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Releases: TeamChocoQuest/ChocolateQuestRepoured

Beta 2.1

06 Jan 11:15
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Beta 2.1 Pre-release
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Patches a synchronisation bug and a bug in the protection system logic.

It is highly recommended to install this update.

Beta 2.0

05 Jan 12:31
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Beta 2.0 Pre-release
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BEFORE INSTALLING THE UPDATE: Please delete the 'cqrepoured.cfg' file inside the config folder, otherwise the config may be bugged.

  • Added more option to the paths (path tool)
  • More tooltips in Config GUI and GUIs overall
  • Added descriptions to most items
  • Began internal system for the magic system
  • Protected region saving is much faster and smarter now
  • Protected regions now only get loaded when needed to
  • Small change to the protected region visualization
  • Patch for issue #237 (ticking entity with dynamic stealth)
  • Many many internal changes (well more like a rewrite) to the protection system
  • More debug info for malformed loot entries

Important: It could take some time to open an old world when loading it for the first time with this update (and the next updates), please DO NOT interrupt this process!

Beta 1.3

01 Dec 07:00
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Beta 1.3 Pre-release
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  • Removed some debug outputs
  • Removed "cascading world gen lag" warning for cqr
  • Removed checking for unexplored structures cause it created a lot of lag
  • Fixed spawners ignoring bottle counts
  • Fixed reputation not saving
  • Fixed custom texture system
  • Navigation AI is a little bit more intelligent now
  • Made check for nearby structures more efficient and intelligent

Beta 1.2

25 Nov 09:12
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Beta 1.2 Pre-release
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Replace scala imports with correct ones

Beta 1.1

24 Nov 14:19
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Beta 1.1 Pre-release
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!!Now build towards forge 2847 again!!

  • Added grass on support hills to look more natural
  • Added various tooltips in config
  • Added EXPERIMENTAL feature to try to prevent generating duplicate dungeons (enabled by default), it is not perfect and not complete!!
  • Added old way to handle factions (if you are on a team with the same name as a faction, that faction considers you as a member)
  • Added visualization for protected regions
  • Added a few JEI integrations to help with GUI usability, not complete yet
  • Removed unused loottables & files
  • Removed some debug outputs
  • Fixed "search attack target" AI
  • Fixed turtle not dying in the void
  • Fixed tables not rendering the item put on it
  • Fixed chunkloading when preparing rCastles (was causing crashes in some cases)
  • Bumped llib version to 1.7.20
  • Files now get cached on server/world startup

Beta 1

10 Nov 17:12
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Beta 1 Pre-release
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Beta 1
Yes, we finally reached beta.

  • Finished reimplementing every castle, snow castle, nether city house, and pirate ship from the 1.7 versions of Chocolate Quest.
  • Added looter AI, this will affect cqr entities with backpacks, they will search for nearby chests and steal from them
  • Added hookshot AI, will affect cqr entities with hookshots in their offhand
  • Added texture & model for flamethrower
  • replaced boarmage with megumin
  • Buffed mobs with staffs
  • Buffed the lich
  • Buffed the necromancer
  • Reworked the boarmage (is way stronger and more interesting to fight)
  • Revisited nether dragon and buffed him as well as fixing some bugs there (e.g. glitched syncing of it's size), there may be still bugs
  • Buffed the tortoise (well more of a rebalance)
  • mobs in rCastles now have more gear to choose from (e.g. they now may receive big swords or heavy armor)
  • many many patches and optimizations
  • king crown can now be attached to every helmet
  • replaced megumin with boarmage
  • added texturesets, these allow to define a set of textures per cqr entity for a faction, atm that feature is used by the taverns
  • patched texture for lich (removed red eyes)
  • patched texture for necromancer (removed red eyes)
  • patched model & texture for boarmage (removed red eyes, added proper boarman arms & face)
  • necromancer now has a shield out of flying bones when he is under 50% health, it makes him immune towards projectiles
  • added a trading GUI (can be edited ingame in creative mode) to all cqr mobs
  • added taverns, those are dungeons with friendly inhabitants that act as merchants, the taverns also feature stables and a place to rest
  • Generation now respects vanilla structures, if it tries to spawn a dungeon too near to them, it won't generate the dungeon (all configurable of course)
  • Improved Perlin3D implementation (responsible for things like the support hills) (execution type per call went from 4s to 0.1s)
  • Improved mob navigator
  • Improved performance of some AI's
  • Archers are less accurate now
  • Nerfed spearmen
  • Nerfed mobs that have a shield
  • Overall performance overhaul
  • Temporarily removed the pollos & wasps until they're finished.
  • Removed custom lootchests and replaced them with a "custom lootchest", this lootchest lets you specify ANY existing loottable to use
  • Added option to CQR spawner to spawn as multi-use / vanilla spawner, it also allows you to set multi-use-spawner-specific options such as spawn rate for example
  • Updated structure file, don't worry, it should auto-update your structure files, overall the structure files are much more smaller now
  • Updated the creative tabs, all dungeon creation related items now have their own tab
  • Boss block now allows to insert a soul bottle to be used as the boss
  • Removed unused options from the exporter GUI
  • If mobs appear glitchy, try turning off "skipHiddenEntityRendering"
  • Walker king deals more damage now
  • Removed Herobrine

Alpha 27.9

08 Oct 06:20
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Alpha 27.9 Pre-release
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Only fixes a bug related to dungeon spawning which could be a cause for some people apparently being unable to find them. In reality however the bug only caused the dungeons to be more far away from the spawn point.

This was caused by miscommunications inside the devs team in terms of choosing relevant commits for the bugfix builds.

Detailed description of the bug:
There is a bug in the dungeon gen code. But first I didn't thought it could cause so much trouble and second I just forgot to include the fix in one of the bugfix builds.

The "dungeonSpawnDistance" config option is affected by this bug.

How it's supposed to work:
In a radius of dungeonSpawnDistance chunks from the spawn point there are no dungeons allowed.

How it does work because of the bug:
The size of the area is 16 times larger. Also the area is offset from the spawn point by the coordinates of the spawn point multiplied with 16.

In the mean time I suggest you to just set the dungeonSpawnDistance config option to something <5.

Alpha 27.8

03 Oct 09:19
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Alpha 27.8 Pre-release
Pre-release

Another polishing build. Contains these improvements:

  • Disabled generation of unlit torches in rCastles
  • Removed unused/useless config options
  • Updated exporter GUI
  • Feedback messages on structure export
  • Updated entity ranged attack
  • Made CQR entity navigator for ground entities more performant

Alpha 27.7

26 Sep 19:08
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Alpha 27.7 Pre-release
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Another bugfix update, don't worry, there will be content updates soon!

  • Patched NPE on world unload
  • Added config options for armor and tool values
  • Added config options for all base healths
  • Fixed hookshot
  • Made dungeon bricks breakable and pushable

Alpha 27.6

06 Sep 09:09
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Alpha 27.6 Pre-release
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Another small patch build.
Fixed these things:

  • Custom loottables
  • Fixed default config installation
  • Removed some unnecessary log