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Official Update Thread

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Cryptite

Elder
Staff member
Elder
Docks Combat
  • It is no longer possible to avoid docks combat by getting on a boat.
  • Further, if you're in combat, you will not teleport with a boat. That boat will drop your blocky buns right into the water.
Showing Town Borders
  • Showing town border blocks with a feather is now way more reliable and doesn't freak out if you switch hotbar slots in any way.
  • Further, performance-wise, showing town border blocks is now 180 times faster than it used to be and is another source of lagspikes.
  • Town borders are now displayed as dragon breath particles rather than fake stained-glass blocks. This should make things like holding a feather in your off-hand while placing blocks on your border way easier.
Job Status Indicators
  • Melchiott's bread job is now a new type of job: Autocomplete. As you might've guessed, accepting these jobs just instantly completes and gives you the reward. Good for Bakers like Melchiott, and Sku.
  • There are now two new Job indicators:
    • ▟▀▙ - This indicates an available repeatable job (Melchiott's bread, Frodii's fishing Job, etc):
    • ▟▀▙ - When completed, the indicator turns gray to indicate that the job will be available at some time in the future. This is meant to separate repeatable daily jobs from one-off jobs where, once completed, there will be no marker because there's nothing else to do with this NPC.
Go'eth Forth'eth!
 

Cryptite

Elder
Staff member
Elder
Still plugging away on Rivina and hope to have it ready along with the full C3 changelist in the next few days. That said, a few non-Conquest-related bugfixes over the past few days:
  • Possibly fixed a potential town saving issue where town members completing jobs could throw the town's data out of sync, rendering changes to members (titles, removing them, etc) invalid and would seemingly revert changes to your town pending a restart. Hopefully this is fixed, but as it is subtle and requires server restart(s) to show, keep a close eye out.
  • Fixed a bug with town jobs in which players would be prompted to turn in a gathering job if they hadn't even completed it yet, blocking them from turning in other jobs they may actually have finished. Presumably people were having to abandon jobs to get this to work right.
  • Fixed a bug with setting a player's town title, which might seemingly not work, and then their title gets set to their town level... idk
  • A number of the usual low-level performance fixes which cause little lagspikes.
  • Various usual bug fixes and additions.
 

Cryptite

Elder
Staff member
Elder
Conquest 3 Updates, mostly surrounding implementing the remaining BB vuln/restrictions:
  • BB Participants cannot be attacked on their home continent during BB Vuln +-1 (from 3-7pm server, to account for online times of inhibs).
  • BB Participants cannot be attacked simultaneously on Balak. You cannot have two inhibs onlining against another town/alliance on Balak. Once inhib #1 comes online and the fight starts, however, another town may then setup an inhib on the defender.
  • Finally, in order to account for the 3-7pm BB vuln protection back home, towns/alliances with vulnerability windows (/g vulnerable) that overlap this time frame will have hours added to their vuln window in order to ensure that they have a full 8 hours of vulnerability on their home continent like everyone else. When setting your vuln window, hours will be added on the front/back in order to ensure 8 hours. IF, for example, your current vuln window fully overlaps the BB Vuln (4 hours in total), you will have 2 hours added to the front/back of your vuln window making it a maximum of 12 hours long. This will take effect after the next server restart.
 

Cryptite

Elder
Staff member
Elder
The Release of Conquest 3.0 - The Islands
We're here, folks!

The Aladrans are prepare for war and so the boats of War, The Coral and The Cinder will depart to and from the New War District of Aladra to their respective new Enduring Isles of Conquest! As with any major Conquest Release, there are guaranteed bugs waiting to be found and in need of reporting, so expect some likely instability with the server while we hotfix bugs as we see them over the coming days. But, without further ado, here's a big changelist:

Two New Islands
Both Rivina and Balak share some properties listed below. After that you can read about each new isles' specifics:
  • The new Islands are a new type of zone called Enduring Zones. In short, you can break any blocks, but no blocks drop anything. All things will regenerate much like a Reguvenating Isle (RI's, etc). They will fill a PvE purpose in the future, so they won't only exist just for Conquest.
  • Both new islands will have buffs on them similar to the ones that used to be on the continents.
  • Reinforcements cannot be called when fighting on either islands. Only continent-battles are eligible for reins calls.
  • Elytras cannot be used on either of the islands.
  • With buffs earned on either island, Resource-Generating buffs will only ever generate the resources for the owner of the territories (The Alliance Leader in cases of Alliances). Other buffs are applied alliance-wide.

