Bases, Arrows, Lanterns and more! The MEGA patch!
Known Issues
+ Middle clicking is still not working thanks 1.18!
Additions
+ /mh resolveb card-name command added, allows admins to force a boss player to play a card. Useful for debug testing in solo games.
+ When holding shears, you will be able to see your placed block HPS represented by colors, green, yellow, orange and red. Note that stronger blocks are needed to view the full color scale, planks for example only have two hp so they show up as orange when at 50% hp even though they can be one shot. This will be very useful in the base building meta ive been pushing.
+ While holding shears, you can left click damaged blocks to heal them by 2 at the cost of a plank, this can repair any type of material stone or wood. This will take some durability from the shears though.
+ LANTERN BUFFS. Holding a lantern in your off hand slot will now consume, redstone, redstone blocks, coal, charcoal and coal blocks from your inventory to fuel it. While the lantern has fuel it will maintain your heat level outside of a heat source. This means your heat will not go down or up but will stay the same. Redstone is 2x more effecient at refueling lanterns and will always be taken first. When outside of your base area your lantern will also burn 40% more fuel. When you have fuel loaded into the lantern it will be glowing in your off hand slot. Lantern fuel is only burned when its needed so if you would lose heat and you have it ready it will pause the heat loss instead. But if you would be heated by a torch the lanterns heat will not be used.
+ Pistons will now do crush damage to mobs when the pistons are clipping into their heads.
+ Breaking any node block except ore will now have a 33% chance to drop 1-2 flint.
Fixes
+ Using /butcher when minions are in game will now consider the mob killed so new ones may spawn.
+ During boss games only the boss team will be spreading corruption in the game. (Your corruption to the boss is virtualized)
+ MASSIVE performence gains for corruption spreading. When corruption has grown to very large sizes the corruption has about 100x less performence usage then it use to have. This was noticable in corruption decks where the corruption would grow to insane sizes. This would cause 2 major issues, a big lag spike every so often causing mobs to freeze and second it would cause a rubberband effect. Both issues have been eliminated. Now the plugins only performence issue is minecrafts poor AI pathfinding.
+ Blocks when destroyed will no longer leave a ghost block to be hit by minions.
+ Dark Conversion, Pigmen & Pigmen Horde will now glow when they are ready to be considered played.
+ Corruption Beasts spawned from rifts will no longer be strength 1 but will have strength equal to their corruption strength. In general this is a very large buff to rift portal and rift surge as long as its played towards mit to late game.
+ You will no longer get notifications for cards that have requirements to be considered played if the requirements have not been met yet.
+ Opening your hand will no longer double open it, reducing the sound effect to just one so it isnt so rough on the ears.
+ Major bug fixed to cards that are drawn at the start of the game, if you played multiple you would draw one and burn the rest. This is now fixed. The rest are either drawn or added to the deck if there is no space left.
+ Possible fix for Full Corrupted blocks from not being removed at the end of games.
+ Border visual bug fixed with blocks rotation being incorrect.
+ Boss games and games with no players left in the lobby will no longer wait 20 seconds to end they will end and cleanup immediatly.
+ Redstone ore can actually be collected now and wont dissapear when touched.
+ Fixed an error from reanimation after a game was over.
+ You can no longer Hit F to swap your hand out of slot 1 into your off hand slot. This would cause you to be unable to play cards. You can no longer swap your hand into your off hand anymore, this was fixed awhile ago but somehow cropped back up again.
+ Block states will now persist! So this mean log orientation, slab direction etc!
+ Hanging blocks like, torches, rails etc should reset now after their supporting block is destroyed!
+ Trap Door spider will no longer spawn directly on top of the player, instead it spawns where it was buried at.
Balance Changes
+ Cows now drop 4x the amount of leather. This will allow players to use leather armor in the very early game.
+ Redstone Veins, Rift Portal & Erosion was changed to, Drawing one copy at the start of the game. While the rest are placed in the deck. Sort of like Building Cache except you only draw one.
+ Starve mana changed from 4 to 3.
+ Rift Surge mana changed from 2 mana to 3.
+ Collapse now does 1 to 2 damage for every block.
+ Erosion now removes 12 ores instead of 6.
+ Siege Engine mana changed from 9 mana to 10. This card is a base ender.
+ Demolition now has a 25% chance to explode on death. When this death occurs, the explosion can damage up to 6 blocks at 1 to 4 damage per block.
+ Dispenser HP changed to 10.
+ String can now spawn in any loot crate, in addition to normal loot spawns at a 33% drop rate and it can spawn 1-8 in one chest.
+ Chickens now drop 6x the amount of feathers, in vanilla is 0-2, so if its 0 you still get zero. But if its 1 you get 6 etc.
+ Starting round 8, minions without names above their heads have a chance to be converted into siege minions, they will do their block normal damage, they simply wont seak out players.
+ If a minion has been alive longer then the round it was summoned on, at the start of every round it has a 33% chance to convert to siege. RIP RUN META.
+ Trap Door spider will now favor burying itself in low light in the build area, however it wont always do this.
+ Blaze fire now goes away after some time.
+ Fully corrupted blocks should reset properly now.
Changes
+ Minions will not suffocate if they are standing on corruption.
+ When starting the game your draw on start cards are drawn first. You will always draw 5 cards at the start of the game, but if you have more then 3 on start cards you would normally discard that card, now at the start of the game you can draw up to 5 cards. If your hand is full you will simply not draw anymore instead. This is ONLY for the starting hand of the game!
+ Feed changed to Feast! And is now an epic, it also costs 5 mana.
+ Feast gives 6 hunger instead of 3.
+ There is no longer a cap on your max mana. This means cards like hunger pact and blood pact can now put you over 10 mana.
Summary
The main goal of this update was to get some of the loose mechanics in the game properly. There was also some long overdue ideas added with this patch like the lantern additions. Which the lantern will 100% be nerfed in the following patch. Early tests show it to be a bit to broken haha but I want to test it more myself before doing any further changes on it. A huge goal of this build was to also destroy run meta and bring in cards that normally don't see play. So you will see card buffs across the board. There will be quite a bit of card changes in the following patch as well. The next patch will be the last patch before the expansion! The goal of the next patch will be additional card changes and a reworked help book that should be able to present information in the game quite a bit better! All of the patches including the upcoming one have been basically solidifying my vision of the game and getting it into a full proper form. I'm very happy to say we are almost there!