Changelogs
Version 2.8.2
Posted
Lots of changes, mostly updates to mods, might have screwed something up with Project E so expect a reversion if there's excessive problems. Also, Smart Moving is back, but without RenderPlayerAPI; this means there's no animations for it, but it doesn't break custom models, meaning I could ALSO add CustomPlayerModels.
Tbh, it should really be titled "version 2.9" or "version 3" but I don't care for such inconsistencies now; when there's an update, it'll be the next point up. I guess. Dunno, nothing's ~really~ set in stone and that's kind of the mentality I'm going into this with now? Anyway, enjoy! To all... what, 28 people playing this? It's a private pack and I most certainly did not share it with that many people, but hey, I hope you have fun with the game.
...Maybe I should make a guidebook. Actually, that's a REALLY good idea given the needlessly-difficult-to-find intricacies of my pack (such as being able to craft dirt into cobblestone, saplings into sticks and pressing "c" to create a temporary crafting table anywhere, resulting in wooden tools being entirely unnecessary). I'll think about that for version 2.8.3, I suppose?
Version 2.8.1
Posted
No functional difference from version 1.4.2, although now the version numbers on Technic and my local computer line up; the Technic one's "version 1.0" was far from the first update my pack had (given that it's existed since 2013!).
I think it's funny, though, that 1.4.2 had 1.4.1's "version" file... meaning the launcher would update to the latest update and then think it needed to update again. That's my bad, sorry, haha. It's fixed *now* though! In this "massive version leap" all the way to 2.8.1 which is actually the same update as 1.4.2 because internal inconsistencies over the matter of "completeness." It's like how Minecraft itself only reached *its* "version 1.0" once it had a way to "beat the game," you know? Similar sort of deal happened here.
"okay but why do i care" I hear you asking; I dunno, I've a tendency to overexplain everything. If you've read this far then gg, you've an attention span greater than most nowadays. I mean that as a compliment, though!
Version 1.4.2
Posted
Minor bugfix update to 1.4.1; one of the mods added there was missing content as a result of a total reinstall which itself was done due to a bizarre game-wide glitch occurring between versions 1.4.0 and 1.4.1 for playtesters and myself. Also included are config updates because the aforementioned reinstall failed to generate the relevant configs prior to the uploading of 1.4.1.
Discuss this update (0)Version 1.4.1
Posted
Small-ish update involving the addition of a few mods and a few config changes, really just the result of a year's worth of slight edits accumulating over time.
+Thaumic Bases, Technomancy, Forgotten Relics and Thaumic Exploration added alongside Not Enough Thaumcraft Tabs to keep things stable.
+No Damage Immunity; Attacks no longer induce invincibility frames.
+Classic mods such as Portal Gun, Flan's Mod and Sync added.
+Mekanism has *finally* been added, after way too long.
+Nomadic Tents; gamestart-tier TARDIS technology in the sense that you have a portable home dimension you can take with you, but unlike the TARDIS the space from which your base is composed is quite substantially finite.
+Ex Nihilo has finally been added, after much hesitation. It totally fits the themes of the modpack, given the concept of "obtaining any degree of power given enough effort," and it makes surviving in difficult conditions (a concept I tend to enjoy anyway) more possible.
+Waystones, Translocator and Level Up have been added; I just wanted a bit more quality-of-life stuffs to ease the grind of the early game, and these help more than they hurt by a substantial enough margin.
-Punch-Me-Not has been removed because of the trivial instant-kills possible through the new No Damage Immunity mod; I don't want new players dying within seconds on a new world because they didn't know that you're not supposed to punch trees, so I removed that whole section of earlygame difficulty. Nobody really liked it anyway, from what I heard.
Version 1.4.0
Posted
This update is almost entirely just some bugfixes on the 1.4 version.
One mod added; AromaBackup, since having backups of worlds is becoming increasingly important as time goes on - I've lost three lategame/endgame worlds to minor glitches now, so I've finally taken action.
Version number remains the same since there has not been any actual gameplay changes between versions 1.4 and 1.4.0 - I also think it's probably better to leave the version numbers with two decimal places anyway.
Version 1.4
Posted
Version 1.4 is here! With the last update's negligible addition to the mod count, this one's *over 40 additional mods* is quite a change of pace. I'll discuss some of the more significant changes now;
+Dual Wielding is now enabled! Rather than going for Vanilla's method used post-1.8, I've instead opted for the original Battlegear 2 mod. With balanced shields that act like parries and the ability to sheathe weapons, low-tier combat has been entirely reworked.
