Resource pack updated! Please execute /val resourcepack setup again or merge your packs again.
Config.yml updated! Remove the "item_duplication_whitelist" entry from it to have it regenerate the updated default.<br>
ADDED 4 new ingredient choices, for any melee weapon, any weapon, any tool, and any armor or tool<br>
ADDED Import- and export commands. Allowing you to easily export and import recipes and loot tables. Functionality will be expanded to more config types in the future<br>
ADDED The "Classic" recipes from alpha are back! You can get them on the wiki, and it now features a Tinkers' Construct-esque system of item upgrading!<br>
ADDED Options to disable vanilla- or Valhalla repairing from crafting inventories<br>
ADDED Replacement tables! Replacement tables are very similar to loot tables, except instead of adding or replacing all loot it scans loot for matching items and only replaces those items
That means that now, naturally occurring loot will get ValhallaMMO attributes! By default naturally generated items will have a 33% chance to be worse than normal, and a 67% chance to be better than normal.<br>
ADDED 5 item modifiers, allowing you to change max stack size, hide/show tooltips, make items fire/lava resistant, show/remove an enchantment glint, and make items (in)edible as well as changing the time it takes to eat
ADDED PvP damage, PvP resistance, and mounted damage stats<br>
- PvP damage increases (or decreases) damage dealt to other players<br>
- PvP resistance decreases (or increases) damage take from other players<br>
- Mounted damage increases (or decreases) damage dealt while riding another mob<br>
- These 3 stats can also be modified through stats in Light Armor, Heavy Armor, and Power<br>
ADDED "attribute for helmet" custom item flag, which causes attributes to be added to the helmet item slot instead of main hand. Can be used to make custom modeled helmets, I guess<br>
ADDED Item lore modifier<br>
ADDED JustLootIt compatibility (thanks lauriichan)<br>
Lootin is planned as well
BALANCE Quadrupled EXP values for Fishing, but Fishing now also suffers from the same chunk-based EXP nerfs that the combat skills do. Essentially, fish in the same area too much, and you get less experience.<br>
TWEAK Hoppers should now not be causing as much lag any more <br>
TWEAK Slightly reworked mob stats system where there's a new "global stats" section separate from default stats. Global stats apply on everything, including animals and players. Default stats now only apply on wolves and monsters, it should really be renamed to "monster stats" but it's a bit too late for that now. This fixes the issue where animals and players could still take radiant damage even though they should be immune to it<br>
TWEAK Wolves now require an owner to have their stats be updated<br>
TWEAK Replacement tables can now replace the equipped items on spawned mobs, meaning that mobs may now spawn with custom weaponry<br>
TWEAK Smithing and Alchemy quality now by default rounds to the nearest multiple of 10, this is to reduce inconsistent and constantly changing quality values on items.<br>
TWEAK Negative lightning resistance now makes lightning more likely to hit you as well! :))))<br>
TWEAK Immersive, cooking, and cauldron recipes now more accurately display items in the recipe creation/selection menus. Also, cooking recipes are now properly sorted.<br>
TWEAK Monster spawns now no longer get levels if they have a custom name do not have regular max health<br>
TWEAK The dynamic item modifier menu now has additional options to copy ALL existing modifiers from a given recipe or indexed item, making it much easier to copy modifiers from one place to another!<br>
TWEAK Damage multipliers can now be configured to be additive or multiplicative with each-other. Multipliers being additive means they scale much less fast with eachother than if they were multiplicative. For example:<br>
When multiplicative with eachother, having +50% damage as well as 100% crit damage, means a critical hit actually does 1*1.5*2.0=3x damage<br>
When additive with eachother, this same environment would mean you actually do 1+0.5+1.0 = 2.5x damage <br>
PERFORMANCE Furnaces now perform a lot better<br>
FIXED Issue where the "transform item material" (i.e. upgrading diamond to netherite) not properly updating item stats and resetting item meta, causing subsequent modifiers to not function<br>
FIXED Mob drops bonus stat not working<br>
FIXED Smithing recipes not cancelling if the ValhallaMMO recipe is invalid<br>
FIXED Regional difficulty placeholders not working with PlaceholderAPI<br>
FIXED Sprint-jumping not being registered as jumps, causing players to be unable to double-jump with it<br>
FIXED Replacement tables not being executed on mob drops <br>
FIXED Issue where plants under certain circumstances would not break instantly<br>
FIXED Issue where bosses and certain mobs were not getting custom mob levels applied<br>
FIXED Issue where custom loot tables would occasionally drop their loot twice for fishing<br>
FIXED Issue where immersive recipes would sometimes not be translated in the selection menu<br>
FIXED Issue where parties were not getting their current level worth of stat rewards<br>
FIXED Many skills not having global buffs to buff experience gain<br>
FIXED Enchanting skill's diminishing returns applying twice<br>
FIXED Hexblade not being toggled properly<br>
FIXED Hexblade not working against players when using the holy variant, it caused all damage (not part of your damage) to be converted to radiant which players are immune to<br>
FIXED Loot filters throwing console errors<br>
FIXED Dying upgrading player equipment<br>
FIXED Issue with woodcutting where non-carpentry recipes weren't actually locked, causing inconsistencies with crafting. (requires woodcutting_progression.yml reset)<br>
FIXED Issue where "any armor" ingredient choice would accept any item instead of just armor, causing recipes using it to break<br>
FIXED ConcurrentModiciationException that sometimes occurs<br>
FIXED Furnace recipes not functioning at times<br>
FIXED Unarmed damage multiplication not actually adding damage<br>
FIXED Issue where taking damage often ignored region restrictions<br>
FIXED Immersive recipes not working properly when switching to another recipe<br>
FIXED "Experience cost and consumption" modifier granting experience instead of removing<br>
FIXED The stat format of "mining luck" or "digging luck" modifiers using percentages instead of numbers<br>
FIXED Tags not being removed if their levels hit 0<br>
FIXED Tag level modifier not allowing tag level to be reduced<br>
FIXED ValhallaMMO not starting up if any language other than en-us is selected<br>
FIXED "The Mace" not being considered a type of weapon. It's now a heavy weapon by default. The Mace can now also be configured to suffer from EXP reduction, since it does so much more damage than a regular weapon. The Mace only earns 10% of EXP by default<br>
FIXED Breaking blocks with an invalid tool, but it having a valid embedded tool still not dropping items<br>
FIXED Drilling ability (mining skill) being twice as strong as normal<br>
FIXED Smithing not properly upgrading item stats, and sometimes not working entirely<br>
FIXED Bug where "nearby block" crafting restrictions could be bypassed by just clicking the empty result slot<br>
FIXED Campfire recipes ignoring input filter<br>
FIXED Entities not getting immunity frames from campfire or suffocation damage<br>
FIXED "Skill exp gain" attribute not actually giving more EXP<br>
FIXED NPE when interacting with campfires sometimes
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }