Hardcore as in Hardcore Mode (but you keep your world).
In Hardcore Alchemy, you live as a shapeshifting mage in an unforgiving world. You can use your morphing ability to avoid combat, but only for a limited time. When you die, you respawn elsewhere and are unlikely to find your old base again. But over time, you may accumulate resources or magic research which stay with you.
Become a powerful mage or get stuck as a chicken for the rest of your life. When you die, the negative effects of the magic you have acquired are erased, allowing you to forge a new path. A curated selection of magic mods are enhanced with custom-coded mechanics, adding additional tradeoffs.
Thoughtful survival.
You are weak, and have additional survival needs like nutrition and thirst. Stone is harder, food will decay, and you will have reduced starting health that can be upgraded through various challenges.
A curated selection of survival and mob mods have been thoughtfully configured and modified to strike a balance of fairness and difficulty. Some survival mechanics have been custom-coded with this modpack in mind.
Play at your own pace.
Choose when you are ready to venture from the safety of your base. Mobs will not relentlessly dig through your base to get to you. You are not on a timer. And you will rarely be trapped in your base with nothing to do.
In-game documentation.
A craftable in-game guidebook, "The Traveling Alchemist," gives you guidance on how to survive and progress. Once you have the tools necessary for your survival, what you do next is up to you.
Where can I get the pack?
For everything you need to know about the pack, including the downloads, changelog, installation instructions, mod list, and even an online copy of the latest in-game guidebook, check the Hardcore Alchemy wiki!
Dissolution. It says to go to 0,0 to get a new body if you can't find one.
That's irrelevant. I have configured the mod to show you the marker on your HUD pointing in the direction you need to go.
I should also probably mention that the official Dissolution documentation isn't going to help you very much in this pack. The developers of that mod have completely re-written the game mechanics twice. (Although the part you mentioned is currently correct for this modpack)
Edit 2018/06/30: I should also mention to future readers reading this post: Hardcore Alchemy makes significant changes to how many of the mods in the pack work, including Dissolution. So even outdated official mod documentation should not be relied upon.
Edit 2020/09/21: Dissolution was sadly removed from the modpack during the 0.3.8 release. There was a work in progress fix in place to make the player instead have to go to the Nether equivalent of their spawn point, but the mod was still removed for different reasons. Pease visit the wiki to see the most up-to-date mod list.
That's irrelevant. I have configured the mod to show you the marker on your HUD pointing in the direction you need to go.
I should also probably mention that the official Dissolution documentation isn't going to help you very much in this pack. The developers of that mod have completely re-written the game mechanics twice. (Although the part you mentioned is currently correct for this modpack)
Am I still supposed to possess things? I couldn't actually get that to work.
Hardcore Alchemy Modpack version 0.3.6 has been released, with a fix to the biggest cause of long Nether death runs, as well as a few other changes since 0.3.4 which again reduce the chances of unfair deaths.
Now that I have uploaded a new version of the modpack, I feel that now is the ideal time to make an in-depth update post.
Based on "user experience" alone, I tentatively recommend 0.3.6 to all players who are relatively experienced with modded Minecraft and are interested in hardcore mode. However, in terms of modpack-exclusive content, I feel the Hardcore Alchemy modpack could still be a little bit better. That is the main purpose of 0.4.0. Once 0.4.0 is released, I feel I can justify hyping this pack.
So... let's talk about 0.4.0.
First, the best way to stay up-to-date on my progress on 0.4.0 is here. At this point, the list of features I want to work on for 0.4.0 is more-or-less set in stone. With the exception of "out there," the intention is to implement everything on that list. Other features without a checkbox are things I will attempt to implement, but can't guarantee I will follow through with if it turns out the features do not contribute positively to gameplay or are not technically feasible. As you can see, it is a very long list. Considering the size of this list and my currently available free time, I anticipate it will take a year from today's date, possibly many months more, possibly less, until 0.4.0 is released.
