REPORT BUGS ---> HERE
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The Inspiration (and storyline)
The theme of the pack is best understood in light of the Shannara books (by Terry Brooks) but the essence is as follows; The culture and society are one that is predominately medieval in technology but is very much permeated by magic of various natures - magic is confined to few, but those few are powerful and much of their time is dedicated to guarding against things that want to get loose; and those who want to loose them. Many who have pursued the darker magics in pursuit of power or knowledge have become the shadow behind The Federation - a force that wields great military and engineering might as well as an often occluded knowledge of magic. In order to combat the unstoppable force that the Federation has become, a group of travelers takes a last-ditch journey to a long-forgotten realm in search of something that will help them win the war against the Federation. As they explore this new continent they begin to stumble across the ruins of what was clearly once a highly advanced, ancient civilization. As they journey farther in, they realize they are not quite alone.
Now while this is not an adventure pack per-se, there is a storyline to the pack (and its successors) - there is a reason for everything in the pack.
Technology
The tech mods we have pursued are largely mechanical in feel - multi-block structures, Modular Furnaces, Forestry, Tinkers Construct, MFR (because they still require setup in most cases - e.g. a working cow farm), Big Reactors (mulitblock RF production) BetterStorage, Bibliocraft, RotaryCraft and others. RotaryCraft for most people will replace what IC2 added, and even what much of MFR still adds. Power and more advanced technologies come from Thermal Expansion, Buildcraft, and RotaryCraft - all of which are significantly advanced mods and have undergone nice changes from thier earlier version.
IC2 and all it's derivatives (GregTech, MMMPS, MFFS) have been pulled from the pack - as nice as PowerSuits are to have, they completely void the need for things like horses, Chocobos, Weapons, Roads, etc. Many things unbalance the game too much, too fast. Nuclear and Fusion power, as intensive as they can be to make, really don't fit with the rest of the tech in the pack. Besides, you've played with these since Tekkit Classic, you should see some of the stuff we've replaced it with :D
What about the Megalith? Redpower2 has sat dormant since early 2013 with it's last update keeping it locked squarely in 1.4.7. Project:Red, in response to that, has re-added and upgraded a good deal of what we loved about RP2. It is now possible to build a version of the Megalith Facility in 1.6.4!
World Gen and Adventure
World generation and adventure are also really important. As far as world gen the pack has mods like Biomes O' Plenty to give variety, ATG to make the variety make sense, and Natura for extra flare in each dimension. Adventure and exploration are built around Ruins, ChocolateQuest, BattleTowers, Dim Doors and others to provide "ruins" and places to explore.
You vs The World
PvE is going to play a big role, too. In many modpacks now mobs are either there to be exploited or are just a nuisance easily removed. In this pack however we really want to give you a reason to build clever buildings, to be careful when exploring, to establish proper defenses, and to finally have a reason to actually craft weapons.
Balkon's WeaponMod adds a ton of awesome craftable weapons to the game, along with Tinkers Construct and Ars Magica 2. BWM is going to give you crossbows, spears and the like; TC will give you custom BattleAxes, Swords, Daggers, Bows, and more; and Ars Magica 2 will get you some intensely customizable magic spells.
Magic
DartCraft, Soul Shards, Xenos Reliquary, EE3, Ars Magica 2, Morph, and... Thaumcraft 4 are gonna add some serious magic to this pack. Wait, Thaumcraft 4, I thought no one had public permission for that? As this pack began to take shape we realized we wanted a strongly developed magical influence and "tech" tree in the game. When it comes to this there is only one mod that stands out; Thaumcraft 4. In light of that we reached out to our friend Azanor and with his blessing have added the mod to our public pack. Once, there was 4. Now there are 5.
Thaumcraft 4 got a complete overhaul for 1.6.4 and adds a ton of crazy new depth to the magic side of the house. New golems, new magic diffusers, new wands, new progressions - the whole kit. Ars Magica adds what TC4 doesn't really focus on - useable magic spells.
ENJOY.
Morph... well Morph brings out the inner changeling. And man, is it ever a blast!
Other
Look for other things like Dynamic Lights, Player Heads, Shatter, Utlity Mobs, Infernal Mobs add aesthetics, challenge, variety, and new things you've maybe not seen before. Waila, VoxelMap, DamageIndicators, NEI and others will add some GUI love to get you going.