Announcing Rivina

A chain of 5 mostly-lush islands, formerly known as "Lil Boy"
  • 5 new islands comprising 18 territories ripe for capture.
  • Rivina Strength is a separate value which only can be earned/lost by fighting other towns on the islands.
  • Battles on Rivina pull from the same 5 attacks / 7 defenses that apply to fighting on your own continent.
  • Any town eligible to participate on Balak (Big Boy) cannot participate on fights on Rivina.
  • Territory Control here is ephemeral. 48 hours after capturing any territory on Rivina, the node will automatically auto-neutralize. Rivina is meant to be an ever-changing, fluid island chain with some attractive low-level buffs for newcomers to try to tackle.
    • Due to the temporary nature of control on Rivina, Territory Modules are free to install on any TGens you own there.
  • Each of the 5 chains of islands has a buff that is earned by having majority control of that specific island (over 50% of the island under your control). The buffs are as listed:
    • The Stony Atoll - Your Dungeon will generate 2 Blaze Rods every cycle.
    • The Rivi Shores - Your Dungeon will generate 2 Ender Pearls every cycle.
    • The Arvan Bluffs - Your Mine will generate 4 Diamonds every cycle.
    • The Verdant Hollows - Your Mine will generate 2 Ancient Ingots every cycle.
    • Rivina - Resource Isle Protection - While on any of the 3 Resource Islands, you and your allies will be neutral to the monsters there. Additionally, the extra durability loss incurred on Elytras when flying in the caves there will no longer affect you and your allies.
  • Capturing Neutral Territories on Rivina does not reward strength.
  • At the end of a Conquest Cycle, the town/alliance with the highest Rivina Strength becomes eligible to graduate to Balak (Big Boy) the following cycle.
Announcing Balak
A vicious, largely desolate landscape with a menacing Volcano in the middle

Balak Vulnerability Windows

  • Balak has a restricted vulnerability period. Inhibitors can only be placed on Balak between 4 and 6pm server time.
  • In accordance with the vulnerability time, this vulnerability period acts as an additional invulnerability window for the Towns/Alliances that can fight there.
    • In other words, during 3-7pm server, towns/alliances that are Balak Participants cannot be placed on in their home continent. The extra hour in front, and at the end of the window is to account for inhib online time/fight length.
    • Further, due to the limited window of vulnerability and low-attacks, a town can not be attacked simultaneously by two other towns. So long as a town has an Inhibitor coming online against it, or for it, you cannot place another inhibitor on that same town until the first Inhibitor is online already. (Basically can't have two attacks happening at the same time against or for one town on Balak. You can however place on a town that is currently in a fight).
  • Players who are not eligible to fight on Balak will be unable to board The Cinder during Balak's vulnerability period. Additionally, ineligible players on Balak will be teleported to spawn if they're still around on the island between 3:50pm to 6pm server.
  • Towns eligible to fight on Balak have a separate attack/defense pool. They can attack only once a day and can be attacked (defends) twice in a day.
  • The inner ring of territories as well as the middle territory (Volcano) each have a territory buff that mimics the old behavior of the continental buffs (hold the territory, you get the buff). They are as follows:
    • Ender Pearl/Beheading - Your town has a 2x chance to behead enemies worldwide. Additionally, all thrown Ender Pearls have a 50% chance to be refunded upon throwing.
    • Nether Industries - Your various industries will produce nether loot, including Blaze Rods, Quartz, Glowstone, Nether Wart, and Soul Sand
    • Greater Fishing - Your chance to catch larger fish is improved.
    • Neutral Mobs - While on regular continents (not including Resource Isles), mobs are neutral to you/your allies
    • Double Mobs - Slain monsters will drop 2x their loot.
    • Double Dock Blocks - Blocks mined from the Docks of Aladra will provide double their yield
    • Expert Blacksmiths - Ancient Ingots repair full durability on use.
  • Taking neutral territories will give you half strength.
  • You can neutralize other territories on the island for full strength.
  • The 3 ways to win a place on BB Isle for the following month are:
    • Win one of the 3 continent capitals.
    • Win Rivina (most Rivina Strength).
    • Win the previous month on Balak (AKA You are World Capital).
    • In the end, this means there can be between 3 and 5 towns/alliances competing each month.
  • You can attack any one of the coastal territories but once you have a territory on the map you must continue claiming land adjacent to it. If you have no territories left you must wait 24 hours before can try and claim a new coastal territory.

Go Forth, Lokans!
 

