Behind the Scenes - October

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Hegemon

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Staff member
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posted Oct 1, 17

Hello everyone!

This month's Behind the Scenes post is a bit late, my computer died and the last few days was spent setting up my new computer and recovering important files off the hard disk and porting it to my new computer. We also wanted to confirm certain mechanics were confirmed to be in place before announcing them.

The server has now also updated to the latest version (1.12.2) please use this version to connect to the server, Optifine has also released a 1.12.2 version.

Before we go into the development plan for this month we are going to talk about the huge amount of new mechanics, optimizations and other updates that occured behind the scenes in September.

Code Optimizations
We refactored a lot of old code and did some shuffling and optimizing as well as adding previously planned but not yet implemented mechanics, the following are new content that will be used in the server:
- Optimized Mob Spawning
Mobs no longer will spawn in small weird places like stuck in roofs and on top of market stalls. We also implemented a block whitelist/blacklist for mob spawning that should prevent more issues like this from happening and fixed a despawn bug that was causing animal based mobs to not spawn after some time.

- Implemented Weapon Range
Weapon range is now implemented for both players and mobs, daggers will now be an extremely close ranged weapon.

- Implemented Potions
The potion system is now implemented, we will be creating recipes and items to support this function now.

- Fixed NPC equip and implemented mob equipment
NPCs will now correctly spawn with equipment (flavour thing) such as blacksmith holding hammer, more importantly we implemented support for mobs to spawn with equipment, depending on the equipment the stats of the mob will change, this will add huge diversity to our mobs for example guards will have a certain pool of items that they can spawn with such as spears and swords or more armour.


- Ranged Combat
We fixed some combat formulas to do with ranged, we also implemented our custom bow ranges for each bow, with the longest bow capable of shooting 70 blocks.

- Backstabbing and Bug Fix
Added backstab mechanic for daggers, dealing bonus damage when you hit someone from behind. Switching hands causing the server to forget your combat stance has been fixed. You no longer can do more damage than the amount of HP that the target has remaining.

- Mob AI Improvements
Implemented two new traits for mobs, meaning now animal mobs will run away from players on approach, certain mobs will retaliate will hit despite having this run-away trait, but some will always run away and never retaliate. This should make hunting more interesting and easier early game (crouching will not trigger their detection).
- Fixed Double Plant Bug
Fixed a bug preventing the breaking and regeneration of double plants, meaning hemp and various flowers can be collected again.
- Pickpocket and Interact Improvements
Cooldown now correctly implemented.
- Mob Improvements
We can now create mobs that use ranged attack and also mobs that attack mobs, this will set the stage for more mob types, battles between mobs and also foundations for one of the aspects of the companion system.
- Essentials Replaced + Bank Bug Fix
Right clicking a stack into bank should not eat your items anymore, essentials has now been replaced by our own system.
October Development Plan
Phew, now that is over and done with some other stuff we have completed and also plan on working on this month:
Plugins
Work is still proceeding on World Engine 2.0, we are working on getting our own custom permissions system and the music plugin is also currently under development. We might be starting on our instances system this month plugin wise.
Builds
The Outlaw sSettlement (note: not bandit) has been completed and will be the location of many new quests, npcs and mobs. This village will be unique and will use a bartering system similar to vanilla, we will be developming this mechanic this month too. Here are some screens of the build process of the Outlaw Settlement.




Work will also begin on terraforming where Innsbruck will be, construction of more alpine areas to give players reason to explore and also completing the hamlet under Burg Hofsteden.

Here are some screens of the completed build:





Quests
We have several quests planned:

- Steward's Assistant
- Unnamed Quest Involving Assisting Blacksmith
- Unnamed Quest Involving Fishwife and Fishmonger
- Unnamed Quest Involving General Store Owner
- Unnamed Quest Involving Butcher
- Unnamed Quest Involving Seasoning Stall Merchant
- Unnamed Quest Involving Fishmonger

Including plans for a rank up quest that will allow you to rank up from Serf to Peasant.

Items and Recipes
Naturally the items and recipe updates this month will revolve around:

- Potion Making

And if we have the time for it:

- Leatherworking and Leather Armour
- Painting Items
- Banners (and some Cloth recipes)

Mobs and Shops
We're still trying to find someone to be our lead content creator in terms of balancing and creating mobs, shops and interact/pickpocket spreadsheets. We will endeavour to add the new mobs and shops this month though no promises due to my current time constraints managing the project.

All in all, lots achieved in September and a very exciting October that is coming up for the server, see you next month!
 
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