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Everyone Ready for 1.6?!

Ellron23

Legacy Supporter 3
Joined
Sep 28, 2012
Location
Umbra, California
1.6 has will be realeased this Monday, July 1st! We all know it will take the HeroCraft team some time to update (no pressure :p) but let's make sure we're prepared for the update!
Here is an overview of all the new features we can look forward to:

  • Resource pack system (I assume the HeroMod will be released this way in the future gabizou)
    • Replaces the texture pack system.
      • A conversion tool which converts texture packs into resource packs was released by Dinnerbone and is available online.
    • Contains:
      • Textures
      • Sounds
      • Fonts (partially)
      • End credits
      • End Poem
      • Splash text
    • New "missing texture" texture
  • Attribute system
    • Item attributes using NBT tags:
      • Attributes can be additive, subtractive and multiplicative using a set value
      • Some items have default modifiers in place of previously hard-coded attributes
      • Examples of possible changes players could make: A bow that slows the holder, a helm that buffs health, etc.
    • Entity attributes:
      • These properties can now be changed as easily as any other NBT attribute
      • Entity speed, base health, base attack
    • Other properties like weapon damage/bow draw speed/sword swing speed are yet to follow
  • Splash screens
    • "HURNERJSGER?"
    • "What's up Doc?"
Improvements & changes
  • Support for Java 5 and PowerPC users will be dropped
    • If you have a PowerPC based computer and/or Java 5 installed, a warning will be shown at the main menu.
  • Internal chat system
    • Lots of messages should be translated now that were not previously
    • Messages are now better modularized
    • Server messages can be sent by their code-defined name, allowing the client to utilize the correct translation according to their language settings
    • Color can be specifically designated, preventing leakage into further messages
  • Launcher
    • Increases performance and stability
    • Allows LWJGL to be updated, fixing many launcher bugs
    • Supports multiple versions/installs
    • Self updatable.
    • New password storing system
    • More user friendly.
    • A major step towards the Plugin API.
    • New authentication system - "Yggdrasil", which is more secure and has more features
Gameplay Additions
  • Status effects
    • Health Boost effect
      • Gives player 4 (
        9px-Empty_Heart.svg.png
        9px-Empty_Heart.svg.png
        ) base health; extra health vanishes when the effect ends
      • Can be acquired ingame by the command /effect <playername> 21 <duration in seconds> <amplifier>
    • Absorption effect
      • Gives player 4 (
        9px-Heart.svg.png
        9px-Heart.svg.png
        ) "absorption" health that cannot be replenished by natural regeneration or other effects, but would return every 30 seconds, regardless of the state of the rest of the health bar; extra health vanishes when the effect ends
      • Can be acquired ingame by the command /effect <playername> 22 <duration in seconds> <amplifier> or by eating either tier of Golden Apple
  • Commands
    • /spreadplayers
      • Spreads certain players from an origin point
      • Has a Max Spread and Minimum Distance from player to player
      • Can be used with the teams scoreboard functionality to spread team members to the same location
    • Added /gamerule arguments
      • naturalRegeneration
        • Toggles natural health regeneration
      • doDaylightCycle
        • Toggles the day-night cycle (the sun stops moving and stays where it is)
Improvements & changes
  • Riding mounts
    • When riding a mob, its health is on the Heads-up display
    • When riding on an entity, dismounting has changed from right-clicking the entity to using the Sneak key (⇧ Left Shift by default)
    • Boat controls have been changed from the A, S, and D keys to mouse control. (We'll have to get used to this one!)
  • Respiration enchantment
    • Now also helps seeing underwater
  • Changed the idea of mob difficulty
    • Regional difficulty: The longer you spend in one area, the harder it gets
    • Scales with difficulty - items, enchants or AI improve with difficulty
  • Tooltips
    • Added extra tooltip info in the search tab for the creative inventory, which shows what category a block/item is in
    • Tooltips for swords, pickaxes, shovels, axes, and potions show how much damage the sword/tool does and what effect a potion will give
  • Status effect
    • Balanced to improve gameplay
