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ALERT New Atlas - Herocraft Turns 7 Years Old!

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Likes
7,518
Location
The 7th Circle of Heaven
#1
Greetings Minecraft Heroes!
BETA STARTS @ OCT 1st 2017! The beta will last roughly 2-3 weeks depending on how we feel progression and gameplay is, we rely on you for community feedback on the polish, features and game design so we have the time to fix it. After the beta, we will be wiping all characters, levels, money, etc and starting fresh.

Much has changed in the passed year - some good, some bad - but we feel we can make it better. We could use your help, so if you have any development experience, are confident in your building skills, or would like to help out with a staff position, apply to our team > here


Here's the release schedule.
Oct 1st - Beta
- Levels carry to all betas.
- New Plugins
- Basic Feature Tests
- Skill tests
- MC Version tests
- Bug fixes from new system loading
- Random Loot Chests tweaks
- Crate key testing
- Kingdoms testing

Oct 13th - Beta 2
- Levels carry to all betas.
- Kingdoms tweaking, balancing
- Skill learning implementation on classes
- Skill preparation implementation on classes
- Tweaking of the drop system (Reduce rates)
- Armor takes more damage.
- Mob / Boss random spawning



Oct 20th - Final Beta 3
- Levels carry to all betas.
- Stress test of features
- Stress test of war system
- Polish for new systems in place
- Item upgrade system tweaking
- Forums revamp (if ready)
- Stamina changes implmenetation on classes with balance
- Dungeons on the overworld
- New Terrain (Same as release)
- Item Upgrade System revamp

Oct 27th - Full Release
- Full release, with store sales and happy people everywhere.



Without further delay, here's the changes:

Kingdoms+
Coming in for Townships we have a new system that is publicly produced for on Spigot. It allows a different take on the political featureset of the server. We are not decomissioning Townships, it will be maintained for the other servers who may use it but we are taking a slight difference in direction. For an example video of how to play Kingdoms, check out

Deathchests
Due to recent talks with the community and the feedback gained, we are in favor of removing deathchests altogether to have more "negative" feedback loops. A game design aspect that is needed to balance the economy and actually put risk to death without the frustration of corpse flopping. In the future, when karma comes in, deatchest may be an earned right through many trials and tribulations.

Lottery
The lottery plugin is back, taking a passive cut from the tickets sold to help fight inflation over time. Various gambling mechanisms such as casinos will return in time as well.

Stat Tracking / Leaderboards

We will be stat tracking all actions and showcasing them on the leaderboard to inspire competition and just for fun. The Stats plugin will be backing this action and will be viewable via a quicklink soon!

Treasure Hunts
Chests of loot now randomly spawn around the world, this is something we feel was very enjoyable and created on-demand PVP hotspots.

Dungeons
Dungeons are now present in the overworld, their mob levels have been adjusted slightly. Mob will be spawning randomly through the overworld Dungeons with bosses having set spawn points. This should show for a better leveling experience. Level specific mobs now spawn instead of vanilla spawns around the map, the map has been cut into different pieces so the level-range spawning is active.


Skill Learning
In trying to make the game more like a Hero RPG, we're working on ways to research meaningful skills through progressive means instead of just grinding exp to somehow know a new skill. You can look forward to learning skills through researching, tomes, mentoring, boss drops and more.

Skill Preparation
Following skill learning, we have added the ability to "prepare" skills. In theory, it is the same as memorizing spells but you are limited to how many skills you can have memorized. If your class has 15 skills, only 8 may be "prepared" at one time. This system will be tweaked over time

Armor Weight
Endurance affects armor weight and you are restricted by the weight of your armor, once again. This will allow players to pick and choose their gear as they see fit and open up for more varied gameplay.

Item Progression
The anvil upgrade system is still in effect, it will be tweaked slightly to work with any item, we will be making changes so these item upgrades are easier to obtain, the more rare item upgrades will provide better chance to upgrade your items and will be sought after by higher levels to successfully upgrade and not break the item.