Cryptite

Elder
Staff member
Elder
  • So apparently we weren't really saving the destruction of Modules to the TGen files, which kinda explains why they would come back out of nowhere, or be on neutral tgens, etc. So I went and fixed that whole thing...
  • Fixed Industries not making their properly lored items.
  • Found out there's a better way to handle Inventory GUIs, specifically not closing and opening new Inventories all the time when editing things. That causes your mouse cursor to always be reset to the center. Over time we will (where applicable) use this new behavior to make interacting with GUIs in Loka more pleasing. To start with, Vendors now have this functionality. You should find that mass-buying Ancient Ingots, Pearls, etc is much smoother and less annoying. Thanks to Maxopoly for the suggestion.
 

Cryptite

Elder
Staff member
Elder
/c train has returned!
  • Train Conquest Battles with your town or alliance. This was a feature we had long ago but it was very limited in features.
  • Now you can switch teams in your training battle as well as the defenders can install modules on the TGen so you can test to your heart's content.
  • /c train will prompt you to begin a Town fight or, if you are a town owner in your Alliance, an alliance-wide fight.
  • Using /c train again when you join will allow you to switch teams.
  • As a defender, you can freely install any module you'd like on the TGen as you would in the normal world. You can remove and replace modules at will, and they online immediately.
  • We realize there's lots of room for improvement here, including a different (bigger) map, kit loadouts and the like, but we'd like to get this out there so people can begin to play with it and get a proper feel for training for fights on Loka's real hardware.
Many other delicious fixes as well:
  • If you are at your territory cap of 30, you can now attack adjacent regions. It'll just result in a neutralize, rather than a takeover. You shouldn't be completely stopped from making attacks when you cap, just taking MORE territories.
  • Fixed a bug in which inhib placements weren't checking the alliance's territory size, but rather the town of the person placing. If your town has 0 territories but your Alliance has some, you shouldn't be prevented from placing.
  • There is now a 10 second Spawn Protection in the Proving Grounds (courtesy: Beetee). Upon joining, or after respawning, you have 10s of invulnerability or until you hit another player where you can freely think about pots, life, or manifest destiny.
  • Lots of Discord fixes and optimizations; hopefully getting into your town/alliance chats is more stable now, maybe even permanent! Who knows!
  • Removing players from towns now has a confirmation step.
  • Killing yourself is no longer worth pvp levels, nor will it increase foes slain on your items >_>
  • And more!
 

Cryptite

Elder
Staff member
Elder
  • Death messages now show (and don't show needlessly from /c train).
  • Hopefully have permanently fixed the Module Rotation issue. This won't retroactively go back and fix currently broken ones, however.
  • The Slow Module now works.
  • Spectral Module now has a range, the same as all other modules (35 blocks from center of TGen) and is no longer territory-wide.
  • Many stability fixes with /c train, etc. (Probably not the golems one yet though).
  • And more!
 

Cryptite

Elder
Staff member
Elder
Many fixes!
  • You can no longer activate Inhibitors while in Combat.
  • The Cinder (Boat to Balak) will no longer run between 3:50 and 4pm (when nobody's allowed to be on Balak) It will resume transporting Balak Participants to the isle right at 4.
  • During the same 10m window of time before Balak becomes vulnerable, Balak will under go a full regeneration and wipe out any Pre-Vuln builds, tunnels, or other shenanigans constructed on the isle. You are still free to build/destroy anything on the isle after the Vuln starts and inhibs are placed, etc.
  • As an addendum to the above, Griefing Rules DO NOT apply to Regenerative Zones on Loka. If your build is temporary because it's a regenerating zone, you are free to build whatever you want, and you are free to destroy whatever other people build. Offensive Builds are still illegal with the rules, but Griefing in the traditional sense is fine in these areas only.
  • Also fixed Balak simply not regenerating block breaks.
  • Fix Inhibitor modules not going away when Inhibs revert to their base structure.
  • Bleed Effects, which are the result of both Vicious Strike and Lingering Death are now in for both of those modules. Both modules are also considered "now implemented" as well.
  • Spectral Module is now back to spectral, rather than Gold Armor, but still subject to the 35 block range. The player profile setting to turn this off will come soon. Remember to try Fast Render Mode in Optifine! It may help with FPS upload_2018-5-6_10-8-25.png
  • Overloading Lamps is now:
    • 4 seconds to overload.
    • 5 overloads to destroy
  • Golems as a result of the faster charging now respawn every 35s, down from 45s.
  • Fixed Golems teleporting back into the ground, like weirdly.
Go Forth!
 

