category instead of a gigantic list of items at once.
->Added a crafting recipe for converting Handmade arrows to Piercing
arrows. See /craft for more information.
->Fixed a bug that did not cause Mending from being randomly knocked off
of Armor occasionally.
->Infinity Knockoff on bows should not be happening if the player melees
with the bow anymore.
->Spleef bugs have been fixed. Players also have their movement speed
properly reset when entering the Spleef arena now.
recovery of lost data down to an hour in precision if anything were to
go wrong without using ridiculous amounts of hard drive space.
->Gladomain Lifesaver cooldown increased from 3 minutes -> 5 minutes.
->Critical Chance % on Moonshadow's set base crit increased from
10%->15%, crit increase per tier 5%->7%.
->All damage that is meant to be true damage in Minecraft once again
deals true damage. This includes Poison, Wither, Fall Damage, Fire
Damage, Void Damage, Contact, Suffocation, Falling Blocks.
->Fixed a bug where players leaving and rejoining would cause all glows
to become white due to not properly resetting glow color.
->Fixed a bug where some damage events did not use custom death
messages.
->Added isArrowQuiver() and getArrowQuiverContents() to API.
->'Greed' artifact ability now has a chance to knock off per kill. The
chance a level of Greed gets knocked off has been increased
significantly.
->Wolfsbane and Alustine sets added to the Slayer set arsenal. Both of
these are weaker tiers of Moonshadow and Gladomain, but have their own
unique properties.
->Gladomain and Moonshadow sets drop at Hellfire and Deadly tiers
respectively now.
->Dawntracker main stat changed from Health to "Health taken per hit",
going down with higher tiers.
->Dawntracker 4-piece set bonus changed from Damage bonus to Health
bonus.
->Panros base Damage stat buffed significantly.
->Jamdak 4-Piece set bonus now grants absorption health for each
successful dodge.
->Lorasaadi Damage set bonus values significantly increased.
->Custom arrow damage has been changed from a multiplier to a flat
damage bonus. Diamond-Tipped arrows increase base damage by 15,
Hand-made arrows increase base damage by 5.
->Explosion arrow base damage increased from 40 -> 60 damage.
->Piercing arrows have been added. Piercing arrows provide similar
damage to Handmade arrows, but have infinite speed and hits all targets
aimed in a line. See /craft for the crafting recipe.
->Arrow Quivers have been redone. All old item quivers will
automatically convert to the new type. Arrow Quivers only shoot from
your off-hand now.
--- When Arrow Quivers are equipped in the off-hand, you can press the
'swap items' key to change which arrow is fired from the Arrow Quiver's
inventory. In addition, you can hold shift while pressing the 'swap' key
to toggle the opposite way.
--- Arrow Quiver modes will automatically switch when you run out of
arrows in one mode.
--- Collecting arrows will attempt to place them back in your arrow
quiver's inventory if possible.
--- Right-clicking Arrow Quivers will pull up to 64 arrows at a time
from your Arrow Quiver's current mode.
--- Shift-Clicking a Quiver when not holding anything in your off-hand
will now automatically equip it there.
->Custom Arrows work with the Infinity enchantment! For each level of
Infinity, there's a 10% increased chance of the arrow remaining in your
inventory when fired. This applies to all non-standard arrows.
->Custom Tipped Arrows display their duration properly when linked now.
->The chance of Infinity getting knocked off of a Bow has been increased
significantly.
->Rangers can now hold either a Bow or a Quiver in either hand to be
considered in Ranger mode.
->Rangers now have an active ability for Sniping and Debilitation mode
as well.
--- Sniping Mode Active: Arrow Barrage - 2 Minute Cooldown: The player
becomes still as they fire 26 piercing shots extremely quickly in the
direction they are facing. All arrows from Arrow Barrage ignore no
damage ticks.
--- Debilitation Mode Active: Siphon - 35 Second Cooldown: Can be used
when at least 1 poisoned target is nearby. Deals (Poison Level x 10)
True Damage and Slows all targets the same level as the number of poison
stacks applied to nearby targets for 15 seconds, and grants 4 Absorption
health (2 hearts) to the Ranger per poison stack. Refreshes Poison
duration on all nearby poisoned targets.
