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The60th

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  1. πŸ‘€nothing to see here πŸ‘€

  2. We are excited to announce that PvP will be returning to LotC. This update includes an anticipated return to the 1.8 style of combat. Different quality gear (with pure RNG for its creation) will affect the strength of weapons but not armor. In addition to this, improved mechanics and features, including the following will also be added: - An expanded and refined crafting system. Some notable additions include varying weapon quality, as well as armor. E.g., the introduction of Daemonsteel (netherite) weapons and armor. - Certain items will now have varying levels of rarity and respective statistical differences for mechanical combat. Higher tiers (as indicated in the item lore) will do more damage. - A wide variety of weapons and utilities made to accommodate several playstyles. This means, the return of some older LotC weapons such as Berserker Axes as well as new creations such as Javelins. - Tweaked knockback and a specialized config for a smooth and consistent experience designed to replicate 1.8 PvP. - Raid ladders and TNT are returning as well. Type /surge stats while holding an item to view its stats. The current system is subject to change. We have plans to regularly patch the plugin and keep an eye on these additions/changes to ensure fair and continually balanced gameplay. We are always open to feedback. From a technical standpoint the plugin has been designed so that we are able to balance items easily to avoid past issues.
  3. ━━━━━━━┛ ✠ ┗━━━━━━━ NPC’s (and more) UPDATE JULY 2022 ━━━━━━━┓ ✠ ┏━━━━━━━ Hello hello! Third time's the charm! One thing of high importance to the Technical Team is listening to the players feedback and requests. After the Horse Update was deployed NPC’s were requested to be fixed – then after the High Skies update – NPC’s were still requested by the players to be fixed once more. After roughly a year and a half in maintenance and stagnancy in the road map we can finally present to you the new and improved NPC plugin implemented now on main. It works exactly as it had before for any of you who remember! Hookah recipes! If you hadn’t noticed there were forms sent around to players allowing them to submit custom recipes and names for Hookah contraband they’d like to see on main. Well all those have been added and implemented! Hurrah. Lastly, for all your bottle-making and item-stacking needs. Features have been added to allow players to do this themselves without the need of a modreq. All players now have access to /stack and can also customize the color code of bottles using /color (you can make it a custom RGB color value as well!) Additionally, keep your eyes peeled for those broken RP items in your storage or all those armor sets at red durability sitting collecting dust in armories as they will see the light once more very soon! We’re in the process of fixing the repairing plugin and it will be easier than it once was! Stay tuned! After all this waiting, what are you doing? Still reading? Go test them out! CHANGELOG: [~] NPC Plugin fixed and reimplemented onto main. [+] Players now have access to /stack and /color, without the need of modreqing. [+] Hookah Plugin: 15+ community submitted custom recipes implemented. [!] Want your own recipe? Fill out this form. COMING SOON: [~] Item and Armor Repair [~] Heads request fix [~] Showitem fix [~] Fast travel creation automation Want to know more about upcoming projects? Join the discord: https://discord.gg/HnXdaj3ZAU Check out the Roadmap: https://github.com/orgs/Lord-of-the-Craft/projects/3 Cheers, Tech Team
  4. DRINKS & DISHES Plugin Preview and Cooking Announcement ━━━━━━━━┛ ✠ ┗━━━━━━━━ Brewing? Cooking? Community Feedback? We’ve got it all. With brewing nearing completion and more ideas in the works we’re happy to present to you a progress and concept post yet again. We hope to make these types of posts more common so the Tech Team and the community can be on the same page about changes! Buckle up! This is a good one. ━━━━━━━━┓ ✠ ┏━━━━━━━━ BREWING PREVIEW! What’s Cooking? [Plugin Concept] If you watched the video there was a quick teaser which reveals what our vision with the brewing plugin would ultimately be. We wish to continue the theme of creating these QOL plugins which merely enhance the players experience on LOTC. Here’s some idea’s we’ve had for it so far. Comparable to the brewing plugin. GOAL While still keeping the idea of freeform creation and roleplay centric focus, our current plans with a cooking plugin would be more static then the very freeflow brewery plugin. The general idea is that you would be able to select from a list of preselected recipes that cover all default minecraft food items. Cooking The process of cooking it would involve a basic task of ordering the ingredients into the