- check_circle Advancements
- check_circle Functions
- check_circle Loot Tables
- check_circle Predicates
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847
Introducing: Banebreaker!
Can you overcome your mistakes, break down the Bane and become whole again, or once again fall to the same mistakes, and have your legacy lost to time?
Features:
Dying now spawns a Bane where you died.- The Bane curses you by lowering your Max Health, and holds your death stuff.
- Break your Bane to get everything back! (Banebreaker? get it? anyways, moving on)
- Be prepared though: The Bane can use special spells to challenge your will to fight.
- Banes simply disappear if approached while in Peaceful difficulty.
- To do this, simply right click with the Recovery Compass in your main hand.
- Be ready though, as the Bane is much stronger if called this way.
- You’ll lose some of your items forever, and still have to fight to get it back.
- The previous Bane also becomes a Lostbane, which can't cast spells, but only holds some of your last items.
- Start tweaking settings with:
/function tdp.520:settings
Bonus Features:
- Added new ways to get Echo Shards for worlds with no Ancient Cities.
- Works well with my other datapacks!
- Also works in Multiplayer, more details below.
Details:
In Multiplayer:- Banes can only be challenged and looted by the one it cursed.
- Lostbanes can be challenged by anyone. This can be changed by server admins.
- Banes grow stronger the longer it’s been left without being challenged.
- Better get yourself ready for the upcoming fight if you know it’ll take a while to reach it.
- Trick a Bane into killing its minions to get Echo Shards.
- Honestly, if you have Ancient Cities in your world, it'll be far better off to get it that way.
I only intended this method to be used for Skyblock worlds and the like, so expect low drop rates.
Help me maintain Banebreaker and make more awesome stuff by supporting me on Patreon!
Special thanks to all my Patrons for supporting my work:
TheDiamondDiscord:
Post your achievements, report bugs, send me suggestions, or chat with the community in our new Discord Server: |
License Agreement:
By installing any datapack that I made, you agree to the terms set by this license: |
Some Exceptions:
You can make a video using my datapack, which can be monetized.
However, you need to leave a PlanetMinecraft download link of the pack
in the description of your video.
However, you need to leave a PlanetMinecraft download link of the pack
in the description of your video.
Final words: I spent far too long editing this than I'd like to admit.
Support me on Patreon so I can make more stuff like this!
Man, the multiplayer mechanics for Banebreaker, you don't know how hard it was testing all the side cases that propped up just by making the pack available in Multiplayer. There were so many of them, and all of those all had to be tested pretty carefully so players' data won't be lost forever to bugs. I think I did a pretty good job with this one though.
Compatibility | Minecraft 1.20 |
Tags |
1 Update Logs
Version 20c1 : by TheDiamondPlayables 12/14/2023 10:54:02 amDec 14th, 2023
Update Notes:
- Some settings have been changed and worked around in this update.
- Is now designed for Minecraft 1.20.3 and 1.20.4!
- Items dropped from Banes and Lostbanes can now be picked up immediately.
- Successful hits against Banes now emit particles to let you know it's been damaged.
Settings Changes:
- Banes spawned with the Recovery Compass can now break the max level cap.
- Lostbanes are now always peaceful by default.
- Bane Spells now have direct visual indicators to better show you what the Bane's about to do.
- Changed "Blinding Strike" Spell visual particles from "effect" to "smoke".
- Echo Shard drops from Long Lostbanes have been reworked for this update.
- Some settings have been changed and worked around in this update.
- I've left notes as to how you can recover the old settings wherever possible.
- If you need any more details as to why these changes are made, feel free to ask me on Discord!
- Is now designed for Minecraft 1.20.3 and 1.20.4!
- Items dropped from Banes and Lostbanes can now be picked up immediately.
- Successful hits against Banes now emit particles to let you know it's been damaged.
- This is especially useful to players who might've had Sounds off and didn't get the memo.
- This also applies to Lostbanes and Long Lostbanes as well.
- This aims to be a pretty good hint on the Long Lostbane's gameplay purpose.
- Doing this is now the same as setting Banes to not scale up at all.
Settings Changes:
- Banes spawned with the Recovery Compass can now break the max level cap.
- This can be toggleable with the new setting: Recovery Limit Break.
- Recovery Limit Break replaces the old Bane Scaling setting in the scaling book.
- If you want to disable Bane Scaling altogether: Set Bane Max Level to 1 or less will do the trick.
- Lostbanes are now always peaceful by default.
- This is now a consolation prize for still rising up after having lost some of your items forever.
- You can still change this rule if you want to add more challenge though.
- Bane Spells now have direct visual indicators to better show you what the Bane's about to do.
- Changed "Blinding Strike" Spell visual particles from "effect" to "smoke".
- It better matches what that spell's about.
- You now gain Resistance and Weakness while you're in the spell's warning radius.
- Resistance is mostly there because I can't really reduce fangs' damage, so that'll have to do.
- This should give you a bit more time to understand how that spell works and how to dodge it.
- Echo Shard drops from Long Lostbanes have been reworked for this update.
- On average you should get an Echo Shard every 8 Compass uses.
- This should lower the time and the cost in renewing Echo Shards post Recovery Compass era.
- Gameplay-wise these two serve different purposes, so it doesn't make sense to apply this rule to both.
tools/tracking
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I just don't want to do yet another Graves datapack, so I extended on the idea and be like: What can I extend to this that would be fun to do, but still be as punishing?
Some of my earlier iterations on this was: graves running away from you in the form of a pig carrying around a giant chest, a hide and seek mini-game to slowly get your stuff back ... Ultimately I'd settled on this combat idea as it can still be punishing, yet remains fair, as Deaths were designed to be (though not really that well executed).
Banebreaker could've been a lot more different if I'd used any of the previous concepts I'd designed for the project though.
Speaking of Graves real quick: I don't really think Graves kept the punishing part of Deaths in Minecraft. Having a capsule that holds all your death progress just makes Deaths feel more like an annoying obstacle and not something you should worry about.
With Banebreaker though, you'll really know the terror of having to face your mistakes somewhere it'll probably happen again, compounded by the Curse the Bane grants you, giving Deaths that true horror-like feeling you'd also get from knowing that you only got 5 minutes before all your progress have despawned, like it is in Vanilla.