->Toggling between Bow modes shows the proper cooldown for that mode.
->Base Dodge Chance increased on all Ranger Set Pieces.
->Important Action Bar messages now have priority over the auto-updating
action bar buff indicator to make action bar sensitive actions more
clear.
->The Absorption Potion Effect now re-applies all base absorption hearts
once every 30 seconds.
->Future Life Vial drops have Absorption effect nerfs applied
appropriately.
->Hellfire Spiders now have a cooldown on their Web Throw. (4 seconds)
->Higher tier Cave Spiders (which do not naturally spawn yet) will apply
Poison 3 (Dangerous), Poison 4 (Deadly), or Poison 5 (Hellfire).
->Higher tier Wither Skeletons will apply Wither 3 (Dangerous), Wither 4
(Deadly), or Wither 5 (Hellfire).
->Hits made with Highwinder now stay on-screen for a moment, allowing
you to see how much the last damage value from Highwinder was.
->Buying back or picking up a shield when not holding anything will
automatically place the shield in your holding hand instead of your
off-hand, putting you in Defender mode.
->Buying back or picking up a quiver will automatically place it in your
off-hand if nothing is already there.
->All buff displays now show up as regular numbers instead of roman
numerals.
->Monster AI has been improved to no longer get stuck while being
directly in front of you.
->Wither Skeletons that spawn in the Nether now have a very high chance
of being Deadly or Hellfire tier.
Barbarian Mode has been released!
==============
->Defined by wielding an axe in both the main hand and the offhand.
->Barbarians swing their off-hand by right-clicking.
->Barbarians gain 2 HP (1 Heart) per 1% of Damage reduction.
->When Barbarians are hit, they take damage as if they had 0% Damage
reduction.
->Barbarians deal 20% more damage for every 20% of an enemy's missing
health.
->Barbarians gain Bonus Lifesteal stacks as they hit enemies. Each stack
increases Lifesteal by 1%, up to a cap of 100% extra Lifesteal. The
stacks refresh every hit, but wear off after 5 seconds.
->Barbarians do not instantly take full damage when hit. Instead, the HP
is stored in a 'Damage Pool' and distributed every second.
->If Barbarians have points in their 'Damage Pool', they will take up to
15 damage every second. The amount taken goes down by wearing Barbarian
gear.
->When a monster is killed by a Barbarian, the amount of remaining
damage in their Damage Pool is divided by 4.
->Barbarians automatically consume Rotten Flesh and Spider Eyes that are
picked up. Each one heals for 1% of their health. Rotten Flesh and
Spider Eyes in a Barbarian's inventory will automatically be consumed as
the Barbarian gets hungry.
->Barbarians build up Weapon Charges in two ways: +1 Charge for
attacking an enemy with the main hand weapon and +2 Charges for taking
damage.
->Barbarians have 70% knockback resistance.
->Barbarians can release their Weapon Charges by using a variety of
commands:
->Right-Click (Costs 10 Charges): Power Swing - Swing your off-hand
weapon to deal an attack with +100% Lifesteal and +100% Crit Chance
bonus. Gives 10 Bonus Lifesteal stacks.
->Shift Left-Click (Costs 30 Charges): Forceful Strike - Hit all enemies
in a line in front of you, dealing double damage and suppressing them
for 3 seconds.
->Shift Right-Click (Costs 30 Charges): Sweep Up - Performs a sweeping
attack which knocks up and damages all enemies within a 4m radius of
you. Doubles your Bonus Lifesteal stacks. Lifesteal effects are doubled
during this attack.
->Swap Item Key (100 Charges Minimum, Costs ALL Charges): Barbarian's
Rage - Converts your missing health into Absorption Hearts and applies
powerful buffs. This ability is stronger the more stacks consumed.
