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Sporadic

LotC 6.2: *notices minas pouch* owo what's this?

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Hello LotC. This patch brings a plethora of rather unrelated features to let's just turn this news post into a listicle.

 

  • We're taking Llama Caravans out of Beta officially now that we have chosen the 3 trade routes to use and the prices to balance . Here's hoping on a productive centralization method that will get new players meeting new people quickly. Shoutout to @MadYeAd and @MyLittleUnicorn for taking the initiative on this.
    • just to clarify the 3 items you see for sale are meant to rotate, so only one will be available at a time. The Cloud Temple Tradesmaster will tell you which one.
    • If the AI improvements are lacking there might still be the possibility of a Pet Protection plugin, we shall see
    • Llama restrictions such as being offroad or max caravan length only apply to llamas that have items in their inventory. If you need to transport a large amount of llamas to/from stables it helps to keep their inventory empty.
  • Native-Hunting is now being taken out of beta and to celebrate this the mob trophy shop is officially open for business. Happy mob-slaying
    • There's 12 mobs that rotate on a per-restart basis which SHOULD be daily but almost never is due to us devs restarting all the time.
    • There's a few useful drops that don't get bought at the trophy shop, as well as some secret drops on SOME mobs that MIGHT be useful.
    • I'm coding up to 2-3 additional mobs based on your suggestions when I have the time.
  • Here's the full Hunting moblist at this point (with some secrets still being kept from you):
    Spoiler

    Meet the Mobs

     

    Wild Boar:
    A boaring mob that is easy to fell. The only risk you take is the possibility of getting tramped by the pack.
    Challenge Rating:
    LOW

     

     

     

    Bandit:
    A band of robbers, ruffians and ne'er-do-wells has staked their hideout deep in the forest. An unsavory lot, united by lust for plunder, blood and kidnapping young maidens. Together they wait, patiently, until the Dominion goes off raid cooldown once more.
    Bandits are a scrappy bunch that are versed in both the berserker's axe and the barbed arrow. You may find their scouts using either ranged or melee. However, both have the ability to shred your armor, making you temporarily vulnerable to their lethal blows.
    Challenge Rating:
    MEDIUM

     

     

    Bogbeast:
    Fancy a trip through the swamp? Think again. Whether they are perished soldiers form an ancient war or hapless travelers who succumbed to the swamp, it is clear these ravenous creatures have found precious little rest. A well-equipped adventurer will likely find it easy to pick them ofSf. Shambling and slow, they are little threat. Yet stay alert. When they die, they will explode in a cloud of putrid, rancid bile. You will want to keep your distance.
    Challenge Rating:
    LOW

     

     

     

    Bilespitter:
    A Minecraft classic, the cave spider, has gotten little play on Lord of the Craft. Time to rectify this oversight. The bilespitter is here to join the mob cast, and you'll soon be wishing she didn't. This critter has an extra trick up its sleeve compared to vanilla. The name likely gives it away. Indeed, this nasty extra ranged attack might leave you in quite the tangle, dishing out both a dose of poison and a sticky, sticky web.
    Challenge Rating:
    LOW

     

     

     

    Harpy:
    Soar on the wings of love. Bring a shield because it is raining death from above with these shrieking she-beasts of yore (and lore). On the ground these harpies are easily dispatched, but they rarely stay there when threatened.

    Challenge Rating: MEDIUM

     

     

     

    Rogue Golem:
    The Golem is a construct made with a soul and a purpose. Its life's duty is absolute and specified by design. Yet when that duty has long dissappeared from the annals of history, what remains of the soul within the core? When all it once stood for has faded from even its own memory, what can be left but the madness of an unnaturally twisted soul, caged within the metal construction that holds him?
    These solid metal construct cannot be reasoned with. It cannot be turned and it cannot be controlled. It is protected to the teeth with deterrents and packs the wallopiest of wallops. Arrows will bounce off them near-harmlessly and piercing its plates might uncover quite the unpleasant surprise. Do not expect one to fall easily. They will give you quite the fight.
    Challenge Rating:
    HIGH

