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Change Logs

thisisnotaustin edited this page Apr 25, 2019 · 6 revisions

2e Patch 4

Artificing

  • The Respiration and Aqua Affinity enchantments are no longer broken.

2e Patch 3

Books

  • Fixed the Enchiridion and Artificing Parts books displaying the wrong component for the Fortune enchantment
  • All books updated to 2.3e, even books that didn't change.

Forging

  • Fixed forging never working in the rain, although it still might fail if the items are on the border between two blocks.

2e Patch 1

Druids

  • Druids gain 10 reputation by accepting the class and lose 10 reputation for renouncing it. This keeps Druids in new worlds from starting at zero reputation right off the bat.
  • Positive and negative Druid reputation effects now occur at the correct thresholds. Lutes no longer duplicate themselves when used in survival mode.

Swashbucklers

  • Swashbucklers now get Strength I and Haste I when holding a golden axe.
  • Swashbucklers now get Haste II when holding a golden hoe.

Warlocks

  • Warlocks now must be within range of a conduit and underwater to be able to craft elytra.

Lutes

  • Lutes no longer duplicate themselves when used in survival mode.

Misc.

  • The function ab_classes:give/enchiridion is now spelled correctly.
  • Fang traps and rope traps now have the chance to generate in chests in desert temples, jungle temples, dungeons, and strongholds.
  • The wandering trader will not generate with books as its sixth trade if there are no players with classes within 100 blocks.
  • Rope traps and fang traps are now instances of minecraft:armor_stand instead of minecraft:ghast_spawn_egg.
  • Removed unused functions and structure files.

2e

Advancements

  • Moved to their own "Heroism" tab

Artificers

  • Added the Artificer class
  • Added the Hammer item. Forge it by lighting two sticks and two iron ingots on fire
  • Artificers can temper items over power 15 redstone wire and hammer parts into them to enchant them
  • Artificers can also craft contraptions via the same method

Druids

  • Added the Druid class
  • Druids gain Regeneration when fully encased in dirt
  • Druids gain 10 reputation every 24000 ticks
  • When a druid drinks a watter bottle, they become hydrated (shown as green particles by the druid's feet)
  • When hydrated, Druids can perform rituals that do things like grow grass, harvest crops, etc.
  • Performing druidic rituals lowers a druid's reputation. When their reputation is low, they start to get negative status effects. When it's high enough, however, they can be granted luck
  • Druids can create a "Seed of Life" which can be used to create spawn eggs
  • Druids do not receive reputation unless they are in the Overworld

Swashbucklers

  • Added the Swashbuckler class
  • Swashbucklers can throw a minecart with chest item on top of a boat and sneak over it to create a cargo ship
  • Swashbucklers get Resistance III when in a boat (including land boats)
  • Swashbucklers get Dolphin's Grace for 2 seconds and Water Breathing for 10 seconds when out of water
  • Swashbucklers get appropriate status boosts when wearing golden armor or using golden tools

Enchiridion

  • Re-lighting an Enchiridion on fire will update it to the newest edition
  • Enchiridions display what edition they are in the item lore
  • Added a Table of Contents to the Enchiridion
  • Added a list of Artificer parts to the Enchiridion
  • Added a list of Druid rituals to the Enchiridion
  • Added a list of Sorcerer milestones to the Enchiridion
  • Added a list of Warlock pacts to the Enchiridion
  • Added a list of Wizard spells to the Enchiridion
  • Removed my name being cited as the booked "author"

Acrobats

  • Acrobats now gain 1.5x more from eating food than normal
  • Acrobats can now skid down walls by facing the wall and sneaking while falling. This technique allows them to scale down steep walls and take little to no fall damage

Barbarians

  • Starter pack includes an iron sword instead of a skeleton skull
  • If a barbarian kills 10 zombie pigmen, they are granted the "Pig King" status. While this status is active, all pigment within a 56 block radius have their anger reset to zero and are given Weakness X. This effect lasts for one minute and is displayed as smoke particles around the barbarian

Knights

  • Knights can now protect nearby animals and villagers by sneaking with a shield. Protected mobs become slowed and invulnerable. Players can be protected as well, but they don't become invulnerable; they simply get very high resistance
  • When near a raider, Knights with decorated shields get an extra 6 hearts for 60 seconds and a regenerate 3 hearts. Once this health boost goes away, there is a cooldown before it can be used again
  • In the presence of Knights with decorated shields, raiders become inflicted with slowness and weakness and give off "sweat bead" particle effects
  • Knights can now only get absorption from laying in a bed once per night

