobs usually target you) Cause a scaling explosion by crouch-jumping again, while *Rage* is active. The action makes you more Vulnerable for 10s. Each amplifier of Rage will give +10% Damage Reduction, starting at 40%.
    

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  1. Arcum: medium defense, higher projectile damage/dps. Subclasses: Keen Eyes, Quick Fingers.

            ***Keen Eyes***: Damage increases based on arrow air time, this means that not only do you deal more damage if you are further away, but in some cases, not fully charging a bow to arc the arrow could also allow for a higher damage output. Crouching near an enemy activates SoulSight, letting you see them in the darkness and also through walls, making high distance shots in dark areas a lot easier.
    
             ***Quick Fingers***: You get faster bow draw speed based on your current mount. With the Lycanite’s Mobs element system in mind, some mounts will have elements, and each element will have a different way of giving you draw speed. Here are some examples:
    

    Generic (horses): While moving
    Void: Debuff count
    Quake: While taking damage
    Nether: Based on kill count
    Arcane: Distance based

    If a mount has more than one element, you can choose which of the element’s conditions to use for draw speed.

  2. Devout: Lowest defense, highest magic damage. This class is built using Electroblob’s Wizardry as a foundation. Due to this, my own features added to it are simpler, but the class itself even has a completely different progression path and more weapons to choose from than any of the other ones. Subclasses: Warlock, Necromancer.

             ***Warlock***: Each wand gives you a different potion effect when held (eg: magic wand gives iron skin). The more spellcasted effects you have on you (including debuffs), the higher your damage.
    
             ***Necromancer***: All armor points are turned into hp instead and any spell heals you if they successfully hit an enemy. The more spellcasted effects you have on you (including debuffs), the more you heal from any healing source. Summoning staffs also become available exclusively to this subclass
    
jagged night
vital loom
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I'm currently spending all my time on 2 things:

  1. Exploring Arizona now that I've driven to it in my motorhome, and deciding if I want to live here
  2. Playing this pack
vital loom
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I haven't found a "dungeon boss" or the skeleton king so far though

jagged night
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There are dungeons such as: Flying Ships, Castles, Bunkers, etc. Have you seen any of those?

vital loom
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Ohhh, right

jagged night
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Basically, there are dungeons that if you get close enough, you'll see the boss's health bar

vital loom
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Yeah, I totally forgot I came across 1 or 2 of those very early game, before I had a weapon

jagged night
vital loom
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I spent too much time searching the underground dungeons with the spawners and chests thinking they might be down there

jagged night
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Yeah, an Idea I had was to have some item that lets you locate progression dungeons, but I never really found a proper way to implement that

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I'm still working hard and releasing patches though, so I'm taking notes

vital loom
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Well in my case, if the advancement mentioned wandering until you see a health bar that would probably have done it, but it's mostly my fault for forgetting

jagged night
vital loom
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I did manage to kill a lich after that, and then had some mishaps in the deep, but managed to recover
I like how the world progressed after killing the lich, I assume using GameStages
I see you've put a lot of effort into customizing balance and progression (recipes, world progression, other mechanics)
Overall I think you've done a great job so far 👍

jagged night
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Also, I found an interesting bug with Dynamic Stealth, I was gonna post an issue about it but a recent knee surgery I had made me lose track of things.

Basically, I observed that teleporting, re-logging, and I think even respawning, made entities which have full bypass of the mod, become invisible. And given the fact that I can't even hit them, but they still make sounds and some even attack me, I think the mod believes that they are completely stealthy.

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I think this is an issue on recent versions of DS though, because it never happened before. (The way to fix it in the modpack btw is just to walk away far enough and then come back)

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I'll open an issue on your github later, so you can keep a better track of it.

jagged night
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Changes since the 2.0 release:

2.01:

  • Added Cataclysmic Skies (4k Rupture)
  • Fixed players in servers who joined after the first day being unable to sleep or have any soundtrack changes.

2.02:

  • Fixed difficulty not changing back when dying on different dimensions
  • You are now unable to grab wolves
  • For some reason the entire Assassin subclass didn’t get exported on the last update

2.03:

  • Fixed After the Fall not playing after the Dungeon bosses too
  • Nerfed Rubracium Gauntlet and Brass Knuckles attack speed
  • Fixed Oak Chests being indestructible
    Increased torn page frequency
  • Fixed rare bug where loot would be deleted if you died close to your grave
  • Midnight Chests are now locked like the Erebus Chests
  • Fixed wrong min max values in vtt
  • Fixed weaponsmith not loading its new trades
  • Feather recipe output increased from 4 to 8
  • Bandage recipe output increased from 1 to 4

2.04:

  • Water now freezes in the Deep Caverns
  • Thrown projectiles (void pearls, charges, etc.) now float in the Deep Caverns
  • Fixed Rage 7 not healing the player
  • Activating Rage now heals you less
  • Fixed bugged ring of swiftness recipe
  • Added a bit more info on some guidance pages
  • Fixed NullPointerException when taking damage while holding an entity
  • The Deep Caverns page no longer recommends you to bring a water bucket
jagged night
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As well as some more info that some friends recommended to me.

vital loom
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I screwed up and had it on the pause screen, but I found this funny
Ocram the Almighty Badger

vital loom
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None of these bother me, but I'll list them here just in case you'd want to know

  • Armor pieces seem to lose their base class tooltip (eg. Tremor) whenever they're not at full durability. Not sure if this is having any actual affect on gameplay though
  • A wand with the wand siphon upgrade can gain wand power / durability by holding it in the offhand and killing enemies with a melee weapon in the mainhand. Strictly an ebwizardry thing I'm sure, so you could report that to the ebwizardry tracker if it messes up your balance
  • I seem to remember not being able to gather midnight wood with an iron axe, but I got some via tnt, unsure if that's an issue or not (I assume not really, as the pickaxe that becomes craftable due to it still seems unable to mine deep cave ores)
  • Summoned zombies from the "summon zombie" ebwizardry spell can have elite modifiers (scrapper, vortex, plagued, etc)
  • Xaphan acid projectiles fly upwards in deep cave (didn't check overworld), causing lag (they exist much longer than normal)
  • You can obtain diamonds -> mithril -> haderoth -> mithril / adamantite armor and haderoth weapons, etc. before skeleton king (but advancement progression makes it look like you shouldn't)
jagged night
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  • I did notice I forgot to specify "anyDamage()" in the armor tooltips, but I somewhat prefer it to be that way with the class name, but the armor set descriptions disappearing is not very good. The abilities still work though.

  • I think wands in general become easily rechargeable later on in progression, but using them too much still depletes all the power, so I think I'm fine with that

  • This one is funny. I don't remember making midnight wood unmineable, that might just be an old midnight bug

  • I did notice the "summon zombie" and other spells alike need a lot of fixes, because you can also farm bandages through those spells, and pretty much get free loot.

  • The projectiles floating is from the most recent update. I think i'll just make it exclusive to player-thrown projectiles.

  • This one is just a part of the modpack that I neglected tbh. Since these armors don't have any class bonuses or abilities in general, I thought they might not be that useful, but now that I think of it, their defense alone could break a lot of progression. The weapons from metals like haderoth are meant to be obtainable, as they are comparable to moonshine/sunshine which I'd consider to be the best swords to obtain before the Skeleton King.

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from this, I think I'll do the following:

  • specify "anyDamage()" on the armor class name
  • make midnight wood mineable with an axe if possible
  • remove drops from summoned entities and blacklist them from being champions
  • make thrown projectiles in the Deep Caverns only float if player-thrown
  • rebalance the stats of some swords made of different metals
  • rebalance "classless" armors to give them a better use (maybe exploration, mining, etc.), while also nerfing their defense.
vital loom
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Going along with that last bit about my current progression stage (still haven't found skeleton king yet), I also found a meteor (randomly, in the deep caves, not sure how lucky that is), and now have a meteor axe (25 base attack)
I was also kinda thinking it didn't make sense for meteors to be in deep caves, but then I thought of multiple ways that it could, depending on world lore, so that's w/e (eg. meteor spells + that accessory that makes it an aimable projectile were common in an old war, or the deep caves used to be the surface somehow, or they got teleported in there somehow, etc)

vital loom
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Also, sorry I didn't see your issue post on Dynamic Stealth until now (I'd been avoiding looking at any programming lately). Take a look at that when you get a chance, might have a way to fix it on there if you still have the issue right now

jagged night
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I need to fix that too

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question, where you just able to mine any ore in the deep caverns?

vital loom
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With a diamond pickaxe, yeah

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I've killed a lich and a necromancer, haven't found skeleton king

jagged night
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ok, just tested things, it seems that out of nowhere, crafttweaker decided to not listen to my code setting their hardness and blast resistance

jagged night
vital loom
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I wasn't able to mine them with TNT (actually tried that before I got diamonds), but that was before the most recent updates, so it might've changed that part

jagged night
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the crown can be found on desert pyramids and tombs, or dropped by the Osvermis mob

vital loom
vital loom
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Since the deep caves unlocked after the lich, I assumed the skeleton king would be in there somewhere

jagged night
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yeah, makes sense

vital loom
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So I've spent all my time in the deep caves looking for him pretty much

jagged night
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progression in the modpack changes in "template" a bit every time

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so instead of always having the basic premise of finding bosses in dungeons, sometimes you summon them, sometimes instead of having to kill a bossto progress it's a location to explore, and so on

vital loom
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Yeah, I just figured since the deep caves just unlocked, and the advancement for deep caves points directly to the skeleton king as the next objective...
I'd probably suggest either adding a bunch of osvermis to the deep caves, or adding a little tidbit to the skeleton king advancement mentioning the desert in some way
(Or something else)

jagged night
vital loom
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  • Baubles from ebwizardry cannot have qualities (reforging station)
jagged night
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This is in my list currently:

  • rebalance "classless" armors to give them a better use (maybe exploration, mining, etc.), while also nerfing their defense.
  • rebalance the stats of some swords made of different metals
  • make midnight wood mineable with an axe if possible
  • Fix some easy infinite farms with mobs that summon entities
  • Test Ow I got Arrowed mod, or think of creative ways of granting arrows back for rangers
  • Add a mechanic that would make it more consistent to leave/enter the midnight
  • specify "anyDamage()" on the armor class
  • Baubles from ebwizardry cannot have qualities
vital loom
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On my end, I still haven't found a crown
Might make a (redstone) flying machine and just let it take me until I find another desert to explore or something next time I'm on the pack

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Speaking of the arrows for rangers btw, I just remembered that the bonus where it gives your arrow back if you shoot an entity from...30m? or further away doesn't seem to be working
Sniper I think

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It makes a different sound when it should be happening, but it doesn't actually return an arrow iirc

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Not sure if I tested that on latest version though

jagged night
jagged night
vital loom
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Yeah, even knowing how to spawn the skeleton king and where to get the item, it's still taking forever to find one in the current version

jagged night
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yeah, I haven't really changed much the original way to obtain the crown from Fish's Undead Rising. I just made it possible for it to appear inside pyramids. So I really need to do something to streamline the process/implement it better into the modpack

vital loom
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(Conversations continued in the Cataclysmus discord server)

jagged night
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Cataclysmus (Update 2.1)