      • Instant Health nerfed by 33% (heals only 4 health points/2 hearts at level I)
      • Regeneration nerfed by 50% (takes 50 ticks/2.5 seconds to restore 1 health point/.5 heart at level I)
      • Invisibility potions now work better with teams
  • Hunger
    • Natural health regeneration now costs hunger points/saturation points
  • Creative mode
    • It is no longer possible to break blocks with swords in Creative mode
Blocks & itemsAdditions
  • Horse Armor
    • Exist in diamond, iron and gold variants
    • Cannot be crafted. Can only be found in most types of generated chests, including in dungeons, Nether Fortresses, Desert Temples, and Jungle Temples
  • Horse Spawn Egg
    • Works like any other spawn egg
    • Just like naturally spawned Horses, these Horses will have one of seven base colours and one of five variations of markings
    • Sometimes a Donkey will be spawned instead
  • Hay Bale
    • Can be placed in all orientations
    • Crafted with wheat in a 3x3 arrangement
  • Lead
    • Can be used to bind mobs to fences or lead them around
    • Right click mob first, then right-click fence or right-click the mob again to get the leash back
    • Crafted with 4 string and 1 slimeball, yields 2 leads
  • Carpets
    • Crafted with 2 colors of wool in a horizontal line, yields 3 carpets
    • Can be placed on any block (even translucent ones)
  • Name Tag
    • Found in dungeon chests
    • Name it in an anvil, then right click a mob to name it.
  • Hardened Clay
    • Obtained by smelting a clay block in a furnace
  • Stained Clay
    • Comes in 16 colors, one for each dye.
    • Similar to wool.
    • Made by surrounding any dye with hardened clay
  • Block of Coal
    • Crafted with 3x3 coal.
    • Crafted only with coal, not charcoal.
    • Can be used as furnace fuel and smelts 80 items, more than 9 coal (72 smelted items).
Improvements & changes
  • Charcoal
    • Retextured, with more brown shading to differentiate from coal
  • Lapis Lazuli Block
    • Retextured subtly, it now has a border around it
  • Saddle
    • You can now put a saddle on a horse
  • Redstone Comparator
    • Now give out a signal for Cauldrons and End Portal frames depending on their state
      • Cauldrons give from zero signal (empty) to three signal strength (full) depending on water inside
      • End Portal frame varies between zero and fifteen signal strength, depending on if an Eye of Ender is present
  • Golden Apple
    • Golden apples now require gold ingots instead of gold nuggets to craft
    • Golden apples now give Regeneration II for 10 seconds and both tiers give Absorption for 1 min 30 seconds
  • Glistering Melon
    • Glistering melons now require 8 gold nuggets
  • Spawn Eggs
    • Spawn eggs work on water
MobsAdditions
  • Horses
    • Must be tamed before use
    • Ridable by right-clicking them with a saddle - Hold the jump key to fill up their jump bar, release it to jump accordingly, steer them by using the usual movement keys - maximum movement speed and jump height differ between horses
    • Have various amounts of maximum health - Regenerates naturally, but wheat can be used to speed it up
    • When killed they drop leather, as well as any equipment that they were wearing
    • Can be bred using wheat - Baby horses can be grown using apples, golden apples and wheat
    • Creation assisted by DrZhark
  • Donkeys
    • Like horses, but smaller and grey, and can carry chests on their saddles that can be opened if sneaking and then right-clicking the donkey or mule. The chest has 15 inventory slots.
  • Mules
    • Similar to donkeys, just brown and taller than a normal donkey
    • Obtained by breeding a horse and a donkey
    • Can wear chests on their saddles, just like donkeys
    • Not breedable with horses, donkeys, or other mules
  • Skeleton and Zombie Horses
    • Introduced as the code of the normal Horse, although require third-party modifications to be used in the game. There is no current use at this time.
Improvements & changes
  • All mobs
    • Mobs named "Dinnerbone" or "Grumm" are now flipped upside down
  • Zombies
    • Now have a small chance to spawn additional zombies when damaged or not being looked at
    • Able to lock onto the player from 40 blocks away (formerly 16 blocks).
    • Mobbing zombies can now move when further than 32 blocks from player
  • Villagers
    • Now have sounds.
  • Spiders
    • Now have a chance to spawn with potion effects
World Generation Additions Improvements & changes
  • Deserts
    • No longer contain water lakes
  • The Nether
    • Added chest generation in Nether Fortresses
 