+Returning from what is frankly too long ago is the Starminer mod, back now because config edits allow me to more seamlessly integrate it into the pack. That happens more often than I'd like...
+Like three separate performance-enhancing mods to reduce the strain on computers while the game is running, such as FpsReducer, Fastcraft and FoamFix. I can personally attest that these have been making a difference, so it looks like they're here to stay.
+Miscellaneous mods that add smaller, unrelated functionalities, including Funky Locomotion (super pistons), Better Placement (high-speed block placing without messing up), Born in a Barn (villagers don't mess with your game halfway across the world), Fullscreen Windowed (allow another window to take the computer's focus while the game runs in fullscreen in the background - very useful with multiple monitors) and Mouse Tweaks (faster inventory management by way of mouse-bound pseudo-hotkeys, such as holding shift and leftclick and dragging your mouse across items to shift-click them all without having to click them multiple times).
+Another dungeons mod, BattleTowers, makes its appearance... or, rather, return? This is actually a mod I used way back in 2013! I'm surprised to have found it, and it's not a particularly overpowered addition to the game so I'm fine with having it back.
And finally, the big changes that are the core of this update...
+Survival Overhaul. Multiple mods have been added and quite a few MineTweaker scripts altered to create a more "unique" survival experience, so I'll list them here.
++Flashlight, a very simple mod with a very simple premise, adds a single item to the game: a flashlight capable of creating light at a targeted location with a simple right-click of the mouse. Unlike optifine light, however, the light created by this item exists in the game world, and can interact with blocks the same way regular light does - such as melting ice. Fairly inexpensive, it can be crafted at gamestart with a slight bit of exploration done beforehand.
++The aforementioned Battlegear 2 mod's shield mechanics allow for more interesting combat, since you can block attacks with precision timing instead of simply "hoping the skeleton misses" - something which isn't going to happen nowadays.
++RiteClicker - Another simple mod with a significant difference in the early game, right clicking a grass block with an empty hand creates a "pebble" item. Four of these items crafted together create a cobblestone, which is handy because of the next few changes...
++Punch Me Not is a mod that causes players to inflict damage on themselves should they try to mine a block they don't have the correct tool for, in addition to wooden blocks with empty hands. This means that punching trees hurts! You'll need to find an alternative means of getting wood...
++Cobblestone Crafting Table is exactly what you'd think it is; a crafting table made of cobblestone. Now, after picking up enough pebbles, you can create a stone axe out of them on a table made from them. The sticks can be acquired by crafting any sapling in a crafting table shapelessly. Do note that cobblestone crafting tables are significantly inferior to inventory or regular crafting tables! They have a much smaller range of items they can craft, suiting them perfectly to the task of a gamestart temporary crafting table.
++Treecapitator, *finally*, makes its appearance. This is to balance out the difficulty of mining trees without an axe in the vanilla game to that of actually getting an axe in this modpack; it's not a big deal, but it makes the process of collecting wood feel so much more worthwhile. With the AutoSapling mod, though, the trees replant themselves! Much easier time all around.
++It's worth noting that a few MineTweaker recipes have been added to allow for survival and escape from alternative spawn dimensions; the Abyssal Wasteland and Nether are both now viable spawn points for extremely challenging games, should you wish to play them. To do so, edit the PerfectSpawn.json file in the modpack folder or copy it to an existing save folder such that the spawnDimension variable is tied to that which you wish to respawn in every game. 0 corresponds to the Overworld, 50 to the Abyssal Wasteland and -1 to the Nether.
+++Because of this, it's possible to simulate a difficulty between Survival and Hardcore - a "Mediumcore" if you will - by creating a world and setting its respawn point to one of the aforementioned alternative dimensions after having created it! In this sense, you and any friends that have already joined will have spawned on the main world and - should they not have reset their spawn point (I've tried fixing this, though to no avail) - they will instead be sent to the dimension specified and must escape on their own or be rescued by their allies.