From a technical perspective, I have changed several aspects of my mod development process on the road to 0.4.0, which should make contributions to the Hardcore Alchemy mod a bit easier and less confusing. In terms of version control, there is no "experimental" branch anymore, so the master branch no longer lags behind in code changes. I now confine my git sorcery (ie, anything requiring git push --force) to my personal WIP branch. Documentation is also continuously improving.
I will now elaborate on some progress on features that is a bit less clear from the github checklist.
A couple features which have already been checked off could still use a bit of refinement. In particular, the high magic potion feature got rid of the nerf which prevented players from casting Ars Magica spells while in a morph. I have a mechanic in mind to replace it.
In terms of "pie-in-the-sky" features, the underwater fishing mechanic was surprisingly easy to implement. It's quite powerful compared to regular fishing but I intend to leave it that way. The instinct feature, on the other hand, has been quite the opposite. I have only gotten to finishing 90% of the API and have started fixing bugs with the very first test instinct, so I still have no idea if the mechanic is any good.
Finally, there's Thaumcraft (which I would like to re-iterate is NOT in 0.3.6). The "past life knowledge/warp recollection" feature I implemented was, to be honest, a pain to implement and a bit underwhelming, but nonetheless necessary. I have a few adjustments in mind which will improve it a little bit.
I believe that's it in terms of stuff I want to elaborate on. Unless I encounter a significant issue worthy of another hotfix, it's going to be "full steam ahead" for 0.4.0.
[p]Hey I followed the detailed installation guide, and its giving me a
Instance update failed because: Component metadata update task failed while downloading from remote server:[/p]
Job 'Download of meta file net.minecraftforge/.json' failed to process:[/p]
https://v1.meta.multimc.org/net.minecraftforge/.json.[/p]
Huh, that's weird. Do you have an instance icon that says "Hardcore Alchemy" below it, or is it failing to import?
Hopefully it's the former. If so, maybe try this: right click on the instance icon and select, "Edit Instance," click on "Version" in the left menu.
Then check the order of the things installed. It should be "LWJGL 2" then "Minecraft" then "Forge." If that's not the order they are in, then move them up/down until they are in that order.
Try launching Minecraft and see if it works. If it doesn't work, then maybe try this: save this file as index.json in the folder "meta/net.minecraftforge/" relative to your MultiMC installation location, creating new folders as necessary. If the file already exists, open it up and search for "12.18.3.2511." If you find that in the json file then I recommend not trying to replace it.
Try launching again.
If, after doing the steps above, you still can't get it to work, try installing a new version of Forge. Click on "Install Forge" (also in the "Version" section) then select 12.18.3.2511 and click OK.
Let me know if that works for you, and if so, what troubleshooting step led to success. It would also help to know what Operating System you use and what version of the OS it is. Some other people seem to have encountered this issue. It would be nice to know if the issue you are having is similar, or possibly different.
well there was a big red dot ne t to the forget and also bare with my a couple of keys don't work anymore on my keyboard, i'm clumsy with big cups of water leave me alone, but yea that big red dot meant there was an issue with forge I suppose, because I just changed the forge file. and I swear I didn' t jump to it but doing that worked.
well there was a big red dot ne t to the forget and also bare with my a couple of keys don't work anymore on my keyboard, i'm clumsy with big cups of water leave me alone, but yea that big red dot meant there was an issue with forge I suppose, because I just changed the forge file. and I swear I didn' t jump to it but doing that worked.
Sweet, happy to hear that. It sounds like something I may be able to improve on my end. I've been using a custom Forge version with my modpack for a while. It's possible I forgot to upload some piece of configuration, but it seems like it might not be worth the effort. The latest Forge now has the fix I need, so I'll use it in my next release. Thanks for helping me debug the problem.
Version 0.3.7 of the Hardcore Alchemy Modpack has been released. This release fixes the game not launching, and adds a new in-game guidebook for Alchemic Ash which can be crafted with two pieces of sand. No more switching out of the game to read the forum guide!