     

     


    Graven:
    The layers of snow in the cold and frigid south cover the unmarked graves of thousands of perished spirits. All of them dead. Deader than dead. There can be no doubt. Not all of them have come to terms with this, however. They continue to fight a war that has long passed, and as it turns out, they think you are the enemy.
    You cannot help but feel the chills running down your back when you engage the vengeful spirit. The frosty bite of their arrows will chill you quite significantly, as will the foolish notion of challenging one head-on. Don't think that re-killing the dead is trivial, either. When the skeletal vessel of these bastards falls, they will assume a diminiutive form that is sure to Vex you.
    Challenge Rating:
    MEDIUM

     


    Direwolf:
    Do you hear howling? That horrid sound can only be a pack of direwolves approaching. There's the vanguard just now. You might think him easy picking, frightened and alone, but you couldn't be more wrong. The wily direwolf rarely travels alone, and should you pick a fight with him you can expect his broodbrothers to swarm and overrun you before you can say 'devs please nerf'. Don't mess with the pack...
    Direwolves are lightning fast and very hard to outrun. They are seldom alone and quickly cirlce and swarm the first person dumb enough to challenge them. Your best bet is to find safety inside a body of water, which these puppers seem none too fond of.
    Challenge Rating:
    HIGH

     

     

     

    Spiegelschleim:
    Trust noone not even yourself...
    Challenge Rating:
    HIGH

     

     

     

    Minotaur
    The raging beast called a Minotaur is brutish and uncoordinated, but will pack an extreme punch when it gets close. While its sluggish movements are easily outmaneuvered, its flaring temper allows it the ability of a devastating stampede.

    A charging Minotaur is a sight to behold. It's horns are lethal by themselves, but the upward swipe of its charge will swing any hunter helplessly into the air, prone to accept the harsh punishment of mistress gravity.

    Challenge Rating: MEDIUM

     

     


    The Nûl
    Of all the critters in the harsh and unforgiving desert, none can be more horrendous than the dreaded Nûl. Ancient Orcish spoke of a flying bug whose neurotoxin caused debilitating pain. In the desert of Atlas we see a creature that, thankfully, is not capable of flight, but whose sheer numbers and burrowing abilities can nevertheless spell the doom of hapless wanderers.

    The Nuller's bite is too small to be directly damaging, but should not be underestimated by any means. Their venom is highly painful and highly debilitating. The muscles will cramp with painful spasms, making movement strenuous and fighting nigh-impossible. An overdose will quickly fell even the sturdiest Olog, leaving them paralyzed and helpless.

    Nuller's are rarely found alone. If you see one, run for your life immediately, because the swarm is sure to follow.
    Challenge Rating:
    EXTREMELY HIGH

     

    The Unlorethy:

    An angry band of former wizards and clerics have banded together in their mutual hatred after their lore was shelved. If you see one, run...

     

