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Deleted User 009

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Everything posted by Deleted User 009

  1. Hey #LOTC, It's been a bit delayed and a long time coming, but I've finally finished, compiled, and mainstreamed (on our server) Lord of the Craft's very own server mod software for minecraft. (goodbye craftbukkit) It's developed entirely by me (Vaquxine) and has some stunning performance enhancements to how minecraft runs. It has a built in dynamically adjusting resource gauge that will adjust hundreds of different settings in realtime to adjust for any high intensity data minecraft throws at it. It's still in an "Open Beta" kind of phase, so there might be a few bugs here or there, but they'll get stomped out quickly. Now that I can finally get away from bukkit, I can start really tuning server settings to be much more to our liking. I've already imported all the changes I made to mob behavior on old bukkit builds onto LOTCraft. This also means that the LOTCraft Client edition (LOTClient) will come (soon?) eventually, I haven't really even gotten down and dirty with it as I haven't had the time, but it's still somewhere on my massive to-do list. (I promise, even made an easy 1 click installer for it already! http://i.imgur.com/3vP1N.png) P.S. On a completely off-topic note, I'd like to say that I've noticed a lot of drama lately, dare I say more than usual? Let's just all chill out; this is just a (really freaking awesome) game, and everyone is just here to sit back, relax, and have some RP fun and forget about all their IRL woes and worries. So as a favor to me, try to tone down the hostility levels, thanks #LOTC <3.
  2. Locked, poll is bugged and answers seem clear enough. More information to come soon, thanks!
  3. The entire system of being able to switch CC card on the fly would probably be for premium VIP users... Perhaps limit normal users to only 1 switch or something.
  4. Perhaps a VIP perk... I like that, would get us a nice boost of donation, lord knows we could use it! "world locations" would mean when you switch CC cards you would automatically be moved to the last place you played that character at, with the inventory you had on that character.
  5. Hey #LOTC, I just brainstormed up some ideas, please take some time to answer these poll questions and post feedback / ideas! EDIT: Removed poll question re: multiple stats, that's not happening lol. Added a new poll question!
  6. It's working as intended... They won't breed if: More than 15 other entities within 16x16x16 Light level is less than 4. You're not meant to have huge farms full of animals, causes massive server issues.
  7. [NEW] Herbalism kits can now be repaired by blacksmiths. They have the same level req. (45), fail rate (level / 1.2 + 10), and cost (1x iron ingot) as iron tools. To repair an item, right click an iron block with it in hand. [NEW] Now when you are disarmed by an unarmed attack, the item in your hand will drop closer to the attacker, so if you don't move fast they will get your weapon and you'll be left defenseless. [NEW] Unarmed fighters will now have a (level / 33)% chance to discombobulate their opponent, which gives them an extremely strong "drunkness" effect for 3 seconds. (PvP only) [NEW] Unarmed fighters will now have a (level / 33)% chance to stun their opponent, which gives them a powerful movement slowing effect for 5 seconds. (PvE and PvP) In PvE this is a (level / 10)% chance. [NEW] Added realtime player count on homepage. (Upper right side) [MOD] Animal traps (web) now require farming to construct instead of archery. [MOD] When you kill an animal, any nearby animals will receive a temporary speed buff as they enter a 'panic' state. [MOD] Mobs will no longer spawn in daytime in light levels higher than 5, meaning they will only spawn in extremely shaddy areas, sewers, caves, etc. This should make travelling in daytime much more safe and pleasant. [MOD] The date turnover time has been changed from 23000 to 24000 ticks, meaning it will occur about 50 seconds later than normal, this is to ensure that mobs despawn properly in daytime and don't respawn before the daytime checks go into effect. [MOD] Higher level herbalists can now create multiple bandages from the same materials. You'll notice additional bandages being given at levels 35 and 70. [MOD] Unarmed will now deduct less damage. [FIX] Stone dupe bug involving the new salvaging system. [FIX] Random ghast / blaze fireball remnants being left in mid air and glitching around have been removed and will no longer occur. [FIX] Ghasts spawning in underground caverns, created an advanced formula to ensure that ghasts will spawn above ground in the air with a minimum of 10 blocks extra clearance.
