Its a high quality mod that does the job and more, its got party systems, a skill tree, different soul variants and more. honestly deserves more downloads for the work in this mod
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The mobs are cool, gameplay and quality wise.
They're interesting in that they will quickly kill you IF they catch you, and mostly only spawn during rain.
This then means that dashing to the nearest cover once rain starts would be ideal...
If they didn't kill you through walls. Now most shelters are useless, and safety is only found in bunkering down where they can't reach you through walls.
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This is the best roller coaster mod out there. It has no bloat and the several features it adds fit into the game and are highly configurable using wrenches, chains and dye and usable for other applications such as elevators. I'm excited for planned additions such as launches and stations.
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This mod does what it says on the box, it does give you more use for the flesh, my main problem is it feels old or dark, I undersand it's fitting in to the vanilla style but it's just what I feel, maybe release a texture pack to change it to look more modern.
I am not sure we need the maskcot been apart of the mod, I would say to make it more stable remove the mob, since she does the same thing as any zombie.
Maybe create a few more uses for the flesh, but all in all I think it just needs a few tweaks to make it perfect but still very useful and it's better then just a recipe mods that change rotten flesh to something else.
Can it be better? I don't know I say yes but same time with the changes it might now be better, All in all it's a good mod.
I have tested both the 1.0.3.1 and the newer version 1.0.4.0, the update with the Autorack I believe was a good move.
Closing thoughts
Remove the Zombie mb.
Maybe create a alterantive texture pack for it.
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My main problem with this mod is the fact we have to use nuggets and a command I would say a update should be added to add them all to the stonecutter.
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I am always open to ideas, the reason I deleted it at first was CurseForge was very rude and didn't want to follow common sense we returned at request of people using the mod.
This mod adds loads of plushies for you to create and collect, the game play loop here is to create all the plushies and collecting them and create a home for them.
We have no plans to stop supporting the mod and we plan to keep adding more plushies.
I Regressia will keep adding Plushies over time.
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Seriously, why is this not popular. It has great animations, great tools, incredibly little bugs and VERY great balancing. I kid you not when I say that this mod can synergize with a bunch of other random things you seriously wouldn't expect it synergizing with. The combat is only slightly different with a whole shield breaker mechanic where you have to not hold out your shield, but it does this in a way that feels very well choreographed because you can see the animation actively tell you to do so by a purple flash (which is inspired by ultrakill) If you like minecraft mods where the mod combat isnt completely mindless (whether PvE or PvP), this is an incredibly good pick. You can basically beat a good majority of the mods threats with just a shield and an iron sword if you have good timing, which feels INCREDIBLY rewarding for those who actually bothered to not just get the max armor and who want an actual challenge that depends on skill. You can also pull off some great strategies by using the weapons and tools this mod provides, which work together incredibly well almost always. I recommend this. This should be more popular.
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This mod excels in everything it says it will be: a gruesome and perfectly detailed endgame dimension entirely built to maximize your anxiety (or in some peoples cases, spite), whether its because you're in the wastelands and constantly being threatened by the stalker or within the flesh biomes and constantly having to look at the ground for traps, this mod basically does EVERY horror aspect INCREDIBLY WELL while still keeping a sort of style that fits in with the likes of the warden and the deep dark. I wont spoil everything, but all you need to know is that if you add this mod you will DEFINITELY revolve around it and have to play a LONG while to be able to understand everything. Do note you should have at LEAST enchanted diamond armor if you are a casual player who isn't exactly perfectly built for a mod where the pressure is on you 24/7 (however for all the try-hards out there, i recommend iron armor), and that there are a LOT of different armor sets with their own little niches and quirks, along with weapons of a similar degree. So far this is one of the most creative and best stylized mods i've seen, purely because it pulls off that merciless desolation feel best, along with all the unpleasant surprises you might come across. The only spot where it falls off slightly is optimization, but that's only because of MCreators nature and the fact its such a massive mod.
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Don't trust the version of the mod which is precised for this review as I am using the last version, available only on planet Minecraft at https://www.planetminecraft.com/mod/172164-dynamic-sword-skills/ ; The last version of the sword skills API can oddly be found on curseforge with an unofficial fork under the name "Dynamic Sword Skills 6.2.1" as it is the version of the mod this API is meant for (the mod's API is also more officially available on planet Minecraft at https://www.planetminecraft.com/mod/sword-skills-api/ under the right name this time)
What is it ?
A mod which adds Zelda-inspired custom melee Combat Skills , alongside a Z-Targeting system to lock on enemies (this auto-target is even required for some of the skills to be used);
What does it offer ?
Special abilities for melee weapons and swords, which can be found randomly by killing mobs or looting vanilla structures, and can have special effects which increase in strenght after each level gained.
