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With this issue, I'd like to present some ideas I have regarding enchantment limits, which I shamelessly stole from the enchantment rework mod "Indexed" since that mod features a similar limit system. You're free to implement as many or as little of these suggestions as you want. I just wanted to share my ideas for improving the system. It's also my way of coping with Indexed being exclusive to 1.21.10.
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The enchantment limit should decide how many enchantment LEVELS an item can have. An example: instead of being able to have let's say, Fortune IV, Mending and Unbreaking V on your pickaxe assuming it has a limit of 3 enchantments, you'd be given eg. 5 points you could distribute however you want, choosing between multiple lower level enchantments or fewer higher level enchantments. Eg. you could get Unbreaking I, Fortune I, Efficiency I and 2 more modded enchants, or specialize and go for Efficiency V.
I think this change makes the system infinitely more flexible, fun and inspires creativity without becoming too unbalanced. Sortilege's current way of implementing enchantment caps works just fine already, but it forces the player to specialize in fewer enchantments without the choice to go for quantity over quality. -
Remove incompatible enchantments (eg. how Sharpness and Bane of Arthropods can't be put on the same item). This sounds broken at first, but since each level of each enchantment takes up a 1 point, you can't really make your items too powerful by adding normally incompatible enchantments, and you're forced to choose between specializing or making a more versatile tool. Plus, normally unused enchantments could become nice side upgrades since they'd no longer mean giving up the opportunity of using another specific enchant you'd probably like, it would just mean they can't both be max level.
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The base enchantment limit of a piece of equipment can have could be tied to their enchantability (on top of having the option to be overridden via config, ofc), to give purpose to the stat since it's mostly ignored in the base game.
With that said, I'm not entirely sure how I would go about balancing single-level enchantments (like Mending or Infinity) and enchantments with less than 5 levels. Indexed does this by simply making every enchantment have 5 levels. The enchantment limit should already somewhat prevent this from becoming unbalanced because you'd have to sacrifice the chance of more enchantments in order to get one of them on max level (or uses curses to increase your item's limit). You could of course nerf the effectiveness of each enchantment level being less effective so in total, the new max of 5 levels becomes as effective as vanilla's level 3 version.
As an alternative, you could also just make it so these enchantments cost more points than normal.
The default enchantment limit would also have to be raised from 3 to something like 8-10.
Sorry for the long wishlist type post and hope my wording was clear and understandable enough.