stove correctly, as well as timing the dish to ensure you don't overcook it Quality / Benefits Some of the benefits for using the cooking plugin compared to normal /edit usage of RP items are threefold, first it allows players to save edit tokens, provides a more interesting experience, as well as we plan to have food created via the plugin to have enhanced saturation. For example food made via the plugin might provide saturation for 10-30 minutes compared to standard minecraft food, allowing for a bigger focus on roleplay, rather than carrying stacks of bread. This additional effects will be removed during PvP, as the goal of these plugins are to simply support and flesh out the roleplay experience rather then adding more gimmicks to conflict. Showcase [Subject to change] [Concept of how the cooking plugin may function with the player selecting ingredients in the correct order] [Changing food texture as it cooks] Food For Thought Similarly to the previous post about the Brewing Plugin, if there were a cooking plugin on LOTC how would you like to see it play out? What quirks / mechanics would you like to see it have? What processes would you put behind it? What changes would you make to the aforementioned concept? We found community feedback to help tremendously with finishing the Brewing plugins concept and get it into work. We ask for your help once again. FAQ - Brewing Plugin & More Some commonly asked questions about the Brewing Plugin & other questions. How will potion effects work with Brewing? What benefits will aging a drink have? Potion effects will only be applied to a drink after the aging process. Each custom type of drink has a specific type of potion effect applied to it, while Vodka will give you Nausea, Blindness, and Weakness – Rum will give you Nausea, Blindness – and Weakness. The benefit of aging your drinks will be purely mechanical and kind of to brag so that waiting out a large period of time is not a necessity to your RP. If you age your drink longer it will get a better star value which really just makes the item look cooler, possibly worth more. Aging your drink will also increase the amount of time you have a potion effect for, the lowest tier star will give some potion effects for 8 seconds – while the highest level will give the same effect for 30 seconds. Can we make our own custom recipes and drinks? Unfortunately this will not be possible to have custom recipes. You will be able to modify the name and description of one of the base drinks (Beer, Mead, Rum, Vodka, etc.) to change it to your liking. Tentatively we are thinking about opening it up to significant cultures and reaching out to RP group leaders so similarly to the Hookah Plugin they can submit their own β€˜staple drinks’. We do not want to over complicate the plugin with repetitiveness and wish to keep it very simple. Won’t this Brewing Plugin kill Roleplay? People will use massive spaces for distilleries! In short; no. The entire focus of this plugin has been to focus and adding a mechanical aid to roleplay which furthers the players immersion. Obviously some can take this extremely seriously and grind out making the highest tier drinks – but that’s not a necessity for all players, and if you wish to take the grind route by all means go ahead. Regarding distilleries, we do not plan for the creation part of drinks to take long, and equally the aging part is optional. Bottom line for both of those parts in the process they are single block instances so they take up minimal space – you could do the whole process in your kitchen! Will / can the Tech Team begin focusing on more RP oriented plugins which bring more mechanical support to RP? We hope so! It was said in the previous post that more and more broken plugins and outstanding plugins are fixed by the week – not to stroke our own ego – but Tech Team has been on quite the grind recently. This has always been the goal and the difficult part was getting all those broken-buggy plugins out of the way, but here we are now! Want to know more about upcoming projects? Join the discord: https://discord.gg/HnXdaj3ZAU Check out the Roadmap: https://github.com/orgs/Lord-of-the-Craft/projects/3 Cheers, Tech Team
  5. Yeah I can answer this easily, 1) We're going to have a base of roughly 12~ potion types which each give different effects of nausea, slowness, etc. This is also answered in the second part, 2)Aging a drink at the moment will increase the star level and also (double?) increase the amount of time a drink has it's potion effects. Not much change other than flair to flex that you aged your drink longer than the competitors. @Hephaestus
  6. Just to add without drawing attention away from the point of the post, NPC's and the Head's plugin are fixed and just awaiting approval and to be put in with the next push. Likewise, Limited Creative and Purchase Fly are also in the works and hopefully should be done soon!