Cryptite

Elder
Staff member
Elder
Some important updates to Projectile Modules:
  • Lingering Death now no longer spawns Potion Clouds (LaGgY). Now, when a Lingering Death potion hits the ground, it will spawn an increasing radius of Bedrock Blocks with some very light particles. This is both less laggy, very obvious, and more stable.
  • Lingering Death and TnT Modules now have new projectile mechanics that make them fire much more accurately and smarter. They should no longer "hit themselves in the face", causing TnT to veer wildly off-course, and have Lingering Death pots no longer explode on top of the turret
    • The technical aspects behind this are that we were previously using a single, static point above the Turret to fire at players. This wasn't an ideal "source point" from which to fire projectiles, but worked well enough to target players that were far away. Now, we use an invisible sphere that encompasses a radius around the Turret and choose the closest point on that Sphere towards the target player to fire from. This means the Modules can now shoot straight down, if need be. Below is a nice diagram on what's changed:
    • 3hNCFiB.jpg
    • The next update on Modules will include a "Firing cone" so that modules can only shoot at things that are, depending on the module, "in front" of them, rather than firing backwards at players and hitting the center of the top of the TGen. But that'll be later.
  • Fixed Barns also and run a handful of cycles on them to "backpay" everyone on their missing Barn production.
 
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Cryptite

Elder
Staff member
Elder
  • Improved (but not quite finished) the FX for golems with Debilitating Aura so you can see when they bout to pop off.
  • You are now prompted to choose an Inhib Module in /c train
  • Jumping/getting hit when overloading a lamp no longer cancels the charge.
 

Cryptite

Elder
Staff member
Elder
Arena Season 5 enters the Testing Phase!
Wait, what?


We are doing a priority shift on what we're releasing next. Frankly, with the current docile state of Conquest, we feel that going ham on releasing our Unstable Knives (loot crates) next doesn't really help improve Loka or help the playerbase (but to look more pimpin'). Right now we have lesser numbers on the server. This isn't a bad thing, per se. We're fully aware that Loka at high-pop is traditionally the result of upcoming Conquest Battles (generally with reins, too). But what we do lack is something we planned to ameliorate in the future. That is, there just isn't enough to do that's both fun, competitive, and not Conquest. Arena Season 5 was meant to help that, but it wasn't slotted to release until later.

In reality, the amount of work to get Arenas back up to speed and kick off the season is much less work. We already have a handful arenas ready, or nearly ready. The Arena and Matchmaking code for ranked matches was always working. Just a few things here and there needed to be done to kick off Ranked Arenas.

So after some discussion, Mag and I decided to pivot to get this thing going so that players could have some fun battling out for the toppest of ratings in Ranked Arenas. The plan is to (at first, anyway) have each Arena Season be at least 1 month. The first season (5) will be a month and should help us iron out any issues or changes we want to have without waiting longer to react. Future seasons could be 2 months, but then they will just automatically run.

The plan is also to have them end like Conquest cycles (last Sunday(s) of months), simply because it gives people trying to rush ratings the full weekend to do it, so the Conquest cycle is a working feature on Loka that is a good fit for Arena Seasons too.

So, as of right now, the PvP server's arenas have been fully updated into the new system:
  • All of the previous arenas are gone, forever in the past.
  • Two New Arenas are available and in rotation right now: Fire and Ice. There will be at least 2 or 3 more coming as well.
  • The PvP Pot Kit has been updated. Kit prefs were wiped, and the default kit is a little less dumb. Of course you can still change your kit prefs out in the Hub as you desire
    • The major change to the kit is we've removed Fire Resistance as well as removed any Fire Aspect enchants. We continue to feel fire is a dumb element of pvp, for one, but also in duels, everybody just drinks FR and hopes the fight doesn't last longer than 8m. So, no burninating in arenas.
  • Season Rewards will still include Titles, albeit for probably a fewer percentage of players. A fair bit of this will be evaluated closer to the end of the first new season.
  • Prowess will look to make a comeback with (this is still in debate) a likely Prowess Vendor at Spawn somewhere where you can likely buy things that will also be found in Loot Crates. These would feature rewards like Battle Helms (would show during duels), perhaps kill messages, etc.

Arena Season 5 is slated to kick-off officially at the end of this month's Conquest Cycle: May 27th at 8pm server. There is no truce period for arenas, they will merely finish and start anew at the same time. Rewards will be doled out and Prowess will be reset at that point.