  • The Cloud Temple mini-bookshop is open, featuring the first of 3 Minas sink shops that have a collectivity of useful items. To see the philosophy behind these changes, make sure to visit the Remove Nexus Club. There will be a plethora of useful items to give you temporary and permanent boosts soon enough (permanent being the remainder of Atlas and likely any transition maps). The first of these is a small bookshops. With an increasing selection, this shop can be used to give your Persona that extra edge. Make sure to visit the Little Library on your next trip to CT
    • "Ellir's Elixirs" is an upcoming CT shop that will give your Persona access to consumables that serve a similar purpose, as well as potions such as Antivenom to give you an edge against poisonous mobs present and future.
    • "Earl Edge's Exotic Equipment" is a shop where we experiment with the often-requested concept of Weapon Variety. Something people liked in Nexus was the ability to swap out your sword for a battleaxe, spear or warhammer, but without the idea that some weapons were just vastly better than the others and must be grinded towards to be unstoppable in PvP. Right now this concept is in a discussion phase, but people who keep their eyes open and experiment with these changes might have a sneak peek somewhere in the Hunting plugin.
  • The Soulstone plugin has received an overhaul. Most notably, all Pillar Tiers have been removed from redstone pilllars and you can now have a Pillar for each of your Personas. This comes at a price, however. Specifically a Minas price that can be exchanged at the aforementioned CT bookshop. All your existing soulstones have been transported to the new system and should work as expected (although the total slot amount will have reset). Let me know if something is odd.
    • Note that I had to guess which Persona should have your currently existing soulstone transfer to.I hope it was the right one ?
    • Your soulstone will now show a visible cooldown ticker to show you when it can next be activated
    • The Shop Of Wonders will sell a Greater Soulstoine that gives bonuses similar to a full month of voting milestones. However, the Greater Soulstone stacks with any voting bonuses you might have had, so you can expect a massive amount of fast travel options coming your way on a fully decked out Persona,
  • KnockoutPlus has received some changes to combat meta-revives from people who shouldn't. This may or may not inconvenience you when Hunting so make sure to accept the consequences of dying before you thread in dangerous territory.
    • Note that the "Bleedout Time" attribute can be boosted to increase your time being knocked out before you die.

 

Peace out.

 

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Will this elixir shop have stuff for actual RP purposes and be useful to alchemists?  Is there even a known recipe for alchemists to make this Antivenom or any other potion that will be once that shop?  Or is all of this stuff just to make this server feel more like an MMO

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Broken personas and a whole lots of lag, nice

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Looks amazing!

 

but fricks are better than bangers still

7 minutes ago, L0fi said:

 

 

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5 minutes ago, Man of Respect said:

Looks amazing!

 

but fricks are better than bangers still

 

I mean ez wc wipe yday bub

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Love the Native-Hunting mechanic, gj ?

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Now I /really/ gotta go update my hunting guide. Great stuff Sporadic!

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However.. Is there plans on fixing the glitch with irondoors or llamas? At this point only way to keep your llamas somewhat safe is by using doors, which happens to glitch with the llamas, as they wont go from the doors..  (People can shoot your llamas thru gates so thats why gates are useless rn.)

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@Sporadicwe still need more than one trade route active at a time so a nation can't monopolize it if they so wished, right now if a single nation wants to they can hold the trade route down by themselves as long as they are strong enough. I get the idea of rotating the routes but id doesn't solve this massive problem, even though the route has calmed down from its initial employment. I presume the main reason for not adding more than one active route at a time is to keep RP activity up on the route as it is a tool to centralize RP, however I don't see how adding another one will do anything but incentivise RP even further as more people can participate. I know for a fact a lot of groups have to stay away from the trade routes because their enemies are camping them, my group included and going there would only be a death trap for us and thusly not only cutting us off from making any money from it but even participating in the RP.

 

There is a point to be made I suppose that camping will happen no matter what and that much is fine, getting killed on the trade route will happen either way and that's a part of the experience but when there is only one trade route it makes it entirely impossible to trade at all without getting killed. I still suggest a second active trade route is put in place as stated and if you don't wish to do so, i'd like to hear the reasoning behind it.

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3 hours ago, UnBaed said:

Will this elixir shop have stuff for actual RP purposes and be useful to alchemists?  Is there even a known recipe for alchemists to make this Antivenom or any other potion that will be once that shop?  Or is all of this stuff just to make this server feel more like an MMO

I speak from personal theory only, no idea what the devs are doing but it seems like more mechanical based mina syncs. The brewing plugin comes soon which I think might have some alchemy stuff with it? Though I don't see alchemy being given the ability to make these items.