CLICK TO VIEW OFFICIAL PACK PAGE
The Inspiration (and storyline)
The theme of the pack is best understood in light of the Shannara books (by Terry Brooks) but the essence is as follows; The culture and society are one that is predominately medieval in technology but is very much permeated by magic of various natures - magic is confined to few, but those few are powerful and much of their time is dedicated to guarding against things that want to get loose; and those who want to loose them. Many who have pursued the darker magics in pursuit of power or knowledge have become the shadow behind The Federation - a force that wields great military and engineering might as well as an often occluded knowledge of magic. In order to combat the unstoppable force that the Federation has become, a group of travelers takes a last-ditch journey to a long-forgotten realm in search of something that will help them win the war against the Federation. As they explore this new continent they begin to stumble across the ruins of what was clearly once a highly advanced, ancient civilization. As they journey farther in, they realize they are not quite alone.
Now while this is not an adventure pack per-se, there is a storyline to the pack (and its successors) - there is a reason for everything in the pack.
Technology
The tech mods we have pursued are largely mechanical in feel - multi-block structures, Modular Furnaces, Forestry, Tinkers Construct, MFR (because they still require setup in most cases - e.g. a working cow farm), Big Reactors (mulitblock RF production) BetterStorage, Bibliocraft, RotaryCraft and others. RotaryCraft for most people will replace what IC2 added, and even what much of MFR still adds. Power and more advanced technologies come from Thermal Expansion, Buildcraft, and RotaryCraft - all of which are significantly advanced mods and have undergone nice changes from thier earlier version.
IC2 and all it's derivatives (GregTech, MMMPS, MFFS) have been pulled from the pack - as nice as PowerSuits are to have, they completely void the need for things like horses, Chocobos, Weapons, Roads, etc. Many things unbalance the game too much, too fast. Nuclear and Fusion power, as intensive as they can be to make, really don't fit with the rest of the tech in the pack. Besides, you've played with these since Tekkit Classic, you should see some of the stuff we've replaced it with :D
What about the Megalith? Redpower2 has sat dormant since early 2013 with it's last update keeping it locked squarely in 1.4.7. Project:Red, in response to that, has re-added and upgraded a good deal of what we loved about RP2. It is now possible to build a version of the Megalith Facility in 1.6.4!
World Gen and Adventure
World generation and adventure are also really important. As far as world gen the pack has mods like Biomes O' Plenty to give variety, ATG to make the variety make sense, and Natura for extra flare in each dimension. Adventure and exploration are built around Ruins, ChocolateQuest, BattleTowers, Dim Doors and others to provide "ruins" and places to explore.
You vs The World
PvE is going to play a big role, too. In many modpacks now mobs are either there to be exploited or are just a nuisance easily removed. In this pack however we really want to give you a reason to build clever buildings, to be careful when exploring, to establish proper defenses, and to finally have a reason to actually craft weapons.
Balkon's WeaponMod adds a ton of awesome craftable weapons to the game, along with Tinkers Construct and Ars Magica 2. BWM is going to give you crossbows, spears and the like; TC will give you custom BattleAxes, Swords, Daggers, Bows, and more; and Ars Magica 2 will get you some intensely customizable magic spells.
Magic
DartCraft, Soul Shards, Xenos Reliquary, EE3, Ars Magica 2, Morph, and... Thaumcraft 4 are gonna add some serious magic to this pack. Wait, Thaumcraft 4, I thought no one had public permission for that? As this pack began to take shape we realized we wanted a strongly developed magical influence and "tech" tree in the game. When it comes to this there is only one mod that stands out; Thaumcraft 4. In light of that we reached out to our friend Azanor and with his blessing have added the mod to our public pack. Once, there was 4. Now there are 5.
Thaumcraft 4 got a complete overhaul for 1.6.4 and adds a ton of crazy new depth to the magic side of the house. New golems, new magic diffusers, new wands, new progressions - the whole kit. Ars Magica adds what TC4 doesn't really focus on - useable magic spells.
ENJOY.
Morph... well Morph brings out the inner changeling. And man, is it ever a blast!
Other
Look for other things like Dynamic Lights, Player Heads, Shatter, Utlity Mobs, Infernal Mobs add aesthetics, challenge, variety, and new things you've maybe not seen before. Waila, VoxelMap, DamageIndicators, NEI and others will add some GUI love to get you going.