Special thanks to Girfan3198 for pointing out the launch issue. As it turns out, 0.3.6 was missing some important files, which do indeed produce a cryptic MultiMC error message which prevented the game from launching. These important files were for a custom version of Forge. However, a custom version of Forge is no longer needed. So, 0.3.7 now just uses the latest official Forge. This does mean that you will need to have an internet connection on your first run as MultiMC downloads the required Forge version. However, there is a workaround to this, it only has to be done once, and the modpack download is slightly smaller now.
As this is a relatively small release again, the wiki home page has upgrade instructions for users with limited bandwidth upgrading from the previous version.
On the 0.4.0 front, progress has been slow. The instinct mechanic I've been working on definitely has potential, but even the first instinct still feels like it has room for improvement, and there are still lots of ideas I need to hammer down. There's a difficult balance to strike between making the player "feel" like the mob they are stuck as, but still allowing the player to actually play the game. In slightly brighter news, the size-based camera adjustment seems to be working, and I've made the refinements I wanted to Thaumic past-life knowledge which makes the process make more sense.
After some careful consideration, I have decided to make a snapshot of my current development build and release all my changes. With my motivation slowing down recently, and the pack being generally in a good state, the time felt right to step back, regroup, and let people enjoy the pack.
0.3.8 has, quite frankly, a huge changelog, far too big to describe fully in this forum update post. But I will try to cover the highlights:
The Instinct system has debuted with the first instinct, which requires players in permanent morphs to attack what their morphed mob would normally attack.
Permanent morphs can now use any form of magic, provided they use a Potion of Unhindered Magic
Thaumcraft was added, along with a special death mechanic which temporarily keeps warp at bay
If you morph into a squid, you can fish underwater using the Metamorph action key
The thirst effect from Tough As Nails now causes nutrition loss
Morphing while your humanity is low is now slightly more dangerous, as morphing into anything except the player costs humanity instead of hunger
The transmutation table from ProjectE can now only be used during a full moon
The new instinct mechanic strikes me as heavy-handed, and there is some missing polish for how it operates. I am very interested to hear your thoughts on this release!
Edit 2020/09/21: Forgot to mention, Dissolution was sadly removed from the modpack during the 0.3.8 release. There was a work in progress fix in place to make the player instead have to go to the Nether equivalent of their spawn point, but the mod was still removed for different reasons. Please visit the wiki to see the most up-to-date mod list.
Well, the forum isn't dead yet! It seems we're here just in time for a hotfix release!
Version 0.3.9 doesn't have a modpack release. If you have 0.3.8, simply download the latest version of the Hardcore Alchemy capstone mod and replace it in your instance.
The newest release fixes some serious issues with permanent Guardian morphs, including a crash and an instinct prey targeting bug which made the morph target everything including themself. The new and improved targeting system is a bit more complex then the old one, but the intent is that it should work equally well for all morphs. Send me your bugs!
In addition, there are a few quality-of-life improvements to aquatic morphs, most notably the Potion of Air Breathing! Dig speeds are inverted for aquatic morphs as well, so you dig faster in water and dig slower on land. Finally, FOV now increases when aquatic morphs are in water, to help combat motion sickness.
I wanted to get this hotfix release out quickly due to the crash, so a few bugs may have snuck in. Happy transmutations!
Edit: Figures, potion recipes are wonky. It should be fixed in 0.3.10!
I am pleased to announce modpack release 0.3.11 - Reluctant Relocation!
This release gives the first glimpse at the homesickness instinct. In particular, it introduces the "nature" variety, which affects overworld land animal morphs. Players stuck in such morphs will now feel the need to be in a certain environment. Depending on the morph, the player can engineer their environment with grass blocks. In other cases, the player will need to relocate to a different biome. It depends on the mob's natural spawn conditions. If the player does not comply with this particular instinct, they may get a visit from a hungry predator. Let's just say I was reluctant to test this feature in my Eclipse development environment!