The Basic Technique is the base skill required for a couple of others, it allows you to Z-Target enemies to keep them locked on while you can still see them (there's a specific keybind set for that, as well as a second one to switch from target to another target near); Any solid block in the way will prevent the player from locking onto entities , but I find it a bit annoying that even transparent ones such as glass stop the targeting move.
Here is a full list of the other skills available (SPOILER) :
For Melee Weapons in general :
-The Armor Break
This attack is automatically performed after holding the attack button after attacking (attacking but keep the button held will perform this move), the second hit will pierce the armor, dealing heavy damage even to protected foes
-The Ending Blow
Requiring Z-Targeting, this move allows to deal more damage to an enemy by pushing forward with another hit after attacking at least twice, even granting bonus experience if it ends up killing the foe; it can be exausting, so be wary of using it on enemies which may outlive it
-The Parry
Not this is not the 1.7.10 parry mechanic but a different one requiring more skill, as you have to step back twice before blocking perfectly while the enemy attacks you with a melee weapon/item for the defense to actually register and negate all damage you should take, and when it does it even has a chance to disarm the opponent
-The Spin Attack
Already present in older Zelda games such as The Legend of Zelda: Ocarina of Time and quite famous (probably the most well-known skill from the game series in that whole list), you have to press both the key to move left and right, the first one pressed will determine the spin's direction; this attack is especially useful when standing in the middle of hordes of weak enemies like silverfishs as it allows you to spin around twice to kill them all
-The Super Spin Attack
Primarly found in The Legend of Zelda: The Wind Waker, this skills works on top of another skill to allow you to maintain the spinning move by pressing attack again and again (just kind of spam the attack button it usually works)
Requires the Spin Attack
skill in order to work.
-The Sword Break
A special form of parrying, which will damage the weapon an enemy is attacking you with if you move step forward twice before blocking perfectly as the attack would normally hit you; instead, the attack gets blocked and the enemy's weapon starts breaking (repeat a couple of times to end up with a weaponless foe)
This skill is definitely much easier to perform that the Parry
but a bit less rewarding.
For Swords specifically :
-The Back Slice
Present in at least The Legend of Zelda: The Wind Waker and used notably to remove the armor of Darnuts from the strings which tie them from the back, it relies on Z-Targeting and is probably the most satisfying to use when it does work, as after holding left or right then moving before double tapping the forward key you will run around the enemy, and if hit right, will deal more damage with a chance of removing their chestplate (unfortunately if your default speed is altered you might end up too far away from the enemy you were meant to hit after using this move)
-The Leaping Blow
It's basically a stronger critical hit, needing you to hold block before jumping and attacking, which when performed deals damage in a small area around you (which will damage creatures standing near)
-The Mortal Draw
Needing Z-Targetting in order to be used properly, this samurai-like move works by keeping a hidden sword in your hotbar while being empty-handed and holding the block key -> when the enemy does attack, attack at the same time, effectively cancelling their attack while automatically drawing your sword to deal twice the amount of damage
-The Rising Cut
This acts as a sort of reverse critical hit, being a move which requires you to sneak before jumping and attacking afterwards (before falling down, not while falling); this lifts you up and the enemy into the air, which lets you attack once more or let it take fall damage
-The Sword Beam
Clearly inspired by Zelda II: The Adventure of Link, it consists of throwing a projectile when attacking while sneaking; the more hp you have and focus on one target, the more damage you will deal with this ranged attack
The mod also adds weapons already holding specific skills in the wild such as wooden or iron swords in simple vanilla dungeons for examples (like the sticks available in the creative menu).
I would have to share however that some of sword skills might not work nearly as well if not properly taken care of in packs (for example the Parry
allows you to disarm an opponent
, which can cause issues with many other mods which add creatures which are not meant to be empty-handed, or can look weird if the enemy is just holding a weapon as part of their custom model)
I have not experienced any major performance issue while playing with the mod's latest version, that said due to this mod exploiting vanilla Minecraft's combat as a base, any mod susceptible to tweak the way attack cooldowns work or switch up the combat system entirely will most likely be incompatible with this mod (looking at you Immersive Combat ).
Another note is that aesthetically-speaking there isn't much to talk about, since the moves mostly involve first-person actions without custom animations involved at any part of the process.
(This means I won't really take the Aesthetics into account for the overall rating)
In conclusion
This is a really really nice mod which some flaws which will probably last as the mod seems no longer updated even on Planet Minecraft;
Speaking of planet Minecraft, there's a crazy amount of datapacks on there, even more than on curseforge or modrinth, which means that just looking at those platforms alone will make you miss on some interesting concepts especially in the wide realm of structure enhancements and reworks.
Anyways, it is of note that technically-speaking, dynamic sword skills is an official fork of Zelda Sword Skills , an older 1.7.10 mod by the same author (which has itself a continuation in the same version called Zelda Sword Skills Continuation by the way) which also contains various features and mobs outside of the sole combat system.
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