Mythic Charms

Mythic Charms

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1.21.1 port

Closed this issue ยท 3 comments

commented

Hey, this isn't an issue or anything, I just wanted to ask if a port to version 1.21.1 is planned for this mod? sorry for bothering you, keep up the great work :)

commented

Hello, 1.21.1 was planned, but it seems like it's not really feasible. Although there are some plans for a different version of Mythic Charms on 1.21.1 ;)

commented

This sounds interesting! Sorry that a direct update wouldn't work, though, that must be annoying. Are you planning to overhaul / reimagine the mod for 1.21.1? Now I don't say this very often but this mod is pretty much perfect in my mind so I can't really imagine what would change in a theoretical different version. Would it be all the same features, just re-coded? Or would the systems be noticeably different? And do you have a potential estimated time for when this version would release? All good if not, I understand that modding is pretty intensive and it's hard to give time frames haha. Sorry for all the questions, I just came across this mod and I am very intrigued!

commented

Don't worry, I'm happy to answer these questions. (I will probably post this on the Discord if I don't forget)
I'm glad you are thinking about Mythic Charms this way, but yes, I plan on doing an overhaul. I want to change a couple of things:

  1. Get rid of the custom recipe type (resonance infusion), not because I don't like but because it's too much compatibility work; 1.20.1 still doesn't support JEI. And for 1.21.1, the UI library just refuses to work, so I will have to make EMI, REI, and JEI from 0.
  2. The config system has to be changed or removed, as it is super restraining in its current form. Right now, I can't really add something new because of this, so the new system has to be more flexible.
    Now to the gameplay part
  3. The charm "restrictions" is not what I want right now (the number of charms you can equip is always three, no matter their value), and the only thing stopping you from just swapping all charms is just a tiny bit of damage. So this will be changed
  4. The charm combo is cool, but you can't not activate the combo if you want both charms but not their combo. This will be "fixed" with the previous new system as well, which I won't say anything about just yet
  5. The progression road has to be changed. I like the archaeology and the lore, but I think I went too far and made too many progression walls, so I will get rid of some of those

So what will remain: the story, the archaeology, most of the charms (probably some more content here)
Not sure about the building blocks, not really proud of those

And no estimated time, sorry, this is still in super early stages, and I don't even know where the mod should go (as a new mod or an update of the existing one)