  7. BREWING PLUGIN Concept Feedback & Your View β”β”β”β”β”β”β”›βœ β”—β”β”β”β”β”β” New plugins and ideas are constantly proposed and tossed around by the player base and if proposed and thought out thoroughly sometimes will come to fruition. This post serves to share a popular plugin proposal going around recently and open up a medium for player feedback and constructive criticism. It has always been a priority of the Tech Team to create these plugins that enhance the user experience while staying true to the LOTC mission statement and goal… Roleplay. ━━━━━━┓ ✠ ┏━━━━━━ More than a bottle. [Plugin Concept] Since LOTC’s creation, taverns, brewing and drink serving have always been a popular choice of roleplay among players. It is undoubtedly one of the largest niche’s on LOTC which typically goes overlooked on a daily basis. After a large proposal was made by some players, we concluded it needed a major upgrade – so working alongside some of these people and staff we bring you this concept: Recipe to success. [Plugin Mechanics] Preparing The player will have to put specific items into a cauldron (following a server-provided recipe), this mix will have to sit there and cook for a set time depending on the type of beverage. Once the cauldron is done cooking, the player may transfer the basic brew to an aging cask using a bucket so the aging process may start. Aging During the aging process the player will be able to customize their beverage to the fullest (similar to the current /edit) method. They will be provided a GUI similar to this: The Book: Players can assign the cask a description and name, the result of this will be a permanent tag on the cask (unless changed) which eventually further down the process will output exactly into your Keg / Bottle. Renaming an item through this method will not ask for a rename token to be consumed. The Barrel: Information about the barrel (Cask name preview, Cask description preview, time aged, beverage type, potion effects) The Dye: Color of drink once a bottle is used on it. Quality The quality of the batch is determined by how well the player followed the recipe in regards to time aged and ingredients. It will also determine the duration of added effects such as blindness, slowness or nausea. The quality of a batch is one of the following: [β˜…β˜†β˜†] [β˜…β˜…β˜†] [β˜…β˜…β˜…] Serving The aged beverage can be taken out of the aging barrel using a serving keg. A keg will take all of the contents out of the cask and at which point all previous data which could’ve been altered (name, desc, color, etc.) can NO LONGER be changed. Instead, that information is imprinted onto the Keg permanently. Upon being placed down, the keg allows any player to right click the tap (tripwire hook) with a glass bottle to take out a single serving (1 bottle [1/64]). This bottle will have the exact data the player imprinted on the cask previously: changed name, description, color, and all. GOAL Overall the goal of this plugin will be to enhance Roleplay from the players perspective by making an interactive and immersive tavern environment. Being able to sit on the other side of a bar while the tavernkeep hand pours your drink is the vision of this future QOL plugin. It has been recognized that the folly of past plugins is that they create these mandatory systems that players must abide by – yet we’re deciding to take a different approach. Making drinks the current way will still be entirely possible with /edit and the cost of an edit token. Albeit you will miss out on the brewing mechanics, potion effects, the possibility to store it in a Keg, and hand pour the item. So for those who want a quick drink, /edit will be your friend. For those who wish for some deep immersion and neat mechanics – we hope you’ll like this plugin. ALL SUBJECT TO CHANGE What’s next? As an individual on LOTC what plugins could help enhance your roleplay experience and overall quality of life while playing the server. The replies below are your stage and we only ask that you thoroughly think through and develop an idea before suggesting it so it is possible that more plugins like the Brewing Plugin above may come to light. If you have a plugin idea / concept, fully think out the complexities and functionalities of it – even if you’re questioning its possibility. We should all collectively aim to work together to make LOTC a better roleplaying environment and we hope this platform can help inspire some people with some creativity to do so. Want to know more about upcoming projects? Join the discord: https://discord.gg/HnXdaj3ZAU Check out the Roadmap: https://github.com/orgs/Lord-of-the-Craft/projects/3 Happy drinking, Tech Team
  8. How would you suggest we give players an ability to defend better?
  9. ━━━━━━━━┛ ✠ ┗━━━━━━━━ HIGH SKIES UPDATE JUNE 2022 ━━━━━━━━┓ ✠ ┏━━━━━━━━ Hello Hello! Hookahs, Raiding tools, better petty theft? This update has got it all. Hookahs are back after roughly two years in stagnancy with a few minor bugs to them. BetterTeams has also been added, GUI’s are the future so /status has been switched to one. We’ve made it harder to break rules mechanically! While statused you can no longer open containers, place blocks, or break blocks. Raiding tools: Raid Ladders and Explosive TNT. You may have seen these beta tested on /beta but they will soon be pushed onto main. They are quite self explanatory but will take a bit for them to be fully integrated onto the server with rules and ways to obtain them. They are there though! Another big one for all you petty-theft-ers out there. We’ve made it easier to do petty theft without the assistance of a mod or a need to modreq (most of the time). When breaking down glass, Iron bars, or Fences with appropriate tools it will automatically roll and place a sign for you: just use /smash. As well, for doors and other RP flavors, we’ve made it possible to place signs down anywhere, mods will be vigilant about any abuse coming from this, remember to emote accordingly! What are you waiting for? Go test them out! CHANGELOG: [+] Raid Plugin added – shops will be added soon for the items. Adds Raid Ladders. - Creates a ladder that