lioIIoil

Legacy Supporter 7
Joined
Jun 23, 2012
Thanks ellron! Alchemists better make tons of glistering melons now. This is cool but can Herocraft not be updated until the mod pack is?
 

Ellron23

Legacy Supporter 3
Joined
Sep 28, 2012
Location
Umbra, California
Thanks ellron! Alchemists better make tons of glistering melons now. This is cool but can Herocraft not be updated until the mod pack is?


Yes, all alchemists, stock up on glistening melon before the crafting recipe requires 8x more gold!
We'll have to wait for someone on staff to let us know for the HeroMod and ModPack.
The HeroMod (mana bar, party frames, etc) will have to be a resource pack, unless there is some other way to install mods in the new version (which I don't think there is), so I imagine it will take some time to convert it from a zip to a resource pack, though I'm really not sure.
What's exciting is the resource pack gives the staff many more options on things they can control client side. Like
Textures
Sounds
Fonts
End credits
End Poem
Splash text
It should be fun!
They have their work cut out for 'em too! They also how to figure out how the hell they're gonna give us horses! :p
 

Ellron23

Legacy Supporter 3
Joined
Sep 28, 2012
Location
Umbra, California
Well, my two cents, on the whole horses thing:
Stop class scaling at level 65. Let us level until 80, but our classes basic damage and stuff stops scaling a 65. Once we get to 80, we have the "mount" skill. Everyone can buy a mount for a large sum of coin. They never die, and they behave likes pets.
 

lioIIoil

Legacy Supporter 7
Joined
Jun 23, 2012
Well, my two cents, on the whole horses thing:
Stop class scaling at level 65. Let us level until 80, but our classes basic damage and stuff stops scaling a 65. Once we get to 80, we have the "mount" skill. Everyone can buy a mount for a large sum of coin. They never die, and they behave likes pets.

Good idea i mean if level 1 rogue level 1 crafter gets it why cant level 80 ninja get it??
 

Amir86

Legacy Supporter 2
Joined
Feb 25, 2013
Location
US
  • Skeleton and Zombie Horses
    • Introduced as the code of the normal Horse, although require third-party modifications to be used in the game. There is no current use at this time.


Hope we get these.
 

MajorasMask

Ungodly
Joined
Sep 3, 2011
Location
Earth
I'm not ready for 1.6.

I don't know how they did it, but they broke running.

Plus; it really isn't all that exciting. Horses, a few new clay blocks, carpets... some new sounds....?
 

Ellron23

Legacy Supporter 3
Joined
Sep 28, 2012
Location
Umbra, California
The sprinting issue is a bug, dinnerbone tweeted that they are working in fixing it. By the time HC adopts 1.6, all of the kinks should be worked out.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
Smiths should be able to craft horse armor

I agree.

So who should make name tags? Most people would say scribe, but If you know a little about farming, you would know how farmers will brand, tag, or band their animals. In the case of brands it would be farmer, in the case of tags it would be scribe, and in the case of bands it would be smith. Either way, I think a class should be able to make them.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
I agree.

So who should make name tags? Most people would say scribe, but If you know a little about farming, you would know how farmers will brand, tag, or band their animals. In the case of brands it would be farmer, in the case of tags it would be scribe, and in the case of bands it would be smith. Either way, I think a class should be able to make them.

Name tags referring to what?
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Name tags referring to what?

There is a name tag item, but as is it cannot be used in Herocraft.
Found in dungeons, you name it on an anvil and right click a mob. Prevents vanilla despawning and puts a name over its head.
 
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