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Blocks Oplenny for Your Penny

Hey everyone,
We are releasing an alpha version of 1.15.2 Conquest Reforged to our patrons/donators as we await Forge-compatible Optifine for 1.15.2, whose release date is pretty uncertain. While connected textures won't be available, there are loads of new blocks, models, and mechanics to check out and get an idea with what you'll be able to achieve with the next iteration of Conquest Reforged.
In order to gain access to the alpha build, join our Discord and donate here for a special role that will give you the ability to download both Conquest Reforged and Terraforged.
Since this is an alpha and work-in-progress, we're very open to feedback regarding what we can improve. With that, here is a rough changelog:
Conquest Reforged 1.15.2 Alpha Changelog
Blocks/Items/Models:
- A full list will be compiled for the official release
- The mod now has 11,827 blocks/models (subject to change)
Block Variants:
- Gothic Arches, Segmental Arches, Round Arches
- Old half arch model removed (open to potential replacements for specific use cases)
- Upside-down capitals/hopper shapes
- Slabs now have “layers”. These layers can be placed upside-down
- Corner Slab added
- Eighth Slab added
- Quarter Slab added
- Two new shapes for the Sphere/Dragon Egg block
- Vertical Corner blocks, Vertical Quarter blocks, and Vertical Slabs all have 3 “layer” shapes. Therefore, previous trapdoor and vertical slabs are merged
- “Trapdoor” shape is now 8 pixels (32 pixels being a full-block) wide instead of 6 pixels, to be proportional with the other Vertical Slab layers.
- Vertical Slab Corner (looks like a stair cut in half) added
- Glass blocks now have Vertical Corners, Vertical Quarters, Vertical Slabs with working culling
Mechanics:
- Plants and rocks now “sink” into layers, so that they don’t appear as if they’re floating in mid-air when placed above them.
- Pressing ‘B’ toggles between layers when placing snow/similar variants
- Experimental variant toggle GUI when pressing “B” (can be enabled in the configs)
- Most blocks can be waterlogged
Interface/GUI:
- Prompt to install Optifine/Resourcepack, if missing, on startup (can be disabled after first launch)
- Notification that explains how to use the block picker GUI when the creative inventory is opened for the first time
- Block picker GUI color palette functionality has been removed
- Block picker settings have not been fully implemented yet. Some of the options can be found & adjusted in the client config file (UI elements will be added later)
- “Bite” food variants now appear in the block picker
- Replaced vanilla GUI textures in the title screen and realms page with Conquest ones
- Added Conquest GUI textures for new vanilla workstations
- Reorganized Creative Tabs
Survival:
- Removed Conquest world generation (will be replaced with the TerraForged mod)
- Breaking plants by hand no longer drops them as an item
- Until new tree assets are created, saplings will no longer grow into trees
- Removed all block/item recipes until new crafting mechanics are implemented
Bug/General Fixes:
- Fixed Z-fighting on 3D models
- Removed all unused blockstates (green “none” blocks)
The Big Mystery of 1.13
1.13 is now out for a good amount of time, so wouldn't it

Well, I come bearing mixed news for you.
For all of you itching to play around with the new features and adding them to your builds for that extra depth and atmosphere to blow each other's shoes off.
As it stands there have been many things happening below the hood down in those dark and busy engine parts of the game. Many new possibilities seem to open up for many different ideas and features we want to bring to the mod.
Reality hits hard however, as it turns out with many changes, come many adjustments that need to be done not only on our mod but also on forge which we are using as a modloader to make everyone's life easier.
Which lets us arrive at the source of the issue because so many things have changed between the last two official versions of the game it takes even longer to get everything up and running again. In our case, that means that forge is still under heavy development trying to bring the modding community all the necessary tools to make their mods the best they can be.
In result its hard to predict when we will be able to finally start working on the next update for the mod. So we hope you can muster the patience and look forward to the bright future ahead of us as blurry as it is right now.
...
Okay okay I hear you
If you are really that itchy to see what the future with Conquest Reforged will bring, at least when it comes to the vanilla type of content, the Conquest resource pack has made its first step of getting the community up to speed.
In its latest release, you will get all the new features in the Conquest_ style compatible with the new version of the game to play around with. Go swimming in those warm oceans chasing fish and feeding turtles while at the night slay new foes headbutting you out of the sky.
Make sure to check out the changelog to be informed about all those cool little secret features hidden in the pack as well. I am sure you would hat to miss up on those.
With all that being said the mod team and I wish you all a lot of fun exploring building and conquering the world before you and promise to make sure to get going on the next update as soon as we possibly can
Yours truly,
Monsterfish_ and the rest of the gang