builds up automatically over a period of time. - You can add more crates to make the ladder taller. - Adds Explosive Crates. - Explodes and destroys blocks for five minutes – blocks will regenerate over time. [+] Better Petty Theft implemented. /smash will begin to break down a window with a 90% chance of success. /smash (with an axe) will begin to break down a fence with a 50% chance of success. /smash (with bolt cutters) will begin to break down iron bars with a 25% chance of success. [+] Signs can be placed anywhere by any player now (excluding zones such as CT). - temporarily disabled while we do a hotfix for gate/lift signs [+] Better status selection implemented (/status gui or /status). [!] While statused you can no longer place or destroy blocks, or open containers. This was a rule before but now has mechanical restrictions to stop players from doing so. [~] Changing the color of bottles can be done by any player now with /color. [~] Hookah Plugin fixed and reimplemented onto main. Want to know more about upcoming projects? Join the discord: https://discord.gg/HnXdaj3ZAU Check out the Roadmap: https://github.com/orgs/Lord-of-the-Craft/projects/3 Cheers, Tech Team
  10. ━━━━━━━━┛ ✠ ┗━━━━━━━━ TWO-PLAYER HORSE UPDATE MAY 2022 ━━━━━━━━┓ ✠ ┏━━━━━━━━ YE-HAW! Hello! Finally, after years of plugin suggestions spanning back to 2018 two-player horses have finally been developed and implemented onto the main server and are ready to be used by you all. It’s as simple as it seems: you right click on a horse while somebody is controlling it and it will put you just behind them as a passenger. If they move, you follow. If they get off, you get off too! Along with this amazing feature a few new commands have been added alongside to better enhance the RP-experience while on a horse. Hop on and give it a try! CHANGELOG: [+] Added the ability for two players to ride one horse. [+] Players with different statuses are unable to ride the same horse. [+] Added a few transportation related commands while riding a horse: /horse walk [The horse will begin to walk at the same speed as /walk] /horse stand [The horse will no longer move from its spot] /horse lock [Prevents a second player from riding the horse.] [!] The player controlling the horse may have visual issues with the passenger player lagging behind. Please note this is entirely client side and looks completely normal to all nearby players and as well the passenger. Fear not! Want to know more about upcoming projects? Join the discord: https://discord.gg/HnXdaj3ZAU Check out the Roadmap: https://github.com/orgs/Lord-of-the-Craft/projects/3 Cheers, Tech Team
  11. LOTC Server-Wide Warzone Test Hello minecrafters! This is my second post regarding the state of SURGE PVP on The Lord of the Craft and I'm incredibly happy with the place it’s gotten to. Over the course of a few months it’s gone from a complicated and confusing system to a more simple and rudimentary style of PVP while keeping it’s uniqueness. Thanks to all of your feedback and constructive complaining it’s gotten to the state it is now which I'm highly appreciative and proud of. With this though, I still believe there are improvements to be made and tests to be run, therefore we will be hosting the FIRST Server-Wide Warzone Test on December 11th at 3PM EST. The test will take place on the /war server which should be fully set up to accompany a smooth sailing event. We encourage anybody who is interested in PVP or learning the system to clear up their schedule for attendance. Expect a SURGE PVP change log post to be coming out in the near future. A few more changes to our beloved system before it’s perfect. CLEAR YOUR SCHEDULES! BE THERE DECEMBER 11th @3PM EST!
  12. Surge 1.3.0: Horses and Balancing Hello minecrafters, this is my first update post regarding SURGE PVP. I’ve been quite busy with touching up a bunch of things to add more flavor to mechanics combat and patching up anything that might make pvp unbearable. My general goal is to bring strategy back to pvp. So I’ve finally chosen to give bows and horses the attention they deserve. This will help with the general flow of pvp. Changes have also been made to boats to avoid infinite running during pvp. Horses : [+] Added the horse whistle that allows you to right click a horse and place the horse inside the item. You can then summon the horse from the whistle by right clicking again. [+] Added iron horse armor to increase horse survivability. [+] Made improvements to horse breeding so bred horses have a higher max than natural spawning horses. [~] Increased max horse speed, jump and health. Horse combat : [+] Added pikes to counter horses as a footman. They have a % chance to dismount the rider upon hitting the rider or the horse. Dismounting someone also deals massive damage to them and prevents them from getting back on a horse for a couple of seconds.. [+] Added lances to counter horses while on a horse yourself. They have a % chance to dismount the rider upon hitting the rider or the horse. Dismounting someone deals massive damage to them and prevents them from getting back on a horse for a couple of seconds. Archery : [+] Bows have a chance to cause bleeding, disable health regen for ten seconds. [~] Increased bow and crossbow damage across the board. [-] Bows no longer have a chance to deal extra durability damage to armor. Melee Weapons : [+] Added Spears, a melee weapon represented by a trident. This weapon has a chance of disabling health regeneration for a couple of seconds. [~] Increased the chance for all surge weaponry to apply their effects (ex. Warhammer stun). [~] Increased durability damage done by great axes against shields. Armor [~] Armor pieces now provide 5% resistance to a given Surge effect applied by a specific weapon, for a total of 20% which can be mixed and matched with armor sets. [!] Old armor pieces will still have the 5% resistance internally, but the item description will still show the old value. This is only a visual bug, not mechanical. [-] Pieces of armor no no longer have weaknesses. [-] Armor can no longer be worn in a boat.
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