Along a similar vein, various land animal morphs now have a special ability: primitive sustenance! Drink directly from a pond, and in certain cases even eat grass! The use of this ability is restricted for balancing reasons.
The third notable feature is magic inhibition. This feature was built to replace the previous mechanic that caused players to be stuck in human form after casting a spell. When the player now does certain magical things, a magic inhibition meter counts upward. If this meter exceeds humanity, the player is temporarily unable to morph.
In light of an early-game guidebook issue, I have updated the pack to 0.3.12 with a fix. Basically, since Hardcore Alchemy's custom Metamorph fork is now called Changeling, the heading in the controls options menu is called "Changeling" too. The guidebook has been updated to reflect that.
Normally, with small updates like this, I recommend just downloading the capstone mod and adding it to your current instance, but since this affects new players, I have also put up a full modpack download on the wiki.
I'm so sorry. I uploaded the 0.3.12 modpack download, but then accidentally moved it to the "old" folder! It should be in the correct place now!
If you're reading this and you have already downloaded 0.3.11, there's no need to upgrade the entire modpack to 0.3.12. You can just upgrade the capstone mod from 0.3.11 to 0.3.12. This is mostly helpful for players that are new to the pack and don't know how to morph/use morphing abilities yet.
I should also mention that I removed the link to the poll for 0.5 features. Thanks to everyone who participated! I don't know yet how much this poll will influence plans for 0.5. Later, I may talk a bit more about the results and perhaps the future of the modpack more generally.
Hello everyone! Thanks to all who participated in the 0.5 interest check poll! I've taken a look at the poll and did some analysis on it. You can see the results and analysis here:
The bad news is that the poll didn't do a very good job of helping me narrow down what feature(s) to focus on for the 0.5 release. But I do have an idea of how to proceed, so here are my thoughts on Hardcore Alchemy development going forward:
Work on the features leading up to 0.4 will continue as planned. All the features on the github issue which have a checkbox associated with them are still considered planned. The rest are all things that are neat, but I've decided I'm not going to work on them right now. The instinct system still needs some refinement and additions, so there's still quite a ways to go.
Because the 0.4 release has been really ambitious game design-wise and dragged on quite a bit, I have decided that 0.5 will be a smaller release. It will likely not focus on any really hard-to-implement features, and instead some smaller ones, while also probably addressing some bugs that have been postponed for a while.
While I haven't decided what features I want to work on just yet, I think it would be cool to pick and choose a few small components of some of the features I mentioned in the poll.
That's pretty much it for now. I hope you all are enjoying the new Instinct system and other changes to magic/survival. If not, then please let me know! Merry Morphing, and Happy New Year!
Hardcore as in Hardcore Mode (but you keep your world).
In Hardcore Alchemy, you live as a shapeshifting mage in an unforgiving world. You can use your morphing ability to avoid combat, but only for a limited time. When you die, you respawn elsewhere and are unlikely to find your old base again. But over time, you may accumulate resources or magic research which stay with you.
Become a powerful mage or get stuck as a chicken for the rest of your life. When you die, the negative effects of the magic you have acquired are erased, allowing you to forge a new path. A curated selection of magic mods are enhanced with custom-coded mechanics, adding additional tradeoffs.
Thoughtful survival.
You are weak, and have additional survival needs like nutrition and thirst. Stone is harder, food will decay, and you will have reduced starting health that can be upgraded through various challenges.
A curated selection of survival and mob mods have been thoughtfully configured and modified to strike a balance of fairness and difficulty. Some survival mechanics have been custom-coded with this modpack in mind.
Play at your own pace.
Choose when you are ready to venture from the safety of your base. Mobs will not relentlessly dig through your base to get to you. You are not on a timer. And you will rarely be trapped in your base with nothing to do.
In-game documentation.
A craftable in-game guidebook, "The Traveling Alchemist," gives you guidance on how to survive and progress. Once you have the tools necessary for your survival, what you do next is up to you.
Where can I get the pack?