Stamina Expansion (soon!)
We feel that there should be more choice involved in combat, which is why many actions will now be dependant on a new resource - Stamina! People will be punished for missing attacks and rewarded for timing good attacks. Certain actions will either halt the regeneration of stamina for a short time, or cost stamina directly. This is a new system that needs balancing, so all your help in the Beta is appreciated! The purpose of the system is to make combat last longer, be more engaging, and make every action count.

Quests
Crafting quests to help level crafter, ranging from mining blocks, crafting items and more.

Player Trading
Players will now be able to initiate trade requests with other players to have a safe trade window which can transfers items, currency, etc. This system is relatively new and may need proper testing.

Minecraft Version
Now supporting clients from 1.7 to 1.12, we have been keeping up with the minecraft versions for 7 years now. If you enjoy the server and the time it takes to update, patch, maintain, please consider visiting our store!


Supporter Changes
Removal of Deathchest perks for now.

Heroes
We're taking a step back to introduce some new things from a solid previous balanced point and reverting to a more Bastion style of combat.
Sanctum Class Changes

Note: Redundant skills will have the same damage/heals, look for first entry for numbers (example bash, kick, envenom, fireball, pulse)

Classes: Remove Berserker, Hydromancer, Endermage, Geomancer, Beastmaster, Swashbuckler, Extortioner, Shaman, Elementalist


Bard:
Max Health: 870 Left click damage: 71 (music disc) Max Mana: 655

  • Kick
    • Cooldown: 7 seconds
    • Stamina Cost: 2.5 Bars
    • Damage: 50 + 1.25 per strength
  • Sneak
    • Cooldown: 3 seconds
    • Stamina cost: 2 bars
  • Envenom
    • Cooldown: 5 seconds
    • Stamina cost: 3 bars
    • Damage: 8 + 0.25 per int
  • Warsong
    • Cooldown: 5 seconds
    • Mana Cost: 50
  • Melodicbindings
    • Cooldown: 20 seconds
    • Mana Cost: 65
    • Damage: 15 + 0.5 per charisma, ticks 3 times
  • Manasong
    • Cooldown: 5 seconds
    • Stamina cost: 2.5 bars
    • Doubles mana regen
  • HealingChorus
    • Cooldown: 10 seconds
    • Mana cost: 100
    • Heal amount: 15 + 0.45 per charisma, ticks 5 times
    • Radius: 12
  • BoastfulBellow
    • Cooldown: 10 seconds
    • Stamina cost: 2 bars
    • Mana Cost: 50
    • Damage: 60 + 1.5 per int
  • DropTheBass
    • Cooldown: 1 min
    • Mana cost: 100
    • Stamina Cost: 3 bars
  • Accelerando
    • Cooldown: 5 seconds
    • Duration: 15 Seconds
    • Stamina: 3 bars
    • Mana cost: 80
  • Voidsong
    • Cooldown: 20 seconds
    • Mana cost: 150
    • Stamina cost: 1.5 bars
    • Damage: 50 + 1.25 per charisma
Beguiler:

Max Health: 835 Max Mana: 1145

  • Fireball
    • Cooldown: 5 seconds
    • Mana cost: 100
    • Damage: 95 + 1.75 per int
  • Pulse
    • Cooldown: 10 seconds
    • Delay: 500
    • Radius: 5
    • Mana cost: 150
    • Damage: 80 + 2 per int
  • Clarity
    • Cooldown: 20 seconds
    • Duration: 3 mins
    • Mana cost: 90
    • Increases mana regen by 27 + 0.075 per int
  • Piggify
    • Cooldown: 25 seconds
    • Mana cost: 115
    • Duration: 3 + 0.1 per charisma (until damaged)
  • Beguile
    • Cooldown: 15 seconds
    • Mana cost: 100
    • Duration: 2.5 + 0.16 per charisma
  • SummonFood
    • Cooldown: 1.5 mins
    • Mana: 50
    • Summons one piece of bread
  • Quantumleap
    • Cooldown: 30 seconds
    • Mana cost: 100
    • Range: 15
  • Teleport
    • Cooldown: 5 mins
    • Mana cost: 200
  • Plaguebomb
    • Cooldown: 10 seconds
    • Mana Cost: 120
    • Damage: 150 + 3 per int
  • MassPiggify
    • Cooldown: 1 min
    • Mana Cost: 120
    • Duration: 3 + 0.1 per charisma (until damaged)
    • Radius: 5
Bloodmage:

Keep these current skills/values, lower base health by 40
  • Bloodunion
  • SiphonBlood
  • Infusion
  • Transfuse
  • Bloodbond
  • CombustBlood
  • BoilBlood
  • Bloodgift
  • Thickenblood
  • Bloodritual
  • Stealessence
  • Awaken
  • Enlightenment
Cleric:

Max Health: 930 Max Mana: 1190
  • Sacredword
    • Cooldown: 5 seconds
    • Delay: 1.5 seconds
    • Mana cost: 90
    • Health: 120 + 2 per wisdom
  • Smite
  • HolyAura
  • Sacredhymm
  • Sacredtouch
    • Cooldown: 7 seconds
    • Delay: 2.5 seconds
    • Mana Cost: 175
    • Health: 230 + 4.25 per wisdom
  • Revive

  • Might

  • DivineBlessing
    • Cooldown: 15 seconds

    • Mana Cost: 175

    • Delay: 1 second

    • Health: 150 + 2 per wisdom
  • Guardianangel

  • Fullheal

  • Blessing

  • Courage
Disciple:

Max Health: 860 Max Mana: 875 Left Click: 65 (blaze rod)

  • FistOfJin

  • Soothe
    • Cooldown: 5 seconds

    • Delay: 2.5 seconds

    • Mana Cost: 80

    • Health: 110 + 1.25 per wisdom
  • Smite

  • Safefall

  • Forcepush
    • Cooldown: 5 seconds

    • Mana Cost: 85

    • Stamina Cost: 2 bars

    • Damage: 50 + 1 per int
  • Forcepull
    • Cooldown: 5 seconds

    • Mana Cost: 85

    • Stamina Cost: 2 bars

    • Damage: 50 + 1 per int

    • Distance: 10
  • Chakra
    • Cooldown: 10 seconds

    • Mana Cost: 100

    • Stamina Cost: 1.5 Bars

    • Health: 100 + 1 per wisdom

    • Radius: 10
  • Balance
    • Cooldown: 45 seconds

    • Mana Cost: 150
  • Flyingkick
    • Cooldown: 10 seconds

    • Stamina: 2 bars

    • Mana: 30

    • Damage: 60 + 1.125 per strength

    • Distance: 9 + 0.125 per dex
  • Pray
    • Cooldown: 10 seconds

    • Delay: 2.5 seconds

    • Mana Cost: 150

    • Health: 200 + 2 per wisdom
  • Ironfist
    • Cooldown: 15 seconds

    • Radius: 5

    • Stamina cost: 3.5

    • Delay: 0.5

    • Damage: 70 + 1.5 per strength
  • Reborn
    • Cooldown: 5 mins

    • 50% chance upon taking fatal damage to heal back to 2.5 hearts
  • Meditate
    • Cooldown: 75 Seconds

    • Delay: 2.5 seconds

    • Returns 50% mana and 70% stam
  • Alacrity
Dragoon:

Max Health: 1030 Left Click Damage: 76

  • Disarm
    • Cooldown: 10 seconds

    • Stamina: 275
  • Strike
    • Cooldown: 6 seconds

    • Stamina: 175

    • Damage: 50 + 1 per strength, 2 ticks of 18 damage each
  • Piercingstrike

  • Jump
    • Cooldown: 6 Seconds

    • Stamina: 3 bars

    • Keep same horizontal/vertical power inc per dex
  • Cleave
    • Cooldown: 6 seconds