+++The specific MineTweaker recipies to be aware of are as follows: Coralium-Plagued Flesh can be converted into cobblestone (this was originally going to be a conversion into pebbles, but that proved far too difficult), vanilla bones can be converted into vanilla sticks (with the bonemeal recipe relegated to the more complicated forms through use of machines) and those sticks to planks through stacking vertically (allowing the acquisition of wood through skeletons). Should you manage to defeat an abyssal shoggoth (the kind found only in the wasteland), you may combine its flesh with an undamaged stone tool (note that the recipe is a bit specific on where you place the items, sorry about that) to acquire a post-Diamond tier variant of the tool, useful in mining the wasteland around you and escaping. To escape, you require another instance of that flesh item, seven abyssal stone blocks (which by the way can also be converted into cobblestone) and a Diamond Block... the lattermost of which can be found residing atop any of the gigantic pillars dotting the wasteland. Here be dragons! Those pillars spawn the bossfight of the wasteland periodically, so take warning and tread carefully. Upon crafting the escape item, you'll acquire the first tier of a gateway key for the Abyssalcraft mod; the one that ususally would have taken you from the overworld to your present destination, you may now use to return to the overworld instead. Unless, of course, your allies get to you first, which is almost always an easier way of returning if the option is available. Again, this difficulty must be activated manually, so don't worry about it if you don't want it!
+A few more minor mods were also added, such as...
Talismans2 - providing permanent potion effects as equippable amulets.
Hearthstone - a mod allowing an item to transport you to an assigned bed once every half hour at most.
MusicCraft - allowing for playable instruments in the game, though the fact that it requires an entirely new tree type is rather intrusive, so config edits and MineTweaker might become involved in the future.
PlaceableGunpowder - allowing you to place gunpowder as though redstone and ignite it with a flint and steel, additionally igniting anything below it and any TNT it contacts after the fuse reaches it. Unlike redstone, it is not instant, but does not require "pulse extenders" such as repeaters.
RottenFleshToLeather - using the hardest option on the mod, one may combine a rotten flesh with a bone meal and sugar to acquire an item which, when smelted, creates leather... a much more satisfying means of doing so than hunting all the time, given the seemingly extremely finite animal count in a given world.
VTweaks - a mod that adds a bunch of small changes to the game, such as fall protection 4 preventing fall damage or durability damage from falls altogether. It also forces you to spawn with a book detailing its effects (which is not a thing I can change, apparently), so you can actually just read up on it anytime. I have disabled the tree felling enchantment because of the existence of the Treecapitator mod and also pickaxe-torch-placement because that might interfere with some specialized pickaxes with existing rightclick abilities.
ShipsMod - yet another "turn a bunch of blocks into an entity" mod that I've been looking for as an alternative to the elusive MetaWorlds mod. I actually *found* a port of the MetaWorlds mod for 1.7.10, but it keeps crashing on startup so I've yet to properly add it. But when I do, expect *every ship mod here* to be deleted in favour of it.
Catwalks - simple construction-based blocks to assist in large builds
Modular Force Fields - hey remember this one? Yeah you can use energy now to protect your base. This... might be overpowered, but it's probably fine.
Satchels - another inventory expander mod, though this one expands the inventory itself instead of serving as a portable chest. It's where all that leather is gonna go!
ObsidianBoat - What it says on the tin, a lava-proof obsidian boat.
UnderUmbrella - an item mod whose item, when held, prevents sky-based effects such as rain (poison or otherwise) or sunlight (poison or otherwise) from affecting you by creating a "mat" of blocks above your head that follow you wherever you go. Designed for Witchery vampires (meaning it won't allow even a frame of sunlight to hit you), but also well-suited to dangerous Mystcraft dimensions with hazardous skies or rains.
InventoryCenterer - when you have a potion effect, your inventory doesn't just move to the side. Just. Finally.
Bedrock Replacer - So there's no more bedrock at the bottom of the Overworld? Yeah, it's all obsidian now. It's now very feasible to use the alternative method of getting to the nether, that is to say falling into the overworld's void.
FancyBlockParticles - aww yeah 3D block particles, the immersion is through the ROOF
BadMobs - certain mobs have been disabled from spawning, given conditions previously irrelevant that have become gamebreaking. If a hostile mob can spawn in the daytime, it's going to ruin your game, so most fairies and tengus have been disabled. To balance out the significantly lowered income of power items, point items and shot materials, the three of them can be crafted together in large quantities to create an Extend item - the earliest form of death defiance available!
Anyway, that's more or less it. The intent of the update is to make the game more difficult in an enjoyable way, so I hope I achieved that. Thanks for reading!