Barbarian's Rage:
-- Strength Level: +1 per 10 charges
-- LifeSteal: +1% per 2 charges
-- Speed V
-- 100% Knockback Resistance
-- Duration of Rage: +1 second per 10 charges
-- +2 seconds of invulnerability per 100 charges
During Rage you gain double the number of Bonus Lifesteal stacks. You
do not gain Weapon Charges during Barbarian's Rage.
->Leaping Strike: Barbarians that take fall damage deal triple the
damage taken from the fall as damage to all enemies nearby. The range of
this attack increases based on how fast the Barbarian falls.
->Mock: Press the drop key to perform a Mock attack to all enemies near
you. Affected enemies become aggro'd to the Barbarian for 15 seconds and
receive 2 stacks of Weakness that lasts 15 seconds. This can stack up to
Weakness VI. 20 second cooldown.
->Fixed a bug where overworld Enderman would deal damage equal to an End
Enderman.
->Fixed a bug where certain monsters that were suppressed still
performed attacks.
->Fixed a bug where Slayers would get the remove stealth effect / sound
for every single hit regardless if they were stealthed or not.
->Fixed a bug allowing Slayers to perform Assassinate on dead targets.
->Fixed a bug where deaths would not keep your inventory, leading to
dropped items on the ground and nothing to buy back.
->Fixed a bug causing the Yellow Glass to not consistently appear when
an Elite Zombie performs the Leap attack.
->Fixed a bug causing regular arrow shots from bows to always hit
targets when looking at them, regardless if you are actually aiming the
arrow properly or not.
->Fixed a bug preventing players from being hit by multiple unique
damage sources at the same time.
->Fixed a bug causing Debilitation mode to not apply the first stack of
poison with a normal hit. (Clarification: Only further stacks of poison
require headshots.)
->Fixed a bug where mobs would ignore aggro rules when hitting each
other.
->Added convertPotionEffectsToLore() to API.
->Added PlayerTumbleEvent() for plugin event listening. - Called each
time a player performs Tumble. Cancellable.
->Added PlayerDodgeEvent() for plugin event listening. - Called each
time a player successfully dodges an attack. Cancellable.
->Added PlayerLineDriveEvent() for plugin event listening. - Called each
time a player performs a Line Drive. Cancellable.
->Critical Chance % on Moonshadow's set base crit increased from
10%->15%, crit increase per tier 5%->7%.
->All damage that is meant to be true damage in Minecraft once again
deals true damage. This includes Poison, Wither, Fall Damage, Fire
Damage, Void Damage, Contact, Suffocation, Falling Blocks.
->Fixed a bug where players leaving and rejoining would cause all glows
to become white due to not properly resetting glow color.
->Added convertPotionEffectsToLore() to API.
all custom crafting recipes that exist on the server for your
convenience.
->Internal Entity structures have been redone to allow all calculations
to apply to not only 'Monsters', but to ALL Living Entities. This also
sets up the foundation for PvP in the future.
unbreaking levels also display properly on the items.
->Vendetta is now used by Defenders by shift-left clicking, allowing
Defenders to still use left-click for basic provoking.
->Vendetta now stores 1% of mitigation damage as Thorns true damage, to
be applied the next time something hits a Defender.
->Vendetta mitigation damage percent lowered from 30% -> 25%.
->Defender damage absorption was non-existent since the damage
calculation rework. It has now been reimplemented properly.
->Vendetta tooltip updated.
->A sound effect now plays when Slayers leave or get hit out of stealth.
->Added AddItemToRecyclingCenter() to API.
->getCooldownReduction() is now visible in the API.
->Death Loot now safely fails if something bad happens, and no longer
stores a mirror inventory on the server; this prevents items from being
permanently lost, or being duped.
->Buffs and Debuff icons now show up properly for all monsters and
players when there are more than 5 levels of a buff applied.
->Added getActualCustomName(), getEntityName(), and getActionBarSuffix()
to API.
->Death marks can now only be applied when the Death Mark ability is off
cooldown.
->Death mark reset cooldown reduced from 1 second to 0.5 seconds.
->Fixed a bug where the Backstab noise would play for non-Slayer modes.
->Updated '/loot' command output.
->New Loot Tables implemented. All previous bugs regarding getting wrong
gear in the wrong modes have disappeared. Drops have been modernized.
->Loot has been redone to make Slayer drops more fair and not as
ridiculous.
->Baubles can randomly break on death. Hardened baubles will lose a
break remaining when this occurs.
->Fixed random bugs.
->Artifact tier now appears in item info display when linking artifact
items.
mode.
->Fixed a bug allowing players to use Line Drive when not in Striker
mode.
->Fire Resistance mechanics modified. If you are on fire with Fire
Resistance, fire resistance duration goes down by 10 seconds every
second. Higher levels of fire resistance resist fire better.
->Switching modes while toggling items in your hotbar now reflects your
health % properly. This means if you have 50% health in Striker mode and
switch to Ranger mode, you'll have 50% health in that mode as well.
->Suppression status effect implemented. Entities that are suppressed
cannot move, attack, teleport, or explode.
->Cooldown Reduction stat implemented. This stat decreases the amount of
time it takes for all cooldown-sensitive abilities to be available
again.
->Fixed a bug where players could activate Vendetta just by having 5
Songsteel pieces regardless of what Tier they were.
->Fixed Pre-emptive Strike (x4->x3), Hand-made Arrow(x3->x2), and
Diamond-Tipped Arrow(x5->x4) multipliers not being correct in the damage
engine.
->Slayer mode has been released!
-Slayer Mode is defined by wearing no armor, and wearing a Bauble in
your hotbar.
-Slayers can make use of up to 9 Baubles by placing them on their
hotbar (Ideally you would want to use one slot for a weapon). Each
Bauble adds a certain amount of stats to the Slayer, making them more
efficient.
-Slayers take a maximum of 2 HP (1 Heart) in damage from all attacks,
making this mode essentially 5 lives.
-Slayers are not affected by any Health Recovery and Health
Regeneration effects. This mode only heals from kills, using the
Amulet's set effect, or sleeping. However, Absorption will still work
for a Slayer. Absorption hearts just get removed with normal damage
calculation rules.
-Whenever a Slayer kills a target, they recover 1 Heart (2 HP). This
can be modified by a special weapon.
-Slayers can enter Stealth mode by pressing Sneak. Once in Stealth
mode, Slayers will not leave stealth until they hit a monster or Sneak
again. Stealth mode drains 1 Durability every second from tools on your
hotbar.
-While in Stealth mode, nothing will be able to detect you. Note this
does not get rid of aggression from targets that have already aggro'd
you.
-Slayers can Backstab targets by getting behind them and hitting them.
A backstab does triple the normal damage of an attack.
-Whenever a Slayer critically strikes, it suppresses a target for 0.75
seconds. Suppression prevents movement, attacking, teleporting, and
exploding. Suppressed targets glow Black.
-Slayers thrive in 1vs1 situations. If a target is completely alone,
they will glow white to the Slayer. Isolated targets take 50% more
damage from the Slayer. Slayer's Dodge Chance increases by 40% against
isolated targets.
-Slayers can use the Assassination ability. Press the Drop key while
looking at an enemy to perform an assassination: You jump directly
behind the enemy, gaining 0.5 seconds of invulnerability. If the next
hit after Assassination is performed kills the target, you gain a speed
and strength buff. These buffs cap at Speed V and Strength X
respectively and last 10 seconds. Assassination cooldown is reset
whenever a target is instantly killed in this manner, and you get
immediately put back into stealth, preventing further detection from
other monsters.
->New set pieces have been released.
->Fix Line Drive not leveling artifacts properly.
->All Artifact armor tiers have been converted to Leather.
->Hellfire Spiders now trap you in their deadly webs, doing massive
damage, and making it much more difficult to continue to attack them.
->Fixed a bug where fighting Hellfire Zombies kept creating Charge
Zombie structures, running the same AI many times every calculation.
->Hunter's Compass calibration works a little bit differently now. It
may take some time for the compass to calibrate properly, so be prepared
to wait awhile for results.