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PIV7

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PIV7

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The 7th Iteration of Project Izatel, the MMORPG Project.

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Type
Modpack
Pack Size
Small / Light 0 mods
Latest Version
PIV7-1.0.2.zip
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Description

The development of version 7 is complete, with the modpack being deployed successfully onto CurseForge and the server. In order to make sure the server is obliteration-proof there is a dual-redundant backup system in place that will allow me to restore the server to any specific day, and multiple copies will be stored in multiple different places to ensure that never happens again. With that being said lets take a look at what's changed in this version.

PERFORMANCE
The mod list has been severely cut from about 472, all the way down to 377. This reduction in itself will help drastically with server performance, and of course for everyone in general. As a bit of a benchmark, heres what I've managed to get so far:

--PC SPECS--
AMD Ryzen 5 7600x
64GB DDR5 RAM
AMD RADEON RX 7900 XTX (Asrock Taichi)

--STATS--
Startup time (Cold): 1m 41s avg
Startup time (Hot): 1m 15s avg
Fresh worldgen time (timed from user click of create world to origin selection screen, creative): 47s avg
Average FPS (No shader, tested with elytra + fireworks): 200 fps avg with 12 chunk render, max shadow & sim. distance
Average FPS (Insanity shader, tested with elytra + fireworks): 130fps avg with 12 chunk render, max shadow & sim. distance

PROGRESSION
The passive skill tree has been added back, but PMMO has not made the cut this time. It's been replaced by JustLeveling for the time being until I can reconstruct the custom system I had previously. Because of this, weapon styles and world tiers have been removed as well. The total dimension count has been reduced down to 6, to keep things condensed yet large for players to explore. There will be no level requirement for dimensional travel, but certain items may have an attribute requirement to use (i.e. needing strength lvl 10 for a gold sword).

CORE SYSTEM
The core system  for this version has been simplified to 5 categories:
Science - Mekanism & Applied Energestics 2 
Magic - ISB & Occultism
Combat - Weapon Master & TaCZ
General - Cooking, travel, enchanting, etc.
Hybrid - Apotheosis w/ addons & Ars Nouveau w/ Addons
This version focuses on making the categories of the progression system as interlinked as possible, while also allowing players to approach it how they please. For example, you can progress in mechanism to finally build a railgun from the science category, tweak it at the gunsmith table from the combat category, then enchant it with apotheosis enchants from the general category. 


COMBAT
Combat has been completely overhauled with 2 redone subcategories; Melee & Ranged

Melee weapons are now built and customized through a modular system now, allowing you to build your own weapons out of parts you'd like, increasing specific stats. Want more range? add a longer handle. Need more damage? Swap your blade for a higher quality one. Each of these weapons can be combined with passive and active abilities, and these weapons can be upgraded, as well as prestige to become as powerful as possible.
Ranged is a new general category for guns. Choose from a large selection of guns to create or loot random weapons from the world. most guns can be customized with attachements, combined with magic, or even built using advanced science (like the new railgun from mechanism). Be careful though, since maintenance of these firearms can be costly. Firing these firearms cost durability, and the lower it gets, the higher chances you have of misfires, or gun jams.


OTHER ADDITONS AND IMPROVEMENTS

Most of the configuration has been done in the config folder, rather than the serverconfig folder. This now easily allows people to host their own localized servers for this version. I've also added the essential mod for easier P2P multiplayer. Also, the origin selection has been expanded for backgrounds and classes, and elements from the hourglass side project have been added.

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