Version 1.3.0
Posted
Hello again! Here's version 1.3.0.
There's not much in the way of additional mods this time, but instead most of the changes are config-oriented. You might then ask yourself why I'd go as far as skipping to Version 1.3 for such a change? Well, that's because there's a whole new avenue of modding available to me now (and in the past, though I was unaware until recently): MineTweaker!
This mod which has been in the game for ages now finally shines in its capabilities, for it is a mod I can manually edit over time to precisely control how my modpack is played; from crafting recipes to mob drops, my control over the pack is significantly increased - and all without having to genuinely learn how to mod minecraft 1.7.10 (although that will come at a later date)!
So the majority of the change made is that I *can* edit all this stuff, though a few things have already been changed - some of which through user requests, so don't be afraid to reach out and speak your mind!
~Project E has been made significantly more difficult (again), with the Repair Talisman now requiring a Nether Star to create. No more infinite durability before even getting to the Nether!
+Matter Overdrive Player Androids are now achievable without interacting with any NPCs, where prior the player was required to not only hunt down the (extremely rare) Android NPC, but also the (disabled) Scientist Villager. In place of this system, I've implemented the various Android Pills (a Matrix reference, with a red pill turning you into an Android, a blue one turning you back from one and a yellow one to reset your Android stats) by way of crafting. The red one still requires all the android parts to acquire (and its recipe is a shapeless combination of all the parts), but those parts too now all have recipes.
+Minestuck has been soft-disabled for a very long time now, by way of having its absolutely-required ore being removed from worldgen. While this part hasn't changed, the acquirability of the Cruxite has; you may now craft it through use of Techguns' Refined Uranium! Of course, this means you'd have to have progressed quite significantly down the Scientific path before even starting the Minestuck one... which is completely fair, considering all that Minestuck is capable of.
~The Evilcraft Flying Broom has been removed from the random chest loot, but a crafting recipe for it has been added in the chest loot's place; requiring a Livingwood Stick from Botania and an Ars Magica 2 Pure Essence (as well as a vanilla hay block), you'll need to have progressed far in the Magical paths to acquire it - which is balanced and fair, considering that it has long been by far the easiest means of flight in the game.
+After having been taken out of the random chest loot pool for a while now, I figured that it'd be fair to add a recipe for the TARDIS mod's Kontron Crystal, the most difficult part of acquiring a TARDIS in the first place. Presently requires moderate progression through the Warpdrive mod, though not enough to warrant a TARDIS as a reward; this recipe is subject to change, and its most significant purpose is maintaining the EMC value of the Crystal already present.
+Chainmail armours have recipes now; simply use iron bars in the armour configurations for the crafting table.
+Horse armours also have recipes now, where it's simply a helmet shape in the crafting table with a string appended in the space between. This string is not refunded when reacquiring the materials through any means.
+Every vanilla music disk now has a recipe, consisting of slimeballs and gunpowder surrounding one of the vanilla dyes.
+Tinker's Construct Tier-3 Heart Canisters are now craftable, albiet *extremely expensive* given they cost a full Nether Star for every heart. Formerly, they existed within the game but were unacquirable through non-Admin shenanigans.
There's an additional group of recipes for the currently-disabled Wizardry mod literally named Wizardry, but it has inconsistently-yet-frequently crashed the game so the mod has been disabled for the time being.
All of these recipes are viewable in the NEI menu, by the way! Simply hover over any of the items in-game and press "r" to see its recipe, and these new ones are compatible with that feature! More recipes shall arrive over time as the updates go on, so expect to see mild changes in the game from now on; balancing gameplay with fun is my top priority here, so if something's particularly overpowered without having an equally-taxing prerequisite, expect that something to change soon-ish. Given feedback I've received thus far, Project E will be receiving more balance patches over time; perhaps it could require materials from both the lategame science and magic paths, staying true to its form as the ultimate in both magic and science?
Anyway, I hope everyone enjoys this new update and all those to come!
Version 1.2.2
Posted
Minor changes;
+Original soundtrack reimplemented and updated to match the newer theme, enjoy a science fantasy feel throughout this world of magic and technology instead of the alternative celtic soundtrack intended for a purely medieval feel.
+LookingGlass has been reimplemented, because honestly, I feel as though I'm the one-in-a-million who would actually be troubled by shaders not working right when using a certain item. Speaking of, now you can see your destination when using Mystcraft books.