Things are still subject to change, but we'd like your input. Get out there and start trying duels and ranked matches.

Go Forth and Fight!
-Crypt
 
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Cryptite

Elder
Staff member
Elder
  • Loads of PvP matchmaking fixes, optimizations, etc. Basically bringing the entire PvP system up to date and modernizing it.
  • Fixed weirdly seeing "You have left the queue" when your match is ready.
  • Immensely sped up the time it takes to load you into your arena.
  • You can now ready up during the 15s match start wait time by shift-blocking twice. The game will start immediately if both players ready up.
  • Arena Town Levels will now start to be rewarded when playing Ranked Matches.
  • Arena Matches will now generate Battle Logs like with Conquest. It is however not publicly available for consumption, but if you'd like to receive some for testing reasons, lemme know.
  • Keep testing Ranked Matches with /pvp!
 

Cryptite

Elder
Staff member
Elder
  • Using Fancy Technology - LokaBot is now able to send messages that appear to be on behalf of players in Discord. So, in town and alliance chats, messages will now come from their requisite users, rather than a plaintext LokaBot message. So, it's just fancier.
  • Fixed Lingering Death modules applying bleed to friendlies. They should now get their regen when walking through the bedrock zone.
  • Also hopefully fixed Rallying Charge clearing Fire Resistance (because it was giving Fire Res II, rather than I, and that's why it was stomping it).
 

Cryptite

Elder
Staff member
Elder
Arena Season 5 Has Begun!
Let the games begin!

The long-awaited return of Arena Seasons has begun once again on Loka! Prove your Potion-PvP skills in single combat, earn prowess, unlock rewards, show off your end of season rewards!

  • Announcing 5 Brand-New Maps on which to crit-chain your fellow minepeople.
  • Earn Prowess for winning and losing; get points for trying!
  • Announcing 5 PvP Tiers that you unlock by earning Prowess. Unlock the tiers to gain sweet rewards including Orbs and Kill Messages!
  • Season 5 will be a single-kit season, but you can still edit your slot order. We do mean to investigate "flex-kits" for Season 6 as per community suggestions.
  • Only Ranked 1v1 Potion PvP is worth Prowess. You can still play Ranked Barebones if you want, but only for fun.
  • We will work to bring 2v2 online once we overhaul our Party system. This will be useful for myriad ways in which to "do things on Loka in a Party", be it 2v2 queuing, ranked VotA team queuing, or who know what else.
  • Revamped /profile a bit. View your PvP stats, and enjoy the new Collectible (potential rename soon...) menu and browse the beginning of what Unstable Knives will expand upon once they release. This is where you will be able to view and toggle your earned Kill Message(s).
  • Changes/Updates to Battlegrounds like VotA will come soon once things even out and we iron out any bugs that might arise in the coming days.
  • End of Season rewards are still being sussed out, but will boil down to being in the top XX of players (not top % like previous seasons long ago). Rewards will include Exclusive Titles and, for the very best players, Exclusive Helmets that will show in Arena Battles as well as Conquest Fights and the like.
  • Likely 2 weeks from now, once we have an idea for player participation in the bracket, we'll be able to figure out the thresholds for rewards.
So, get out there and /pvp and hop to it! Good luck and Go Forth!
-Crypt
 

Cryptite

Elder
Staff member
Elder
June Conquest Updates
  • All of the Rivina Buffs that generate resources have had their output doubled.
  • Territory control on Rivina now auto expires after 7 days, up from 4 days.
  • The Double Mob Drops Buff now only gives 2x mob drops on 50% of kills, rather than 100%.
  • Balak Buffs around the Volcano now randomize every month when the Truce ends and the territory claims are reset.
  • Policies and Votes are now hidden until the Truce ends. At that point, who voted for whom and the policies that were chosen will be revealed.
  • While Balak is vulnerable, all deaths on the island are now Keep-on-Death.
  • We are still going to do the VotA pad behavior on Inhibitors; just haven't implemented it yet. It will likely be limited to Balak as well just to make sure it works out okay before deploying it as a global change to Inhib pads.
  • The Oppressive Territory Manipulation World Policy (reducing a town/alliance's territory cap to 20) has been removed.
Go Forth!
 

Cryptite

Elder
Staff member
Elder
  • Fixed Kill Messages not showing up for people who have earned them. This was because they weren't being loaded...
  • /pvp should now automatically refresh to update queued/playing players while you're looking at it.
  • Pig Zombies should no longer drop their gold swords on Balak, and there might be fewer of them, maybe. I don't speak their language well...
 

