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1.3 Update Preview, Removal Of Shop Plugin.

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Hey #LOTC,

I'm still out of town as I write this, but I just wanted to let everyone know what the deal is with the 1.3 minecraft update. A recommended build by bukkit was released yesterday, and many dev builds before that, but we want our update to minecraft 1.3 to be parralleled by our update to Patch 2.8 on LOTC. The patch should be finished this Saturday, which is also when I'll be back in town. Here's a preview of some of the changes you can expect:

  • [NEW] Herbalism skill (first aid / alchemy).
  • [NEW] Stealth skill (sneak / assassination).
  • [NEW] Buddy system now requires the person you add to /accept your request.
  • [MOD] Recoded buddy system from the ground up.
  • [FIX] Removed shop system. It's buggy and exploitable. We'll find (or code) a new one later.
  • [FIX] Buddy system thinking you've already added someone when you haven't.
  • [MOD] Optimized skill system, all functionality now occurs in memory rather than in the file system.
  • [FIX] Fixed animal breeding not occuring even when all checks are passed.
  • [FIX] /stats will now show correct max total level for Nether and Aether VIP's.
  • [NEW] Skill system total level upgraded to 300.
  • [NEW] /disablexp <stat>, disables EXP gain for a specific stat, the stat will appear red in /stats.
  • [NEW] /enablexp <stat> re-enables EXP for a xp-disabled stat.
  • [FIX] Mobs will no longer spawn if there are no players are within 128 blocs.
  • [MOD] All aggressive mobs now target from up to 64 blocks away instead of the default 16 blocks. (had to edit minecraft_server.jar for this one!)
  • [MOD] Buffed movement speed of all hostile mobs exluding Pig Zombies; they'll now be able to keep up with you while walking and barely while sprinting.
  • [MOD] Globally debuffed all mob damage to the vanilla damage in "Hard" difficulty.
  • [FIX] Disabled villager trading.
  • [FIX] Disabled ender chests. (until we have a use, of course.)
  • [MOD] You will no longer regenerate HP from having a full food level.
  • [MOD] You can now die from hunger.
  • [MOD] Hunger depletes 50% slower.
  • [FIX] EXP orbs will not spawn from block breaking.

This change-log is not final, nor complete. More of a taste of some of the changes we're making. The most important things to take from this changelog if you don't care about the update is:

  • The shop plugin will be removed, make sure all your valuables are locked with LWC or moved to a non-shop chest.
  • Buddylists will be wiped one more time for this update, so be sure to backup your friends.

Thanks everyone, and I'll see you on Saturday!

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so what will compensate for this VIP benefit loss :/?

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Great changes, good job! I'm glad to see that our pigmen won't be traveling at the speed of light. Reference: livestream

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[*][FIX] Mobs will no longer spawn if there are no players are within 128 blocs.

Will this increase performance or decrease lag? Just wondering because my laptop is starting to have a horrible time with MC.

We should still regen HP from having a full food bar though, even if the amount is decreased slightly.

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How will we regenerate health?

EDIT: BTW, what will the stealth skill do?

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Question: How to regain HP if Hunger no longer does?

Forgot to mention, I coded an entire advanced bandaging system, and health potions will start dropping from mobs and being craftable by herbalists.

Herbalism is gonna be a major support skill for creating health potions, buffs, etc. High level herbalist can apply bandages to others, create imbued bandages, etc.

All players can create and use the default cloth bandages though. (4 heart regen over 16 seconds while out of combat and not moving.)

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EDIT: Ninja'd.

Very exciting update! =D The healing now makes sense... After a battle, one cannot simply eat food and have his wounds healed!

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Forgot to mention, I coded an entire advanced bandaging system, and health potions will start dropping from mobs and being craftable by herbalists.

Herbalism is gonna be a major support skill for creating health potions, buffs, etc. High level herbalist can apply bandages to others, create imbued bandages, etc.

All players can create and use the default cloth bandages though. (4 heart regen over 16 seconds while out of combat and not moving.)

Sounds good, but what will the stealth skill do?

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Forgot to mention, I coded an entire advanced bandaging system, and health potions will start dropping from mobs and being craftable by herbalists.

Herbalism is gonna be a major support skill for creating health potions, buffs, etc. High level herbalist can apply bandages to others, create imbued bandages, etc.

All players can create and use the default cloth bandages though. (4 heart regen over 16 seconds while out of combat and not moving.)

That actually looks badass, better RP than just regaining health by eating. :mrgreen:

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