+Damage Tilting from pre-1.3 Minecraft has been re-implemented, because someone figured out it was a thing and changed, like, one line of code to fix it. Now you've got a genuine directional damage indicator in the form of the sudden jolt you receive when taking damage! It's little things like that that makes the difference.
-Removed the "animated chunks" mod, because nobody I asked liked it.
That's about it, really. Mini-update again, I suppose, but it's nice to have the older, more accurate music back alongside the newer, more specialized soundtracks for certain locations. Have fun!
Version 1.2.1
Posted
If 1.2 was a micro-update, 1.2.1 is a nano-update. Just a few config changes (as per usual) and the replacement of one mod for another; Matter Overdrive returns in place of that one airships mod that was way lower quality than I'd expected. There are three faults with MO that turned me away from it in the past, and those were its frequent typos, an annoying reference and the abundance of high-power hostile mobs found randomly everywhere and especially in dimensions normally void of mobs altogether, such as the Aether. After altering the configuration files for it, however, I'd managed to restrict it to exclusively the overworld - which is perfectly fine, since the absurdly massive amount of mobs already on that spawn list makes these ones relatively rare. Just try to ignore the typos and you'll get to enjoy a more-or-less Star Trek-themed Science Mod!
Discuss this update (0)Version 1.2
Posted
OpenComputers, Mekanism, Immersive Engineering and Airships (again), this update provides much in the way of technology mods initially missing from the pack.
Alongside these, however, is an update to the adventuring factor of the game; although not as potent a factor of mine as it is other packs more dedicated to it, now included are Twilight Forest and two Dungeon mods - both of which are returning for the first time since before the modpack was on Technic.
Accompanying this change, however, is a core gameplay mechanic I've experimentally altered: Natural Regeneration has been permanently disabled modpack-wide, forcing the slow-acting means of magical healing and the fast-acting means of single-use material healing (such as golden apples or potions) to be so much more valuable. That said, I have added alongside this a sort of "regenerating shield" of extra health through use of the NaturalAbsorption mod, counteracting this somewhat. Were you to have taken an amount of damage that would have been lethal back in earlier versions of the pack (which is to say, twenty points of damage), any futher damage you take will be much more difficult to regenerate. Again, this feature is experimental and subject to future change.
Naturally, there's a boatload of Project E custom EMC value changes, since I have made something of a habit of manually calculating every single value for the recipes the mod does not natively recognize. Industrialcraft 2 should now be completely calculated as a result.
Thank you for paying attention and/or enjoying the pack!
Version 1.1.1
Posted
Bugfixes, updates to ProjectE custom values (there's a lot of them) and the re-addition of the TARDIS mod, this update is relatively minor.
(The TARDIS was re-added because the problem I had turned out to be solvable with a simple config edit.)
Version 1.1
Posted
A small update (relative to the previous two), though still worthwhile; Update 1.1 brings with it the traversal of planets via a dimension of space uniting them together! This was technically added in version 1.0 with the WarpDrive mod, though it has finally been expanded upon to bring with it more features than an entirely cosmetic sun and falling to the nether when falling from the overworld's bedrock. Indeed, quite a few of the previously mod-restricted dimensions in the game have been revamped as being full planets to be explored, alongside some otherwise inaccessible ones!
In terms of the more subtle changes this time around, we have quite a few config file edits to make the game slightly better on the mechanics-side of things and more music to make the aesthetic-side provide a truer feel for wherever you are in the game, for whatever is happening.
That's all this time, sorry for the smaller update! Hope to see you on the server soon. Thanks!
Version 1.0
Posted
The modpack has finally reached its first official version! A few mods were added in, a few were taken out and most importantly, there's finally a server for the pack! By no means is this a server-dedicated modpack, of course (there's a singleplayer variant), but finally everyone has a place to play the game consistently and forever! Work is underway on getting the server to a more stable place (it's currently located on my local hard drive, but a host for it should be ready soon), so stay tuned for that! Versions past this will either be bugfixes or full updates, as per previous versions.
The list of mods added and removed are as follows:
+Added Mystcraft ~ explore and create new and interesting worlds, provided you have the skills required and/or looked up a youtube guide! Not available for users on the server for what should be an obvious reason. If a plugin exists to make user-made worlds temporary, then that rule will be revoked.
