5 mods in one, each with its own on/off switch and settings: Epic Loot Storage Materials, Epic Loot Fixes, Enchant Glow Toggle, Shard Exclusivity, Set Pieces On Capes.
Epic Loot Fixes: Darting Thoughts can no longer take all your eitr. It lowers max eitr by half its value and worn items add up, so three items (213%) set max eitr to 0: you ate eitr food but could not cast. The penalty now stops at a limit, 75% by default (setting "Max eitr penalty limit (%)", 100 = no limit). The extra eitr regen is unchanged.
Epic Loot Storage Materials: the enchanting table's Salvage Junk list makes every boss's offering, like the Deer Trophy for Eikthyr already: Ancient Seed (10 Greydwarf Eyes), Withered Bone (5 Entrails), Dragon Egg (10 Freeze Glands), Fuling Totem (2 Fuling Trophies), Seeker Soldier Trophy (10 Mandibles, for the Queen's altar), Bell Fragment (15 Charred Bones) and Malicious Blood (5 Thunderblood Essences). A boss fight again costs about 30 to 90 kills of its biome's creatures. Settings "Boss offerings" (on) and "Boss offering cost multiplier" (1).
Epic Loot Fixes: item tooltips now show the magic effects sorted: most stars first, then by name, also right after augmenting. Only the tooltip changes, the item itself keeps its order. Setting "Sort effects" (on).
1.0.9
Epic Loot Fixes: a staff's eitr cost now also shows what a cast costs with the Reduce Eitr Cost shards you wear, e.g. "Use eitr: 35.2 (Total:16.7)". The shards always worked (Epic Loot takes them off when you pay), but the line only counted the staff's own enchantments. And casting now needs only the reduced cost: before, with -50% you needed 30 eitr for a cast that took 15. New section "Reduce Eitr Cost" (both on).
1.0.8
Epic Loot Storage Materials: shards can be downgraded in the Convert tab's Convert list: one shard becomes shards one rarity lower (a Rare shard into Magic shards, ...), exactly as many as upgrading them costs at that table, so 5 at Convert level 0 down to 1 at level 7. Going down and up again never gains anything; coins paid for an upgrade are not returned. Setting "Downgrade shards" (on).
Epic Loot Fixes: augmenting no longer offers a choice that is the same as keeping the effect. An effect without a value (Glowing, Auto Mead, ...) or with one fixed value could come up again as a new choice, which changed nothing; that choice is now another effect. Effects with a range of values can still be rerolled. Setting "No identical augment choice" (on).
1.0.7
New: Set Pieces On Capes. Every set's weapon or shield piece (Thor's maul, Heimdall's tower shield, Egil's bow, ...) can also be a cape or backpack: in drops, when enchanting to legendary or better, and when etching a set rune onto a cape or backpack. The piece keeps its own effects, and they work from the cape slot too (a weapon piece's damage effects boost the weapon in your hand). A set's own cape piece still comes first when a rune does not name the weapon or shield piece. Each piece counts once.
Epic Loot Storage Materials: a Deposit from nearby chests button under the Storage tab's Deposit All. It moves enchanting materials and shardstones from nearby chests (within Range) into the table's Storage, up to what its Storage level allows per item; the rest stays in the chests.
Epic Loot Storage Materials: Store Nearby now puts every enchanting material and shardstone (dust, essences, reagents, shards, runestones, ...) into the nearest enchanting table's Storage, also kinds it holds none of yet (before, only kinds it already held), up to what its Storage level allows. Setting "Store Nearby puts every enchanting material in the table" (on).
Epic Loot Storage Materials: an Include gear checkbox in the Sacrifice tab (off by default) also lists the weapons, armour, shields and tools in nearby chests that Epic Loot can sacrifice, for bulk sacrificing. With it on, Select All selects those too, so check the list before you sacrifice.
Epic Loot Storage Materials: Select all Magic / Rare / Epic / Legendary / Mythic / Ancient buttons under the warning in the Sacrifice tab, each in its rarity's colour: they select every magic item of that rarity in the list (what the filter shows); a second click deselects them. Shardstones and trophies are left alone.
1.0.6
Epic Loot Storage Materials: the Store Nearby button (Local Craft From Storage) now also fills the enchanting table's Storage: enchanting materials it already holds go there first, from your inventory and your open backpack, up to what its Storage level allows per item, and the rest goes to chests. Store Nearby's own rules apply (hotbar, equipped items and keep lists stay with you). Switch: "Store Nearby fills the enchanting table".
Epic Loot Storage Materials: the "Include shardstones" checkbox in the Sacrifice tab now also covers the shardstones in the table's own Storage (Epic Loot 0.15 lists them there), not only those in nearby chests. Shardstones in your inventory are always listed.
1.0.5
Works with Epic Loot 0.15.1 (now required).
Shard Exclusivity: Epic Loot 0.15 checks clashing effects in two more places (an effect on the item that rules out the shard's effect, and the shards already in the item's sockets); a shardstone skips those too, so it still fits.
Epic Loot Storage Materials: the "Include trophies" and "Include shardstones" checkboxes in the Sacrifice tab show their own label again (Epic Loot 0.15 draws its labels differently).
Epic Loot Fixes: "Show eitr cost on enchanted items" and "Faster chest loading" are removed: Epic Loot 0.15 does both itself. Double Magic Shot and Triple Shot keep costing a normal shot (Epic Loot itself now charges 2x instead of 3x).
1.0.4
Epic Loot Fixes: new switch "Damage effects stack" (on, set by the host). Damage enchantments (fire, frost, +% damage, ...) can roll together on one weapon, and Double Magic Shot and Triple Shot get twice their chance so their odds stay as before. Off = Epic Loot's own rules. Replaces the edited magiceffects.json the modpack shipped before (the pack now has Epic Loot's original file).
Epic Loot Fixes: Double Magic Shot and Triple Shot cost 3x the eitr or stamina when they fire their extra projectiles (Epic Loot charges the normal cost plus twice that), which made them a downgrade when eitr or stamina runs low. Now they cost the normal amount (switch "Normal cost", on): Double Magic Shot gives about +24% damage per cast for the same eitr. Triple Shot still uses 3 arrows.
Epic Loot Fixes: with Double Magic Shot on a summoning staff (Staff of the Wild) the summon limit is doubled, 10 -> 20 roots, since it fires two per cast.
1.0.3
Epic Loot Fixes: new setting "Faster chest loading" (on). Epic Loot went through every item of a chest on every load, also when nothing changed (measured 5-18 ms per frame with a station open). Unchanged chests are now skipped, with the same result.
1.0.2
A mod that is installed twice (on its own and inside this combined mod) now shows a message in the main menu, so you know to remove the separate one. Before, only the log said so.
Fixed: some separate mods were not noticed, so both copies ran at the same time. Now the copy in the combined mod always stays off until the separate one is removed.
1.0.1
Mod page: a short section for every mod, a link to the new wiki (every mod in detail, with all its settings), and a note that F1 needs a config manager mod (e.g. ConfigurationManager by shudnal). The mod itself is unchanged.
1.0.0
First release: the DigiTeam mods in this category combined into one, with an on/off switch per mod at the top of the settings.
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