  8. Hey #LOTC, Patch 2.8 brought a few issues with combat balance, which lead to an unarmed + stealth combo being desired to basically achieve godmode. I've made some important changes and bugfixes to a few skills to help combat this, and will continue to do so until things are properly balanced. Since we changed our game difficulty to 'HARD' this also changed how combat values were interpreted, specifically making armor really badass. Attacks that did 7 hearts on normal players were only doing 0 or 1/2 on full diamond. [NEW] You can now gain starting EXP through stealth by simply sneaking near mobs; if they target you successively, you'll be alerted that you've received aggro and be given a small amount of stealth EXP. (skyrim style) [NEW] Added sneak attack to stealth, it's a 1.5x damage modifier that procs at a 5% chance at level 100 when attacking while sneaked with any weapon/tool. [MOD] Added a bunch of checks to make sure regardless of what happens, if the attack is not dodged, parried, or blocked at least 1/2 heart of damage will be delivered (no 'null' hits.) [MOD] A small debuff to how much damage unarmed negated to compensate for new armor values. [MOD] Debuffs across the board to how often stealth vanishing procs in PvP situations to make it much more balanced; now it's a 4% chance on hit to vanish for 5 seconds at level 100; do remember that this vanish is broken if the stealthed user attacks anyone. [MOD] Dodge chance has been lowered to 35% at level 100 stealth in PvP, but buffed to 85% in PvE. (Originally was 60% globally.) [FIX] Unarmed block chance checking twice, basically a small % debuff to block proc as a result of bugfix. [FIX] Axes saying they miss but still doing damage. [FIX] Some messages being colored incorrectly caused confusion as to who they were intended for. [FIX] There was a critical bug hidden in the stealth code that caused anyone with level 55+ stealth to essentially have godmode, a proc that should be a 2% rate was a 100% rate. [FIX] Some graphical issues with players not receiving the 'fading to black' animation at certain times. [FIX] Mobs being able to attack you after you've stealthed away from them. I'll continue to update this changelog with nerfs/buffs as they're released, cheers.
  9. I would be eaten alive, we don't want to turn this into the sims 4 :P.
  10. They were reprogrammed by jeb in 1.3.1, they work pretty well; the only bugginess is that they skip damage events sometimes which is a good thing for you lol.
  11. R3 ----------------------------------------------- [NEW] Diving helmets completely reworked. They're now the block 'mob spawners' and must be forged by master blacksmiths. (REQ. LVL 75, fail rate = level - 15) They can still only be equipped by level 50+ fishers, however they now last indefinitely and automatically refill your air to full whenever you're about to take damage from drowning. Since this is a very powerful item, it has a very expensive recipe. [NEW] Bows, when equipped, will automatically equip a 'quiver' to the player's back. This will take up your head slot on your armor screen, so archers may no longer wear any type of helmet while shooting. This is to prevent tank archers in full armor, which is highly unrealistic. [NEW] Implemented new mob day mechanics as chosen on the poll. Despawn all mobs without a target, let the game respawn them when night comes around. (35%, 119 Votes) [MOD] Unarmed and Stealth has been debuffed AGAIN, we'll keep debuffing until it's a more reasonable dodge/block rate. [FIX] Shears being able to destroy objects on top of grass block they're harvesting. [FIX] Animals not spawning occasionally in certain chunks. [FIX] /s /w /ooc, etc. All work properly once again. Next fix will be allowing non-alphanumeric characters in IC names once again, such as: Bob'The'Builder. R2 ----------------------------------------------- [NEW] Added animal taming. Farmers may now use web traps (web) to trap chickens, cow, pigs, and sheep. If you succeed in trapping the animal, the mob will disappear and you will receive a spawning egg of the respective animal type. This new system will greatly encourage livestock trading and open up many new avenues of RP for farmers and merchants alike. Web trap recipe: [MOD] Debuff to stealth / unarmed dodges. [FIX] Fixed stealth EXP exploit. [FIX] Fixed some color errors in some plugins. R1 ------------------------------------------------ [NEW] Ghasts now have some new mechanics. Whenever they are hit, a magma slime will fall from wherever they were wounded. When they are killed, a random amount will gush out of the corpse and attack you. [MOD] Beds now heal 1/2 heart every 10 seconds instead of every 15 seconds. [MOD] The 'combat delay' of 1 second has been changed to half a second to eliminate the "clunky" feeling is was giving, as 1/2 second hits is the vanilla rate for minecraft. That being said, it will still prevent skills like axes and swords from over-proccing offensive procs on hits. [MOD] Ghasts will now actively target players up to 256 blocks away, fly to them, and attack. (Up from 100 blocks; since people were complaining about many ghasts in 1 chunk this will force them to split up.) [MOD] Ghasts HP has been buffed from 10 to 20. [MOD] Blazes now move and shoot a bit faster. [MOD] Player will now vanish for 5 seconds instead of 2 seconds when stealth procs in PvP, however if they attack a player while invisible, their invisibility immediatly breaks. [MOD] Bandages healing intervals have been increased from 2 seconds to every 1.5 seconds. [MOD] Both cloth and imbued bandages will now tick an extra time, so cloth will heal 4.5 hearts total and imbued will heal 9 hearts total over 13.5 seconds. [FIX] Redstone and pumpkin seeds are now once again placeable. [FIX] Villagers spawning WAY too often. [FIX] Ghasts spawning waaaay too high up in the air. [FIX] A bunch of little misc behind the scenes errors.
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