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Releases: Shinoow/AbyssalCraft

Post-Omothol Update

04 Jul 13:27
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By this release, the structure generation in Omothol has been fleshed out to more match my initial vision of what it would be like. Trying to account for 4 years of development and updates, but some key aspects would be:

  • work being done on the dimensions (primarily Omothol, but the Abyssal Wasteland has gotten a bit of a facelift on the surface during this period)
  • rituals being fleshed out more (and also woven more into the progression of the mod)
  • spells actually conceptually being a thing other than a page in the Necronomicon hinting that it will eventually be a thing
  • Places of Power, the Energy Depositioner and other ways of generating and/or handling PE
  • the Item Transportation System that this particular version (1.10.0) introduced
  • A mountain of config options (if you installed AbyssalCraft 1.9.0, pulled out the config file, then compared it to the config file for 1.10.0, you'd notice a considerable increase in things you can tweak and whatnot)
  • the API, since I mentioned it in the description for 1.9.0, has expanded and matured a lot
  • some reworking on the Crystallizer and Transmutator in terms of recipes, the actual completion of the Materializer
  • the various bosses have seen some reworks and improvements (okay, Asorah deserves some love, but the others have change drastically over this period)
  • textures, there has been work done on replacing older textures with newer, better ones

I could probably go on longer with that list, but I think I've already listed enough things.
This is the part where I would list fixed issues and implemented suggestions, but I think we're looking at roughly 350 issues that have been closed since the last GitHub release. Unsurprisingly, a lot of things can happen over a 4 year period.

Maybe I should start using GitHub releases as actual releases instead of just marking milestones? Who knows.

Omothol Update

02 Mar 22:16
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By this release, the progression branch of the mod is pretty much complete. You are now able to go all the way and fight J'zahar at his own domain. To go over a few things that has changed since 1.8.0, there's the Necronomicon (in-game info book and catalyst for rituals), the ritual mechanic, Potential Energy, demon animals, a facelift for J'zahar. This is hardly a list of key implementations, but a few things that I can think of right away.
Since the progression branch of the mod now is more or less complete, other parts will have more focus put into them from now on. I have a whole list of ideas, from which I'll probably start picking things to implement (but there will also be focus on things already in the mod, that needs tuning or whatnot).
Something that has grown a lot over these 14 months is the API, which now has a large variety of ways to interact with the mod (and there will be more when I've pushed more into Potential Energy).
Issues fixed:
#27 #28 #29 #30 #36 #37 #38 #39 #41 #47 #52 #53 #60 #61 #64
Suggestions implemented (that were suggested on github):
#23 #34 #35 #51 #55

Pre-Omothol Update

29 Nov 19:05
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This version (and 1.7.6/8/8.1) have been focused on implement some things before launching the 3rd and final dimension, Omothol. There has been a ton of tweaks and improvements to things in the mod, including an almost complete overhaul on the textures. The dimension has been released, but it currently isn't finished, so there's no structures nor mobs in there yet, but there will be in the next update, as that one will cover the end-game part of the mod, where you'll be able to face J'zahar. A large amount of configuration options have been implemented into the mod, allowing the user to tweak a lot more things through there. With the removal of AbyssalCraft Core, the internal API has been overhauled as well, creating an API that people can use if they want to add functionality from AbyssalCraft to their mod (where the current limit is the amount of stuff implemented into the API, which still isn't entirely complete).
Issues fixed:
#18, #19, #20, #21, #22
Suggestions implemented (that were suggested on github):
#17

Cha'garoth Update

17 Aug 21:13
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This is the version where Cha'garoth is unleashed, but also the beginning of a more technical AbyssalCraft (won't go full industry, but there will be more machines).

Pre-Cha'garoth Update

18 Jun 14:08
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Made some additions to The Dreadlands (added mineshafts). Did a majort implementation into the API with fancy stuff. Added config options for biome/dimension ids. Updated to forge 10.12.1.1112. Updatechecker has been rewritten, has a much better structure now, with messages about a new update, and one just mentioning that you're running the latest version.

The Dreadlands Update

10 Apr 21:55
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Fixed loads of bugs, and implemented a ton of new things. Also the first open source version.