Hello,
I return after a long time away and a revival of interest in minecraft.
So about the mod he has progressed well despite a very big break from it. It is still on an old version, I hope one day to motivate me to update it in higher versions (at least until 1.12 or 1.16 and more if possible).
For now I have to review the code and probably make a good base on the old version before continuing higher. There is still a lot of content missing that I would like to add, edit or improve.
I just deleted the old links but I will put a new one with the more recent mod.
The mod is unfortunately stayed in 1.4.6 but may be interesting for those who like to go back from time to time.
Informations (this time in English and also in French) :
https://www.mediafire.com/file/szu7ci6xsgfspeq/Information%25282%2529.zip/file
The new link here :
https://www.mediafire.com/file/yp7cvc02za4dvo4/KingdomConquest_Test%25282%2529.zip/file
About the update (A lot of modification so I will make a quick summary) :
- The biggest improvement is probably the ability to recruit knights with emeralds (and wearing their armor).
You have the possibility to give orders such as hold the position, defend an area, follow you, follow you and attack, patrol between two points.
Knights also have a blacklist to remember the players they don't like, which prevents other players to be attacked directly as with the Pigzombies. This allowed to add a white list for the knights recruited, so you can put one of your friends in this list so that it is not attacked.
So, this mod works in multiplayer, I was surprised when everything worked the first time I tested except a crash that occurred because of a fireball of the red dragon, but it has been fixed since.
- Somes additionals structures that add ships to the ocean (knight ships with 3 differents types and also color adapted of each camp, also pirate ship and commercial ship)
- Somes mobs like pirates and explorers, new villagers but not spawn naturally (linked to the knights of different camps)
- Tools and shields from different types of emeralds (I still have to adjust the textures).
- Some changes to the use of shields (for example ineffective against falls, potions, reduced protection in water).
Ability to change the damage absorption in percent instead of number of damage received.
For example I receive 5 damage but my shield removes 3 or in percentage removes 30%. The shield loses durability until it breaks (mobs with a shield are also affected).
However, the player can not use it on his left hand currently.
- Changes of textures and names for some mobs.
- Somes items and foods like white and black grapes, corn, chocolate, ... But also treasures that are used only for trade with villagers and explorers.
For what is planned I think I will put the main ideas that I would like to implement in priority:
- Optimize the mod as best.
- More creatures like desert bandits and thieves, maybe desert villagers.
- Various modifications for knights (optimization, better ai with remote orders and others, maybe more skins or camps).
Green and yellow knights skins exist but not used for the moment. Maybe alliance system ? (Blue and green vs red and yellow by example).
- Better adaptation for the multiplayer so complete changes can be necessary.
- Castle and big village structure, several components of the big village exist in the mod but not yet natural generation.
You can see the castle on the site in the name of "Big Castle", I still do not know how I will make it generate because of its massive size but I know it is possible.
- Other structures would be interesting to implement as guard towers, which will look a little like the mod "Castle defender" while remaining different. Bandit and hunter villages need some adjustments.
- Demon lord, the model exist but do nothing special.
- Many changes for the red dragon which was created quickly but not correctly. The problem of having copied paste the code of the ender dragon then adjusted a little the code. It works but can be much better.
- Modify the trade of new villagers to properly use the emeralds (for example if the object costs 5 green emeralds, I would like to be able to use an emerald blue and vice versa).
- King in the castle (need to create the skin and invent a quest system with rewards, and others..).
- Not a priority but the desert zombie will probably be replaced by another more suitable and put in another similar but more modern mod (maybe one day).
Fun fact during a test, a knight managed to kill the enderdragon with a bow lol, but it disappeared sadly in the portal.
HunterForge on September 7th, 2024 01:46 PM EST