For everything you need to know about the pack, including the downloads, changelog, installation instructions, mod list, and even an online copy of the latest in-game guidebook, check the Hardcore Alchemy wiki!
You shouldn't have ReducedDebugInfo on while having mods with coordinate specific mechanics.
Hello there! Can you be more specific about which mod you are having trouble with? Ultimately I would like to have zero coordinate specific mechanics.
Dissolution. It says to go to 0,0 to get a new body if you can't find one.
That's irrelevant. I have configured the mod to show you the marker on your HUD pointing in the direction you need to go.
I should also probably mention that the official Dissolution documentation isn't going to help you very much in this pack. The developers of that mod have completely re-written the game mechanics twice. (Although the part you mentioned is currently correct for this modpack)
Edit 2018/06/30: I should also mention to future readers reading this post: Hardcore Alchemy makes significant changes to how many of the mods in the pack work, including Dissolution. So even outdated official mod documentation should not be relied upon.
Edit 2020/09/21: Dissolution was sadly removed from the modpack during the 0.3.8 release. There was a work in progress fix in place to make the player instead have to go to the Nether equivalent of their spawn point, but the mod was still removed for different reasons. Pease visit the wiki to see the most up-to-date mod list.
Am I still supposed to possess things? I couldn't actually get that to work.
No, that's a whole different version, whole different beast.
Hardcore Alchemy Modpack version 0.3.6 has been released, with a fix to the biggest cause of long Nether death runs, as well as a few other changes since 0.3.4 which again reduce the chances of unfair deaths.
Now that I have uploaded a new version of the modpack, I feel that now is the ideal time to make an in-depth update post.
Based on "user experience" alone, I tentatively recommend 0.3.6 to all players who are relatively experienced with modded Minecraft and are interested in hardcore mode. However, in terms of modpack-exclusive content, I feel the Hardcore Alchemy modpack could still be a little bit better. That is the main purpose of 0.4.0. Once 0.4.0 is released, I feel I can justify hyping this pack.
So... let's talk about 0.4.0.
First, the best way to stay up-to-date on my progress on 0.4.0 is here. At this point, the list of features I want to work on for 0.4.0 is more-or-less set in stone. With the exception of "out there," the intention is to implement everything on that list. Other features without a checkbox are things I will attempt to implement, but can't guarantee I will follow through with if it turns out the features do not contribute positively to gameplay or are not technically feasible. As you can see, it is a very long list. Considering the size of this list and my currently available free time, I anticipate it will take a year from today's date, possibly many months more, possibly less, until 0.4.0 is released.
From a technical perspective, I have changed several aspects of my mod development process on the road to 0.4.0, which should make contributions to the Hardcore Alchemy mod a bit easier and less confusing. In terms of version control, there is no "experimental" branch anymore, so the master branch no longer lags behind in code changes. I now confine my git sorcery (ie, anything requiring git push --force) to my personal WIP branch. Documentation is also continuously improving.
I will now elaborate on some progress on features that is a bit less clear from the github checklist.
A couple features which have already been checked off could still use a bit of refinement. In particular, the high magic potion feature got rid of the nerf which prevented players from casting Ars Magica spells while in a morph. I have a mechanic in mind to replace it.
In terms of "pie-in-the-sky" features, the underwater fishing mechanic was surprisingly easy to implement. It's quite powerful compared to regular fishing but I intend to leave it that way. The instinct feature, on the other hand, has been quite the opposite. I have only gotten to finishing 90% of the API and have started fixing bugs with the very first test instinct, so I still have no idea if the mechanic is any good.
Finally, there's Thaumcraft (which I would like to re-iterate is NOT in 0.3.6). The "past life knowledge/warp recollection" feature I implemented was, to be honest, a pain to implement and a bit underwhelming, but nonetheless necessary. I have a few adjustments in mind which will improve it a little bit.
I believe that's it in terms of stuff I want to elaborate on. Unless I encounter a significant issue worthy of another hotfix, it's going to be "full steam ahead" for 0.4.0.