Cryptite

Elder
Staff member
Elder
While we intermittently patch up things for the new PvP Season, I'm taking an opportunity to feather in some Quality-of-Life bugfixes here and there, so hopefully you all should start to see some of your more minor reports start to become resolved.
  • FIXED: You can now pull items out of your Soulbound Bag (/b) once again
  • FIXED: Beheading kill messages are more important and will now show instead of the custom kill messages when they happen.
  • FIXED: If you're removed from a town, you'll no longer be stuck in town/alliance chat channel. You'll be gently placed back into /ch p
  • FIXED: Every boat/airship on Loka no longer stops working in the Balak pre-vuln period (3:50 to 4pm server).
  • FIXED: You shouldn't see holy site messages when entering one's territory if the religion hasn't officially started yet.
  • FIXED: Potion effects no longer persist if you leave /c train
  • FIXED: People weren't getting credit for their online session (for town activity reasons) if the server was rebooted, and now they should.
  • FIXED: Time left before you can use /g chest is now accurate, rather than "Moments from now"
  • FIXED: A whole bunch of various Religion issues (incorrect name in /rl chat, not being in the right religion, not being in one at all, except you are, etc)
 

Cryptite

Elder
Staff member
Elder
Various fixos
  • Radars in various ways have been fixed. They should now always be spawning Golems and you should now be able to overload them now (was checking for andesite, like TGens).
  • You can now no longer place any lored items (as blocks). This would cause you to lose the lore tag on said block.
  • Fixed a few Banner of Conquest bugs. They should now hopefully show your banner design once again
  • Hopefully fixed the bug when a fight is over (and the attackers win), where armor colors swap or break. This was due to the fact the allegiance of the TGen changed, as it should, when the fight was over, so all the "Friendly" checks became wrong or reversed.
  • Lastly, CIT Packs will NO LONGER WORK ON Loka. We now obfuscate all armor packets sent to clients and fudge data so that you only receive the minimal required data. This will render CIT Pack usage non-functional on Loka.
    • We find the usage of CIT, while fun and interestingly innovative, counter to the one of Loka's most core tenets - That you should be able to function 100% on Loka without requiring mods, texture packs, or any other post-vanilla modifications. The usage of CIT packs gives an unfair advantage that only serves to widen the gap between larger, more experienced towns and the newer ones.
    • Note that Loka+ is a CIT Pack, but what will be obfuscated is gear-data sent about other players to you. You should see your own stuff (armor, weapons, items in your inventory) normally, but it won't work visually when you're looking at other players.
 
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Cryptite

Elder
Staff member
Elder
Still doing QoL bugfixes and a lot of performance optimizations largely centered around Speeding up the time it takes to login and switch worlds, etc. Much of this probably won't be hugely noticeable, but these things can drain on the server during higher-population times, and so frontloading this work is hugely beneficial for the future health of the server.
  • Rewrote the backend for the Scoreboard system. This is what powers player colors and titles. Lots less work on the server, more caching, and less work being done when unneeded (building data for towns that don't have players online, for example).
  • Hopefully fixed the Fishing Tournament winner showing as having caught [Air]. \o/
  • Fixed many bugs around being queued for PvP games resulting in players all turning White on the tablist.
  • Fixed bugs where any player with the Town Zoning permission could create and edit zones of any level. You can no longer edit/create zones of a higher level than your member level.
  • Ruins will no longer grow trees/leaves through blocks; only around them if they're air. There shouldn't be any further instances where blocks will be replaced by logs/leaves.
  • Tons of small bugfixes, and many, many various performance optimizations (too many to count, too weird to explain)
 

Cryptite

Elder
Staff member
Elder
I've been on vacation so bigger features that require some good testing like Bountiful Territories are still in development. That said, some needed changes and bugfixes went in this morning:
  • We've finally updated the Industry Output numbers since implementing the Territory Cap. In short, most things have merely doubled.
    • Home Node base output is now 10 output up from 5.
    • Every additional owned territory now provides 2 resources up from 1.
    • Base output storage is now 120 up from 60.
    • Each territory owned increases output storage by 24 up from 12.
  • Guaranteed Territory Resources have been removed. There are no longer fixed resources on territories (Like "Gold Ingot" territories), etc.
  • /title has been deprecated and now just points to the new Titles tab of the Collectibles menu in /profile. This now allows you to see what titles you could theoretically get, rather than being blind to the lovely possibilities.
  • As always, various performance fixes and other bugs squashed.
Go Forth!
 
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