    • Stamina: 300

    • Damage: 1.5 weapon damage

    • Radius: 5
  • Impale
    • Cooldown: 10 seconds

    • Stamina: 300

    • Damage: 90 + 2 per strength
  • Spear
    • Cooldown: 10 seconds

    • Stamina: 300

    • Damage: 35 + 2 per strength

    • Max distance: 12

    • Delay: 0.5
  • Superjump
    • Cooldown: 20 seconds

    • Stamina Cost: 400
  • Tremor
    • Cooldown: 10 seconds

    • Stamina Cost: 250

    • Damage: 55 + 2 per strength

    • Radius: 5

    • Delay: 0.5
Dreadknight:

Max Health: 1080 Max Mana: 825 Left Click: 57

  • Bash
    • Cooldown: 4 seconds

    • Stamina: 250
  • Disarm
    • Cooldown: 10 seconds

    • Stamina: 300
  • Decay
    • Cooldown: 12 seconds

    • Mana: 75

    • Duration: 12 seconds, ticks every 2

    • Damage: 13.75 + 0.25 per int (per tick)
  • Becomedeath
    • Cooldown: 30 seconds

    • Mana: 30

    • Duration: 2 mins
  • Dreadaura

  • Curse

  • Soulleech
    • Cooldown: 12 seconds

    • Delay: 1.5 seconds

    • Duration: 18 seconds, ticks every 3

    • Damage: 12.5 + .5 per int (per tick)

    • Heal Multiplier: 1.5
  • Harmtouch
    • Cooldown: 8 minutes

    • Stamina Cost: 400

    • Damage: 185 + 2.25 per int

    • Heal Multiplier: 0.5, Slow 2

    • Duration: 12 Seconds
  • Empathy
    • Cooldown: 20 seconds

    • Mana: 100

    • Stamina: 250

    • Damage: Max damage 190
  • Terror
    • Cooldown: 15 seconds

    • Max distance: 9

    • Duration: 4 + 0.25 per charisma

    • Delay: 1 second
  • Desecration
Druid:

Max Health: 1000 Max Mana: 1075

  • Soothe
    • Cooldown: 5 seconds

    • Delay: 2 seconds

    • Mana Cost: 80

    • Health: 110 + 1.25 per wisdom
  • Ire
    • Cooldown: 8 seconds

    • Mana Cost: 100

    • Damage: 60 + 1.75 per int
  • Rejuvenate
    • Cooldown: 15 seconds

    • Mana Cost: 125

    • Duration: 10 seconds, ticks every 2

    • Health: 35 + 0.5 per wisdom every tick
  • Port
    • Cooldown: 2 mins

    • Mana Cost: 200
  • Healingbloom
    • Cooldown: 10 seconds

    • Mana: 180

    • Radius: 15

    • Duration: 20 seconds, ticks every 2

    • Health: 12 + 0.2 per wisdom per tick
  • Earthwall

  • Gills

  • Entangle

  • Revive

  • Chant
    • Cooldown: 12 seconds

    • Delay: 2.5 seconds

    • Mana: 200

    • Health: 230 + 4.25 per wisdom
  • Innervate
    • Cooldown: 2 mins

    • 50% + 1.25 per wisdom
  • Camo

  • Bolt
    • Cooldown: 30 seconds

    • Mana: 200

    • Damage: 140 + 2.5 per intellect
  • Bruteforce
Necromancer:

Max Health: 900 Max Mana: 1120

  • Bonespear

  • Drainsoul
    • Cooldown: 8 seconds

    • Mana: 100

    • Delay: 0.5

    • Damage: 85 + 1 per int

    • Heal Multiplier: 0.75
  • Darkritual

  • Decay

  • Becomedeath

  • Battery

  • Famine

  • Despair
    • Cooldown: 12 seconds

    • Mana: 125

    • Delay: 0.5

    • Damage: 50 + 1 per intellect

    • Duration 3 + 0.1 per charisma
  • Hellgate

  • Plague
    • Cooldown: 12 Seconds

    • Mana: 140

    • Duration: 15 seconds, ticks every 3

    • Radius: 4

    • Damage: 15.5 + 0.5 per int (per tick)
  • Harmshield
    • Cooldown: 1.5 mins

    • Mana Cost: 150

    • Damage Multiplier: 0.5

    • Duration: 10 seconds
Ninja:

Max Health: 930 Left click: 107

  • Sneak

  • Kick
    • Cooldown: 7 seconds

    • Stamina Cost: 2.5 Bars

    • Damage: 50 + 1.25 per strength
  • Backstab

  • Fade

  • Envenom
    • Cooldown: 5 seconds

    • Stamina cost: 3 bars

    • Damage: 8 + 0.25 per int
  • Energize
    • Cooldown: 1 min

    • Stamina Gain: 500
  • Backflip
    • Cooldown: 5 seconds

    • Stamina: 300
  • Escapeartist
    • Cooldown: 2 minutes

    • Stamina: 300
  • Eviscerate
    • Cooldown: 30 seconds

    • Stamina: 300

    • Damage: 140 + 2 per strength
  • Smoke
    • Cooldown: 5 mins

    • Duration: 10 seconds

    • Stamina: 250
  • Blitz
    • Cooldown: 20 seconds

    • Distance: 6

    • Delay: 1 second

    • Stamina: 200

    • Damage: 180 + 3 per int
  • Shadowstep
    • Cooldown: 30 seconds

    • Stamina: 300
Paladin:

Max Health: 1110 Max Mana: 795 Left Click: 59

  • Taunt
    • Cooldown: 15 seconds

    • Stamina: 200

    • Radius: 10

    • Damage Reduction: 0.3

    • Duration: 8 seconds
  • Disarm

  • Strike

  • Bash

  • Shield (must use iron door, minecraft shield item is broken balance wise)
    • Passively holding an iron door will give you 20% damage reduction
  • Layhands
    • Cooldown: 15 mins

    • Max distance: 5

    • Mana: 250
  • Absolution

  • Reckoning
    • Cooldown: 20 seconds

    • Stamina: 100

    • Mana: 80

    • Delay: 0.5

    • Radius: 8

    • Damage: 55 + 1.25 per strength
  • Consecration:
    • Cooldown: 1 min

    • Mana: 150
  • Invuln

  • Divinestun
    • Cooldown: 20 seconds

    • Stamina: 300

    • Mana: 100

    • Duration: 1.5 + 0.07 per charisma

    • Delay: 500
  • Shieldreflect
    • Cooldown: 10 seconds

    • Stamina: 150

    • Mana: 100

    • Duration: 3 seconds

    • Reflected Damage Modifier: 0.75
Pyromancer:

Max Health: 804 Max Mana: 1100 Left Click: 86

  • Fireball

  • InfernoFlash:
    • Cooldown: 15 seconds

    • Mana: 85

    • Distance: 7 + 0.1 per int
  • Kick

  • Fireblast
    • Cooldown: 15 seconds

    • Mana: 100

    • Damage: 60 + 2 per int
  • Dragonsbreath
    • Cooldown: 14 seconds

    • Mana: 110

    • Damage: 90 + 1.25 per int
  • GreatCombustion

  • Flameshield

  • Darkblade

  • Enderpearls

  • Chaosorb
    • Cooldown: 8 seconds

    • Mana: 120

    • Damage: 100 + 2 per intellect
  • Firestorm
    • Cooldown: 35 seconds

    • Mana: 200

    • Duration: 6 seconds, ticks every second

    • Damage: 18 + 0.5 per int (per tick)
Ranger:

Max Health: 960 Left Click: 49

  • Sneak

  • Kick

  • Track

  • SummonArrow

  • ExplosiveShot
    • Cooldown: 12 Seconds

    • Stamina: 300

    • Damage: 70 + 1.25 per int

    • Radius: 3
  • Ruptureshot

  • Maim

  • Icevolley

  • Gills

  • Grapplingshot

  • Aimedshot

  • Camo
Runeblade:

Max Health: 840 Max Mana: 965 Left Click: 99

  • Sneak

  • Kick

  • Absorbrunes

  • Toxicrune

  • Firerune

  • Duskblade

  • Flash

  • Runeword

  • Icerune

  • Flicker

  • One
    • Cooldown: 50 seconds

    • Duration: 15 seconds

    • Speed: 2

    • Stamina: 300
Samurai:

Max Health: 990 Left Click: 107

  • Disarm

  • Strike

  • Bash

  • Bladegrasp
    • Cooldown: 3 mins

    • Stamina: 300

    • You have a (2% per level) chance of blocking attacks for 3 seconds
  • Bleed

  • Cleave
    • Cooldown: 6 seconds

    • Stamina: 300

    • Damage: 1.5 weapon damage
  • Mortalwound
    • Cooldown: 6 seconds

    • Heal Multiplier: 0.5

    • Duration: 12 seconds, ticks every 2

    • Damage: 20 per tick
  • Kotesu

  • Windwalk
    • Cooldown: 50 seconds

    • Duration: 15 seconds

    • Speed: 2

    • Stamina: 300
  • Fearless
    • Cooldown: 30 seconds

    • You deal 30% more damage and take 20% more damage

    • Stamina: 200
Wizard:

Max Health: 750 Max Mana: 1220

  • Fireball

  • Replenish
    • Cooldown: 2 mins

    • Mana returned: 50% + 1.25 per wisdom
  • Icebolt
    • Cooldown: 6 seconds

    • Mana: 100

    • Damage: 50 + 1.25 per int
  • Entangle
    • Cooldown: 15 seconds

    • Max distance: 12

    • Duration: 3 seconds
  • Pulse
    • Cooldown: 10 seconds

    • Delay: 500

    • Radius: 5

    • Mana cost: 100

    • Damage: 80 + 2 per int
  • Port

  • Bolt
    • Cooldown: 12 seconds

    • Mana: 120

    • Damage: 140 + 2.5 per intellect
  • Fireblast
    • Cooldown: 15 seconds

    • Mana: 100

    • Damage: 60 + 2 per int
  • Blink
    • Cooldown: 8 seconds

    • Mana: 85

    • Distance: 9 + 0.1 per int
  • Megabolt
    • Cooldown: 15 seconds

    • Mana: 160

    • Delay: 2 seconds

    • Radius: 5

    • Damage: 150 + 2 per int
  • Groupteleport
    • Cooldown: 5 minutes

    • Mana: 250

    • Delay: 5 seconds
  • Arcanestorm


@Admins | @Moderators | @Heralds | @Coders
 
Last edited:
Joined
Jan 17, 2012
Likes
15
#2
Heroes
We're taking a step back to introduce some new things from a solid previous balanced point and reverting to a more Bastion style of combat.
What do the classes look like for this map? Same as sanctum? Do we have a wiki archive from that time?

edit: just saw dropdown menu of changelogs, was kind of hidden


Skill Learning
In trying to make the game more like a Hero RPG, we're working on ways to research meaningful skills through progressive means instead of just grinding exp to somehow know a new skill. You can look forward to learning skills through researching, tomes, mentoring, boss drops and more.
Boss drops were difficult to farm when I played, if you were by yourself, and depending on your class. Is there going to be a reliable way for solo players of all classes to unlock their necessary skills?

Will this take less emphasis off of leveling overall, or will it still take roughly the same amount of time/effort?

Many faction servers have a very strong farming economy enforced by server shops, will Kingdoms provide a similar effect? Promoting things like automatic farms etc?

Besides some details, it appears the overall goal in Kingdoms remains the sames as in Factions whereas you must cannon into the base before achieving your goal, whether it's to raid their chests or capture their powercell.

On faction servers the only bases you will see are generated cobblestone walls to skycap, 30-100 layers deep and covered with water. This doesn't fit the herocraft feel, so how will this be combatted? Will you make TNT scarce, and discourage ugly and difficult to raid base building strategies? Will you make it law that a powercell must be accessible? Perhaps the plugin already does this I have only looked at it for 5-10 minutes but it doesn't appear so, and surely the best solution is one that doesn't require manual administrative involvement.
 