Instance update failed because: Component metadata update task failed while downloading from remote server:[/p] Job 'Download of meta file net.minecraftforge/.json' failed to process:[/p]
https://v1.meta.multimc.org/net.minecraftforge/.json.[/p]
Huh, that's weird. Do you have an instance icon that says "Hardcore Alchemy" below it, or is it failing to import?
Hopefully it's the former. If so, maybe try this: right click on the instance icon and select, "Edit Instance," click on "Version" in the left menu.
Then check the order of the things installed. It should be "LWJGL 2" then "Minecraft" then "Forge." If that's not the order they are in, then move them up/down until they are in that order.
Try launching Minecraft and see if it works. If it doesn't work, then maybe try this: save this file as index.json in the folder "meta/net.minecraftforge/" relative to your MultiMC installation location, creating new folders as necessary. If the file already exists, open it up and search for "12.18.3.2511." If you find that in the json file then I recommend not trying to replace it.
Try launching again.
If, after doing the steps above, you still can't get it to work, try installing a new version of Forge. Click on "Install Forge" (also in the "Version" section) then select 12.18.3.2511 and click OK.
Let me know if that works for you, and if so, what troubleshooting step led to success. It would also help to know what Operating System you use and what version of the OS it is. Some other people seem to have encountered this issue. It would be nice to know if the issue you are having is similar, or possibly different.
well there was a big red dot ne t to the forget and also bare with my a couple of keys don't work anymore on my keyboard, i'm clumsy with big cups of water leave me alone, but yea that big red dot meant there was an issue with forge I suppose, because I just changed the forge file. and I swear I didn' t jump to it but doing that worked.
Sweet, happy to hear that. It sounds like something I may be able to improve on my end. I've been using a custom Forge version with my modpack for a while. It's possible I forgot to upload some piece of configuration, but it seems like it might not be worth the effort. The latest Forge now has the fix I need, so I'll use it in my next release. Thanks for helping me debug the problem.
Version 0.3.7 of the Hardcore Alchemy Modpack has been released. This release fixes the game not launching, and adds a new in-game guidebook for Alchemic Ash which can be crafted with two pieces of sand. No more switching out of the game to read the forum guide!
Special thanks to Girfan3198 for pointing out the launch issue. As it turns out, 0.3.6 was missing some important files, which do indeed produce a cryptic MultiMC error message which prevented the game from launching. These important files were for a custom version of Forge. However, a custom version of Forge is no longer needed. So, 0.3.7 now just uses the latest official Forge. This does mean that you will need to have an internet connection on your first run as MultiMC downloads the required Forge version. However, there is a workaround to this, it only has to be done once, and the modpack download is slightly smaller now.
As this is a relatively small release again, the wiki home page has upgrade instructions for users with limited bandwidth upgrading from the previous version.
On the 0.4.0 front, progress has been slow. The instinct mechanic I've been working on definitely has potential, but even the first instinct still feels like it has room for improvement, and there are still lots of ideas I need to hammer down. There's a difficult balance to strike between making the player "feel" like the mob they are stuck as, but still allowing the player to actually play the game. In slightly brighter news, the size-based camera adjustment seems to be working, and I've made the refinements I wanted to Thaumic past-life knowledge which makes the process make more sense.
After some careful consideration, I have decided to make a snapshot of my current development build and release all my changes. With my motivation slowing down recently, and the pack being generally in a good state, the time felt right to step back, regroup, and let people enjoy the pack.
0.3.8 has, quite frankly, a huge changelog, far too big to describe fully in this forum update post. But I will try to cover the highlights:
The new instinct mechanic strikes me as heavy-handed, and there is some missing polish for how it operates. I am very interested to hear your thoughts on this release!
Edit 2020/09/21: Forgot to mention, Dissolution was sadly removed from the modpack during the 0.3.8 release. There was a work in progress fix in place to make the player instead have to go to the Nether equivalent of their spawn point, but the mod was still removed for different reasons. Please visit the wiki to see the most up-to-date mod list.
