- check_circle Advancements
- check_circle Functions
- check_circle Loot Tables
- check_circle Predicates
- check_circle Recipes
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Required Resource Pack
10
Welcome to Revengeance Mode!
This is a project I have been working on for a long time, effectively since the tail end of 2019. It was born out of a disdain for currently how easy Minecraft is. I have loved this game for years and have admittedly wasted a lot of my developmental years playing it. I was a competitive player in a relatively small scene, and after I had left that I finally understood how to derive the flaws in a lot of MC balancing in my eyes. Anyway, enough of that. So,
What is Revengeance Mode?
Well I'm glad you asked, Revengeance mode is a harder version of Minecraft. However, with this difficulty I've tried to also put a lot of care into giving the player expression in playstyle. With many new weapons, armors, and items in general I sincerely hope you and many others can find your niche.
For the difficulty, I've tried to add at least a new function or change to every hostile mob in the game. The only ones that don't have one on release are the endermite and the Elder Guardian, the latter of which will be getting a new function at a later point. This means you will have to likely relearn how to fight each mob in Minecraft once again. Strategies and general mechanical skill are going to be extremely helpful to every player.
Update progress
Expansion Pack 1 - Weapon Expansion has been released, adding 9 new weapons. See details in changelogs.
Expansion Pack 2 - Buckler Expansion has been released, adding 6 new bucklers and rebalancing the stats of old ones. See details in changelogs/buckler spoiler menu.
Expansion Pack 3 - Mage Expansion has been released, reorganizing all spells into distinct types and adding 3 new spells, 3 new armor sets, and 3 new mobs on top of that. See details in changelogs/spells spoiler menu. Watch out though, there may be some spoilers in changelogs!
Boring but important stuff:
Due to iron armor being generally very strong but nothing really before it, I have added a crafting recipe for chain armor. As consequence however, I have pushed back iron armor a little bit. This should serve to make armor progression slightly slower, yet still being balanced. (It also adds a much needed chain crafting recipe tweak!)
As you can see, I also removed shields from being attainable. Shields are dumb, but don't worry we will get to their replacements!
Exciting and cool stuff:
Finally, something a bit more basic.
Just a few staples for any good RPG. Permanent stat upgrades, with some instant health items.
While not original, the experience wouldn't be the same without them. Hmm... It looks like one of those are a bit more unstable than the rest though...
Important config stuff (if you plan on running a server with it, look here!)
All in all, I thank you for even looking at this.
This project has been more or less my baby for about a year and a half at this point, the standard I always set myself to is if even 1 random person I don't know sees it and enjoys it. While I want to try to make this go big, I simply want someone to see it and enjoy it.
Contact info:
Discord: Armadaeiel#0659
Discord Server: https://discord.gg/4ewt66NnQJ
Twitter: https://twitter.com/Armadaeiel
idk i might get more eventually lol.
This is a project I have been working on for a long time, effectively since the tail end of 2019. It was born out of a disdain for currently how easy Minecraft is. I have loved this game for years and have admittedly wasted a lot of my developmental years playing it. I was a competitive player in a relatively small scene, and after I had left that I finally understood how to derive the flaws in a lot of MC balancing in my eyes. Anyway, enough of that. So,
What is Revengeance Mode?
Well I'm glad you asked, Revengeance mode is a harder version of Minecraft. However, with this difficulty I've tried to also put a lot of care into giving the player expression in playstyle. With many new weapons, armors, and items in general I sincerely hope you and many others can find your niche.
For the difficulty, I've tried to add at least a new function or change to every hostile mob in the game. The only ones that don't have one on release are the endermite and the Elder Guardian, the latter of which will be getting a new function at a later point. This means you will have to likely relearn how to fight each mob in Minecraft once again. Strategies and general mechanical skill are going to be extremely helpful to every player.
Update progress
Expansion Pack 1 - Weapon Expansion has been released, adding 9 new weapons. See details in changelogs.
Expansion Pack 2 - Buckler Expansion has been released, adding 6 new bucklers and rebalancing the stats of old ones. See details in changelogs/buckler spoiler menu.