Last edited:
Joined
Jul 4, 2013
Likes
61
Location
Spokane, WA
#4
@Kainzo, is the current map sticking around, and this is a revamp; or are we talking a full reset with a new map and everyone starting back at zero again? I need to know whether to use my golden crate keys before a reset so I don't lose them like I did last map. :(
 
Joined
Feb 22, 2012
Likes
44
Location
Florida
#5
@Kainzo, is the current map sticking around, and this is a revamp; or are we talking a full reset with a new map and everyone starting back at zero again? I need to know whether to use my golden crate keys before a reset so I don't lose them like I did last map. :(
It's a reset, use them ASAP.
 
Joined
Feb 17, 2015
Likes
1
#8
It's been a long while since I played, and I am glad I hopped on today to see how HeroCraft was doing. I am happy to say I will be sticking around for this.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Likes
7,518
Location
The 7th Circle of Heaven
#9
@Kainzo, is the current map sticking around, and this is a revamp; or are we talking a full reset with a new map and everyone starting back at zero again? I need to know whether to use my golden crate keys before a reset so I don't lose them like I did last map. :(
Use them up.
 
Joined
Feb 17, 2013
Likes
29
#10
This is a misquote.
The hope is to not have a reset - but theres no way around it sometimes.

There's no new "additional" lore written in, so we're doing revisits maps.
"No way around it."
Another reset will not help the server at this stage.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Likes
7,518
Location
The 7th Circle of Heaven
#15
Here's the release schedule.
Oct 1st - Beta
- Levels carry to all betas.
- New Plugins
- Basic Feature Tests
- Skill tests
- MC Version tests
- Bug fixes from new system loading
- Random Loot Chests tweaks
- Crate key testing
- Kingdoms testing

Oct 13th - Beta 2
- Levels carry to all betas.
- Kingdoms tweaking, balancing
- Skill learning implementation on classes
- Skill preparation implementation on classes
- Stamina changes implmenetation on classes with balance
- Item Upgrade System revamp
- Mob / Boss random spawning with Dungeons on Overworld
- New Terrain (Same as release)

Oct 20th - Final Beta 3
- Levels carry to all betas.
- Stress test of features
- Stress test of war system
- Polish for new systems in place
- Item upgrade system tweaking
- Forums revamp (if ready)

Oct 27th - Full Release
- Full release, with store sales and happy people everywhere.
 
Joined
Sep 12, 2015
Likes
9
#16
Here's the release schedule.
Oct 1st - Beta
- Levels carry to all betas.
- New Plugins
- Basic Feature Tests
- Skill tests
- MC Version tests
- Bug fixes from new system loading
- Random Loot Chests tweaks
- Crate key testing
- Kingdoms testing

Oct 13th - Beta 2
- Levels carry to all betas.
- Kingdoms tweaking, balancing
- Skill learning implementation on classes
- Skill preparation implementation on classes
- Stamina changes implmenetation on classes with balance
- Item Upgrade System revamp
- Mob / Boss random spawning with Dungeons on Overworld
- New Terrain (Same as release)

Oct 20th - Final Beta 3
- Levels carry to all betas.
- Stress test of features
- Stress test of war system
- Polish for new systems in place
- Item upgrade system tweaking
- Forums revamp (if ready)

Oct 27th - Full Release
- Full release, with store sales and happy people everywhere.
If a feature is fully coded and prepared to be tested could it be pushed before the proper phase? If not, why?
 
Joined
Feb 22, 2012
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Location
Florida
#17
If a feature is fully coded and prepared to be tested could it be pushed before the proper phase? If not, why?
We need to test how new features first interact with old systems, then progressively add the bigger changes to ensure it still fits together.
 
Joined
Sep 6, 2011
Likes
36
#19
Lottery
The lottery plugin is back, taking a passive cut from the tickets sold to help fight inflation over time. Various gambling mechanisms such as casinos will return in time as well.
No! @Kainzo we both know this is an assault on the 10's of coins i made off of my lottery macro.

EDIT: but for real these changes look awesome i will probably be there at launch

P.S. can you drop all current plans and can we use dragongarde instead?
 
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