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3 hours ago, UnBaed said:

Will this elixir shop have stuff for actual RP purposes and be useful to alchemists?  Is there even a known recipe for alchemists to make this Antivenom or any other potion that will be once that shop?  Or is all of this stuff just to make this server feel more like an MMO

We will see. @The Pink Lion has been very supportive towards getting Alchemy linked to something plugin-wise, so the only real limitation is the fact that I have so little time and so much to do.

 

1 hour ago, Lark said:

Now I /really/ gotta go update my hunting guide. Great stuff Sporadic!

Can''t wait to see it

 

1 hour ago, MyLittleUnicorn said:

However.. Is there plans on fixing the glitch with irondoors or llamas? At this point only way to keep your llamas somewhat safe is by using doors, which happens to glitch with the llamas, as they wont go from the doors..  (People can shoot your llamas thru gates so thats why gates are useless rn.)

Sounds like a  minecraft things Have you considered 2 iron doors next to each other?

 

30 minutes ago, JuliusAakerlund said:

@Sporadicwe still need more than one trade route active at a time so a nation can't monopolize it if they so wished, right now if a single nation wants to they can hold the trade route down by themselves as long as they are strong enough. I get the idea of rotating the routes but id doesn't solve this massive problem, even though the route has calmed down from its initial employment. I presume the main reason for not adding more than one active route at a time is to keep RP activity up on the route as it is a tool to centralize RP, however I don't see how adding another one will do anything but incentivise RP even further as more people can participate. I know for a fact a lot of groups have to stay away from the trade routes because their enemies are camping them, my group included and going there would only be a death trap for us and thusly not only cutting us off from making any money from it but even participating in the RP.

 

There is a point to be made I suppose that camping will happen no matter what and that much is fine, getting killed on the trade route will happen either way and that's a part of the experience but when there is only one trade route it makes it entirely impossible to trade at all without getting killed. I still suggest a second active trade route is put in place as stated and if you don't wish to do so, i'd like to hear the reasoning behind it.

Right now we can only speculate. I'd like to see what actually happens. Sure it would be bad case scenario if the trade route was a constant raidbait with neverending PvP battles but I also believe the system is self-correcting in the same way predator and prey populations are self-correcting: If every trader gets raided they will stop bringing their Llamas and as a result there won't be any point for nations to camp the routes.

 

Besides, for all we know the trade routes become an integral part of a warclaim metagame. Or of a new generation of roadside RP. Anything can happen, but we will have to wait and see if all the fears and desires come true or not,

 

 

 

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@Sporadic

The problems aren't the same for every trader and people don't really operate on the predator and prey basis in games, it's scientifically proven for example that if someone loses more than 33% of the time they'll be 80% likely to give up and never participate in the game again. The same is true here, you will get traders from the faction that is taking control of the route and their allies and those people will keep trading. Then you have people from the other groups that either have no connection or are enemies with them, we're all aware that one faction is always vastly stronger to the other on LoTC most of the time and this is true for the current time as well. Thusly any would be enemies or neutrals would be killed and removed from that part of the system entirely, after having lost several times they'll simply give up and no longer participate.

 

Will you still see trafick? Of course you will but it won't be the amount of trafick you'd have gotten otherwise, I don't fear fighting people or losing material gains all i'm saying is that by having two points you nourish a much healthier environment. The RP will matter a lot more than just having more men and taking over the point by simply having more men, you'd have to split up your troops and you can't keep your eyes on the entire trade route at all times. It leaves it open to other bandit groups and military factions to fight as well. Small skirmishes will take place as fighting the enemy won't net as heavy losses as when they are unified and traders are willing to take risks as the chances of being butchered even if you're an enemy of the main alliance aren't guaranteed.

 

I still highly advice that two routes are made available, have them rotate if you want but two routes will definately make the trade gain more interest and more participants. Right now the other factions have to wait until the dominant faction doesn't want to trade anymore and then trade, sometimes that isn't even possible as said people just keep going all day. I have made the comparison before but right now the trading system is like a golden goose and we all know how that story ends.

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