Expansion Pack 3 - Mage Expansion has been released, reorganizing all spells into distinct types and adding 3 new spells, 3 new armor sets, and 3 new mobs on top of that. See details in changelogs/spells spoiler menu. Watch out though, there may be some spoilers in changelogs!
Boring but important stuff:
Ore Progression Change
Iron Ore
Iron ore has been adjusted to drop nuggets instead of full ingots worth of loot. Stone pickaxes yield only a few nuggets, while anything above it yields a few more. It may be important to try to find a silk touch pickaxe for this reason! This has been changed due to irons strength in the base game, which still proves a bit strong for even this datapack.
Diamond Ore
While the yield is the same, getting Diamonds is pushed behind a small barrier. Don't worry, all of these tasks are relatively simple. You can find these tasks in-game in the "Minecraft" advancement tree. Here's what they look like completed:
The advancement on the left is the advancement that you must complete to mine diamonds. To attain it, you must complete the three on the right. From top to bottom:
500 Chunks - The player must visit 1. A village 2. The plains OR a dark forest 3. The desert OR an ocean.
Diggy diggy hole - Mine 75 iron ore.
They looked at me funny - Kill a combined total of 40 zombies/spiders/skeletons.
Other methods of attaining diamonds are not affected by this change, this only goes for mining.
Iron ore has been adjusted to drop nuggets instead of full ingots worth of loot. Stone pickaxes yield only a few nuggets, while anything above it yields a few more. It may be important to try to find a silk touch pickaxe for this reason! This has been changed due to irons strength in the base game, which still proves a bit strong for even this datapack.
Diamond Ore
While the yield is the same, getting Diamonds is pushed behind a small barrier. Don't worry, all of these tasks are relatively simple. You can find these tasks in-game in the "Minecraft" advancement tree. Here's what they look like completed:
The advancement on the left is the advancement that you must complete to mine diamonds. To attain it, you must complete the three on the right. From top to bottom:
500 Chunks - The player must visit 1. A village 2. The plains OR a dark forest 3. The desert OR an ocean.
Diggy diggy hole - Mine 75 iron ore.
They looked at me funny - Kill a combined total of 40 zombies/spiders/skeletons.
Other methods of attaining diamonds are not affected by this change, this only goes for mining.
Default Armor Progression
Due to iron armor being generally very strong but nothing really before it, I have added a crafting recipe for chain armor. As consequence however, I have pushed back iron armor a little bit. This should serve to make armor progression slightly slower, yet still being balanced. (It also adds a much needed chain crafting recipe tweak!)
As you can see, I also removed shields from being attainable. Shields are dumb, but don't worry we will get to their replacements!
Exciting and cool stuff:
New Armors
Finally we get to some fun stuff
Oh no! My armor is so bad, whatever shall I do??
Well don't worry, I got something in store. This datapack offers a large selection of armors, geared towards specific playstyles and amplifying a players strengths. I won't be spoiling what any of them do, that's for you to figure out. I promise you, however, that each one of them has a unique and fun playstyle attached.
(The chain/iron/diamond ones are basic armor sets that just give basic stat buffs. I would recommend trying to find the special ones as they are far better. Though in a pinch, the basic ones work fine.)
Oh no! My armor is so bad, whatever shall I do??
Well don't worry, I got something in store. This datapack offers a large selection of armors, geared towards specific playstyles and amplifying a players strengths. I won't be spoiling what any of them do, that's for you to figure out. I promise you, however, that each one of them has a unique and fun playstyle attached.
(The chain/iron/diamond ones are basic armor sets that just give basic stat buffs. I would recommend trying to find the special ones as they are far better. Though in a pinch, the basic ones work fine.)
Bucklers
WHAT DO YOU MEAN NO SHIELDS?!
Once again, don't worry! I got you homies! Yes, shields are now deleted. You can't even have one in your inventory. HOWEVER, I have replaced them (in many ways lol)! Introducing: BUCKLERS!