+Added WarpDrive ~ A space exploration mod aimed at traversing between dimensions as though they were planets! Entirely optional, though very useful for science-oriented players. Comes with massive lasers that have to be charged over time!
-Removed Technomancy ~ It was beta, it was buggy, it was unfortunately not too applicable for a server. Still, it's available for the singleplayer variant, given its stability in a singleplayer environment!
-Removed Tardis ~ There's a server plugin that does just as decent a job, doesn't flood dungeon chests with items that give everyone their own portable home and restricts the concept to people with administrator access or who have otherwise earned it through admin-decided means.
±Added and Removed Securitycraft ~ Now available for the singleplayer variant of the pack, Securitycraft is mostly recreated well enough by cleverness in vanilla, Warding effects from Thaumcraft and server plugins.
±Added and Removed LookingGlass ~ Also available on the singleplayer variant, LookingGlass is an amazing mod that works with Securitycraft and Mystcraft to allow for remote viewing of an area - even if it's in a different dimension! Unfortunately, it breaks shaders, so it had to go. Client-side; feel free to reinstall on your own!
Version 0.9.9
Posted
Invariably the largest update to the modpack yet, this one adds an entire new class of mods: Science mods.
Specific changes are too numerous to quantify, though some big ones are:
+AcademyCraft added, every major science mod also added to compliment it.
+More esoteric science mods added, including the most recent beta for Techguns and also the TARDIS mod.
+Project E has been heavily nerfed, with the "more difficult recipes" config enabled; anything that required a diamond (which was a lot of stuff) now requires a full-fledged nether star, which can only be acquired through defeating a wither or reverse-crafting one of very few items (which itself is only possible after having completed a majority of the Ars Magica magic mod).
+FTBUtilities added; want to host a LAN world with some of the dynamic capabilities of a server? Well now you can.
+One of the million star wars mods (Pretty sure it's the big one from 1.4) has been added, which doesn't actually do much to anything besides adding three new ores... unless you go looking for it. Give it a chance and you'll easily forget you're still playing this modpack.
+A "Technomancy" Thaumcraft addon was added, which appears to be an attempt at bridging the gap between magic and science. For good measure, Thaumic Energistics - popularized by Blightfall - was also added.
+Aesthetics have been revamped, with Dynamic Surroundings adding such things as falling leaves, cylindrical trees and atmospheric audio.
+Starminer added. That's that one mod that adds way too many planetoids to the game and also allows you to walk on walls and alter your gravity and I have no idea how it works but it's cool (though it's subject to removal by version 1.0 if it causes problems).
+Re-added Aether II (by popular demand)!
~The chisel mod was replaced with itself because the Techguns mod was getting picky about it.
-Removed Smart Moving, because honestly nobody liked it and it conflicted with too many things anyway (such as, apparently most prominently, any kind of 3D-armours, like Thaumcraft's Void Mage set, which permanently faced south as a result of Smart Moving's player animation overhaul. I think I left RenderPlayerAPI there, though).
-Removed the Shaders mod (because it was replaced with Optifine which itself is minor enough a point that it need not be mentioned).
This was supposed to be version 1.0, but I noticed that it lacked the options file which meant the controls were automatically set to their default values... which spells disaster to new players. If playing on this version or any before it, please configure your controls before starting the game! This, and I wanted a kind of tutorial world added as well, so when I get around to uploading *another* version of the mod, it'll just be the same thing but with these kinds of nitpicks. Of course, if certain mods should be removed, try to notify me and I'll see what I can do. Before that, however, try simply playing the game without the mod in question installed - since there's no official server (yet), there's no harm in simply keeping a mod out of the game with every update.
Anyway, we'll see how things go! There's totally going to be a server by version 1.0 (and that'll be the deciding factor for naming it 1.0 in the first place) so let's just hope that I manage to make that server sometime. Who knows, this modpack could be huge someday! Hahahah... I digress. Thanks for reading, I'll see you all at version 1.0!
Version 0.9.2
Posted
Removed Aether II in preference for Smart Moving, probably fixed a bunch of stuff too.
Discuss this update (0)Version 0.9.1
Posted
So this update actually broke the game... Reverting version, but leaving changes below in case anyone wants to manually edit theirs.
//-Removed basically every OHKO from the game
//~Swapped End Dimension music with Bossfight music