A balance update after some feedback and firsthand playtesting.
- The default progress cost factor is no longer clamped to a maximum of 8
- This significantly increases the levelup costs for diamond & netherite equipment
- More configurability will come in the future
- The Guaranteed Drops module is now disabled by default pending further revision
- If you have played Penchant before, neither the per-world datapack nor the config will be updated, so you will need to modify if yourself
- Armor gains progress equivalent to the amount of durability damage it takes
- Controlled by item tag `#penchant:proportional_enchantment_progress`
- Killing a monster will add progress to equipped armor & shields (thank you [@pajic](https://modrinth.com/user/pajic) for the idea!)
- Controlled by item tag `#penchant:level_up_by_killing`
- Any mob that extends `Enemy` or is in the entity tag `#penchant:kill_levels_up_equipment` counts
- Decrease the progress cost factor for bows & crossbows to `1` because they require spending ammo
- Controlled by item tag `#penchant:default_progress_cost_factor_one`
- This will not override manually setting the component
- Add command `/penchant add_progress` to add enchantment progress to an item
- Format: `/penchant add_progress (block <pos> | entity <entities>) <slot> [amount=1]`
- Items in the `#penchant:level_up_by_use` tag gain progress after a successful use (i.e. right click)
- Currently contains the Mirror from Enderscape
- Fix enchantment buttons staying enabled when your experience drops below the required level
Optional dependencies
McQoy
Any compatible version
Menderman
Any compatible version
Bookshelf Inspector
Any compatible version
Datapack/Gamerule Menus
Any compatible version
Developer information
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