Buckler expansion new content:
These are easily one of my favorite (and first!) gameplay mechanics I changed. I'm really proud of how they are, and they add a lot of skill to the game. Instead of holding right click and blocking all damage in front of you, you have to time your right click for right before you are hit by incoming damage. If you hit right click and are then hit by an enemies attack within the time frame, you gain certain stat buffs and can even activate special effects. Though be warned, if you miss your parry those stat buffs will turn into stat nerfs. Each parry is different, and is built for different playstyles so I encourage trying each one.
Once again, don't worry! I got you homies! Yes, shields are now deleted. You can't even have one in your inventory. HOWEVER, I have replaced them (in many ways lol)! Introducing: BUCKLERS!
Buckler expansion new content:
These are easily one of my favorite (and first!) gameplay mechanics I changed. I'm really proud of how they are, and they add a lot of skill to the game. Instead of holding right click and blocking all damage in front of you, you have to time your right click for right before you are hit by incoming damage. If you hit right click and are then hit by an enemies attack within the time frame, you gain certain stat buffs and can even activate special effects. Though be warned, if you miss your parry those stat buffs will turn into stat nerfs. Each parry is different, and is built for different playstyles so I encourage trying each one.
Glyphs
Bucklers are cool and all, but I'm bad and/or laggy and still want something in my offhand.
Don't worry folks, I also thought of you. These items are directly inspired from Ye Ol' Tempest Box. That command creation was a huge inspiration, and I had to include my favorite feature from it, being spirit gems (I think that was their name). In this datapack, they're named Glyphs. There are 3 tiers of each glyph, and there's 3 glyph types for each playstyle (mobility, tank, and damage). That brings the total up to 27 glyphs (a lot)! I'll show the crafting recipe, and then explain how they work a bit more.
When crafting a glyph, you only choose the tier and playstyle. Past that, you best hope RNG is in your favor. You will get 1 of 3 glyphs in that tier, and the stats on the glyph are slightly randomized. If you don't feel like you got a good glyph, craft a new one and see if you can roll for better! The biggest drawback to these is that, unlike the bucklers, these will always give some sort of stat down as long as you hold them. These are risky, but good, items!
Don't worry folks, I also thought of you. These items are directly inspired from Ye Ol' Tempest Box. That command creation was a huge inspiration, and I had to include my favorite feature from it, being spirit gems (I think that was their name). In this datapack, they're named Glyphs. There are 3 tiers of each glyph, and there's 3 glyph types for each playstyle (mobility, tank, and damage). That brings the total up to 27 glyphs (a lot)! I'll show the crafting recipe, and then explain how they work a bit more.
When crafting a glyph, you only choose the tier and playstyle. Past that, you best hope RNG is in your favor. You will get 1 of 3 glyphs in that tier, and the stats on the glyph are slightly randomized. If you don't feel like you got a good glyph, craft a new one and see if you can roll for better! The biggest drawback to these is that, unlike the bucklers, these will always give some sort of stat down as long as you hold them. These are risky, but good, items!
Spells
What, Glyphs and Bucklers aren't enough?
Yes, I have added yet another offhand/secondary option to gameplay! This system is meant to be able to be used by effectively any form of play, while also being a playable 'class' all on its own. What is this system you ask? Well, they're spells!
Note: I'm going to keep these vague intentionally. Make all of them and explore! They're strong in the right hands, I promise.
Tomes are the most mundane spells on their own. They don't do any super crazy damage and the game is playable without them, however players who DO use them will find the game much more free form and will be capable of doing much much more than those who pass them up. Tomes are general purpose tools for most everyone!
Runic Spells are strong in nature, but due to their (usually) high cooldowns/high mana cost the user has to be very careful about using them or they'll find themselves incapable of adapting quickly. They usually are useful as artillery items and can safely deal with dangerous situations from afar.
Staves are low cooldown spells that specialize in close-range fast combat. They excel at being strung together in fluid motions, but are relatively difficult to get the hang of. While dangerous to use, as they are close range, they are powerful damage dealers. Bonus points for them because you can be a show off with them!
Mage Armors
That's right, spells don't stop there! If all the other playthroughs get armors, so do mages!
Once again I won't be revealing too much about these, but they will improve a mage's playthrough by a long shot once used. Each armor specializes in changing a specific part about a mage's gameplay so be sure to try all of them and find what fits you best!