Rangers

  • Added sound effects to Rangers' handiwork
  • Added campfire recipe to Ranger handiwork
  • Added ladder recipe to Ranger handiwork
  • Added fishing rod recipe to Ranger handiwork
  • Added wooden and stone axe recipes to Ranger handiwork
  • When mounting horses, the horse gets speed and jump boost, and both the Ranger and the horse get resistance
  • Rangers get regeneration when near lit campfires

Rogues

  • Rogues now get Speed VI when sneaking, followed by Speed II for 3 seconds after sneaking
  • Added smoke bomb particle effects to Rogues' stealth
  • Rogues can now make 8 poison tipped arrows by sneaking over a spider eye and 8 arrows on the ground, similar to Rangers' handiwork
  • Rogues can only use their stealth when they aren't wearing armor

Sorcerers

  • Sorcerers can now bottle one experience level by drinking a thick potion. This leaves them with 15 seconds of hunger

Warlocks

  • Starter pack now includes a skeleton skull instead of an iron pickaxe
  • Ender Dragon contract price changed to 1 dragon head
  • Ender Dragon contract now gives you a second slow falling whenever you fall past 3 blocks, instead of only at high altitudes
  • Bosses now cannot be bargained with unless they are at 1/3 or lower of their maximum health
  • Warlocks now must pay regularly for their contracts. Payment is made by throwing the payment and said contract onto a campfire
  • The Ender Dragon contract costs 12 end crystals per 7 days and the Wither contract costs 3 wither skeleton skulls per 7 days. The Elder Guardian contract does not cost anything
  • Warlocks are now granted exclusive crafting or smelting recipes per their contracts
  • Contracts can be copied by setting a contract and 1 paper on fire. This costs 6 hearts
  • Warlocks can get special info when holding a mob head in their offhand slot. Different mob heads give different information, and costs 1 level to use
  • Creeper heads tell you when you are close to diamond, emerald, or gold ore
  • Skeleton heads tell you if there is a mob behind you
  • Zombie heads tell you if a pillager or wandering traveler has spawned in the area
  • Wither Skeleton skulls tell you if you are heading towards a place where someone died

Wizards

  • Changed the magic wand (which is a re-textured knowledge book) to use the minecraft:oak_planks recipe instead of a custom recipe that instantly gets revoked. This should prevent the "new recipe" toast from appearing every time you cast a spell
  • Re-lighting a magic wand will replace its recipe with minecraft:oak_planks, for reasons stated above
  • Added the Bridge Wizard spell
  • Added the Defuse Wizard spell
  • Added the Evoke Wizard spell
  • Added the Exhume Wizard spell
  • Added the Create and Scrub Portal Wizard spells
  • Wizards now must have books in their inventory to study
  • Instead of increasing the study level cap by 10 levels every 64 books, the cap now goes up by ~1.2 levels every 8 books
  • The Transmute spell now returns 4 golden nuggets instead of 3
  • Casting spells in Creative mode no longer duplicates the Magic Wand
  • Casting spells in Creative mode no longer consumes levels or components
  • Casting spells in Creative mode no longer checks for your minimum level

Lutes

  • Added Lutes
  • Forge by lighting a wooden slab, a stick, and a string on fire
  • Use it in your offhand to play notes. The pitch of the note depends on which hotbar slot you have selected, and can be raised slightly by sneaking

Misc.

  • Wandering traders have a chance to spawn with an Enchiridion as an extra trade. This trade costs 3 emeralds and can only be used once
  • Added ab_classes:my_classes function. This lists what all your classes are, or tells you if you don't have one
  • Rewrote the forging code to test for items on fire instead of items inside a fire block. This prevents players from setting their items on fire and not getting anything back
  • Forging items puts the item directly in the closest player's inventory instead of leaving a new drop on the ground. This also prevents players from setting stuff on fire haphazardly
  • Re-structured function files
  • All text has been moved to en_us.lang. This allows folks to translate this data pack into other languages if they so choose
  • Changed armor stands to area of effect clouds in the functions. This is to optimize rendering and hopefully reduce lag
  • Added ab_cl_CLASS objectives for every class, instead of having your class depend on your ab_class objective value. This allows those with operator privileges to give themselves (or others) multiple classes at once
  • Players with ab_class objective values greater than 0 will have their score be set to zero and their correct ab_cl_CLASS objective score set to 1
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