Well, the forum isn't dead yet! It seems we're here just in time for a hotfix release!
Version 0.3.9 doesn't have a modpack release. If you have 0.3.8, simply download the latest version of the Hardcore Alchemy capstone mod and replace it in your instance.
The newest release fixes some serious issues with permanent Guardian morphs, including a crash and an instinct prey targeting bug which made the morph target everything including themself. The new and improved targeting system is a bit more complex then the old one, but the intent is that it should work equally well for all morphs. Send me your bugs!
In addition, there are a few quality-of-life improvements to aquatic morphs, most notably the Potion of Air Breathing! Dig speeds are inverted for aquatic morphs as well, so you dig faster in water and dig slower on land. Finally, FOV now increases when aquatic morphs are in water, to help combat motion sickness.
I wanted to get this hotfix release out quickly due to the crash, so a few bugs may have snuck in. Happy transmutations!
Edit: Figures, potion recipes are wonky. It should be fixed in 0.3.10!
I am pleased to announce modpack release 0.3.11 - Reluctant Relocation!
This release gives the first glimpse at the homesickness instinct. In particular, it introduces the "nature" variety, which affects overworld land animal morphs. Players stuck in such morphs will now feel the need to be in a certain environment. Depending on the morph, the player can engineer their environment with grass blocks. In other cases, the player will need to relocate to a different biome. It depends on the mob's natural spawn conditions. If the player does not comply with this particular instinct, they may get a visit from a hungry predator. Let's just say I was reluctant to test this feature in my Eclipse development environment!
Along a similar vein, various land animal morphs now have a special ability: primitive sustenance! Drink directly from a pond, and in certain cases even eat grass! The use of this ability is restricted for balancing reasons.
The third notable feature is magic inhibition. This feature was built to replace the previous mechanic that caused players to be stuck in human form after casting a spell. When the player now does certain magical things, a magic inhibition meter counts upward. If this meter exceeds humanity, the player is temporarily unable to morph.
Here are some more highlights from the changelog:
In light of an early-game guidebook issue, I have updated the pack to 0.3.12 with a fix. Basically, since Hardcore Alchemy's custom Metamorph fork is now called Changeling, the heading in the controls options menu is called "Changeling" too. The guidebook has been updated to reflect that.
Normally, with small updates like this, I recommend just downloading the capstone mod and adding it to your current instance, but since this affects new players, I have also put up a full modpack download on the wiki.
*facepalm*
I'm so sorry. I uploaded the 0.3.12 modpack download, but then accidentally moved it to the "old" folder! It should be in the correct place now!
If you're reading this and you have already downloaded 0.3.11, there's no need to upgrade the entire modpack to 0.3.12. You can just upgrade the capstone mod from 0.3.11 to 0.3.12. This is mostly helpful for players that are new to the pack and don't know how to morph/use morphing abilities yet.
I should also mention that I removed the link to the poll for 0.5 features. Thanks to everyone who participated! I don't know yet how much this poll will influence plans for 0.5. Later, I may talk a bit more about the results and perhaps the future of the modpack more generally.
Hello everyone! Thanks to all who participated in the 0.5 interest check poll! I've taken a look at the poll and did some analysis on it. You can see the results and analysis here:
Hardcore Alchemy 0.5 Interest Check Results and Analysis
The bad news is that the poll didn't do a very good job of helping me narrow down what feature(s) to focus on for the 0.5 release. But I do have an idea of how to proceed, so here are my thoughts on Hardcore Alchemy development going forward:
That's pretty much it for now. I hope you all are enjoying the new Instinct system and other changes to magic/survival. If not, then please let me know! Merry Morphing, and Happy New Year!
If you are experiencing a crash when visiting the Nether, please download and replace the capstone mod:
https://github.com/asanetargoss/HardcoreAlchemy/releases/tag/v0.3.13
A new modpack version with the fix will be uploaded later.