Yes, I have added yet another offhand/secondary option to gameplay! This system is meant to be able to be used by effectively any form of play, while also being a playable 'class' all on its own. What is this system you ask? Well, they're spells!
Note: I'm going to keep these vague intentionally. Make all of them and explore! They're strong in the right hands, I promise.
Tomes are the most mundane spells on their own. They don't do any super crazy damage and the game is playable without them, however players who DO use them will find the game much more free form and will be capable of doing much much more than those who pass them up. Tomes are general purpose tools for most everyone!
Runic Spells are strong in nature, but due to their (usually) high cooldowns/high mana cost the user has to be very careful about using them or they'll find themselves incapable of adapting quickly. They usually are useful as artillery items and can safely deal with dangerous situations from afar.
Staves are low cooldown spells that specialize in close-range fast combat. They excel at being strung together in fluid motions, but are relatively difficult to get the hang of. While dangerous to use, as they are close range, they are powerful damage dealers. Bonus points for them because you can be a show off with them!
Mage Armors
That's right, spells don't stop there! If all the other playthroughs get armors, so do mages!
Once again I won't be revealing too much about these, but they will improve a mage's playthrough by a long shot once used. Each armor specializes in changing a specific part about a mage's gameplay so be sure to try all of them and find what fits you best!
Permanent Stat Increases
Finally, something a bit more basic.
Just a few staples for any good RPG. Permanent stat upgrades, with some instant health items.
While not original, the experience wouldn't be the same without them. Hmm... It looks like one of those are a bit more unstable than the rest though...
Other mechanics
Homeworlds
Homeworlds are a new mechanic in the game that creates an immediate difference from the start. When you enter the world, you are prompted with a question; Where are you from? You may answer any one of the three dimensions by clicking the underlined text in the chat. Each homeworld offers a different experience, adjusted for encouraging a specific playstyle. However no homeworld discourages any playstyle, it simply encourages one.
Tired of your current homeworld?
Using this item, you may reset your homeworld.
Homeworlds are a new mechanic in the game that creates an immediate difference from the start. When you enter the world, you are prompted with a question; Where are you from? You may answer any one of the three dimensions by clicking the underlined text in the chat. Each homeworld offers a different experience, adjusted for encouraging a specific playstyle. However no homeworld discourages any playstyle, it simply encourages one.
Tired of your current homeworld?
Using this item, you may reset your homeworld.
Important config stuff (if you plan on running a server with it, look here!)
Config Commands
/scoreboard players set pluginServerPatch revengeanceCFG 1
If you are running a server using spigot/paper/etc. this will remedy the bug that causes damage to deal 10x more than what it is supposed to.
(More to come soon, probably.)
If you are running a server using spigot/paper/etc. this will remedy the bug that causes damage to deal 10x more than what it is supposed to.
(More to come soon, probably.)
All in all, I thank you for even looking at this.
This project has been more or less my baby for about a year and a half at this point, the standard I always set myself to is if even 1 random person I don't know sees it and enjoys it. While I want to try to make this go big, I simply want someone to see it and enjoy it.
Contact info:
Discord: Armadaeiel#0659
Discord Server: https://discord.gg/4ewt66NnQJ
Twitter: https://twitter.com/Armadaeiel
idk i might get more eventually lol.
Compatibility | Minecraft 1.19 |
to | Minecraft 1.20 |
Tags |
11 Update Logs
Version Update : by Armadaeiel 07/23/2023 7:13:06 amJul 23rd, 2023
-Made compatible with 1.19.4-1.20.
Cool. I love disappearing and reappearing. Hello.
Cool. I love disappearing and reappearing. Hello.
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I haven't played the whole thing yet, just got to the nether. But still a fantastic datapack.
Also hello fellow movement enjoyer, may your speed outrun the gods. (It's a real gimmicky playstyle, but it's also my favorite. Hitting a fully charged windsplitter gives me the same joy as a taunt kill with scout's bat from tf2.)
and the vibes to the calamity feel
you inspired me in something and I hope to finish it
id be glad to hear what i inspired you for!
typing very casually right now since im very tired working on a little blender project, so apologies for it being more difficult to read possibly.