New Weapon effects that target up to 4 nearby mobs on kill:
- Incendiary Cascade
- Poison Cascade
Found in Rot structures
Completion of 15 stars quest makes newly added weapon effects permanent
Added 2 more protections against dungeons spawning in town
Changed loot table for the tower in City generator
Fixed no beacon for Water Tower bow
Fixed no tier 1 spread after lvl 10
Fixed problem with 3rd tier mob drops
Fixed extra bow for 10 quests
Rot now continues after lvl 10
Regen Aura, Mob Magnet, Explode Mobs, Anti-gravity, and suspended Animation moved from special to 3rd tier loot table
Possible:
If you don't end the game by entering the end portal and again achieve level 10 you will be given a Mana Nuke. When activated it builds to a devastating blast killing most mobs and damaging terrain.
The Endland battle is going to take some time so I am releasing everything else now in up19b.
New Weapon effects that target up to 4 nearby mobs on kill:
- Incendiary Cascade
- Poison Cascade
Found in Rot structures
Completion of 15 stars quest makes newly added weapon effects permanent
Added 2 more protections against dungeons spawning in town
Changed loot table for the tower in City generator
Fixed no beacon for Water Tower bow
Fixed no tier 1 spread after lvl 10
Fixed problem with 3rd tier mob drops
Fixed extra bow for 10 quests
Rot now continues after lvl 10
Regen Aura, Mob Magnet, Explode Mobs, Anti-gravity, and suspended Animation moved from special to 3rd tier loot table
I need to report a bug. I've been playing through the new Up19b, and it seems like half the time when I spawn a new dungeon, nothing appears at all. Even looking around in Spectator mode, I can only find about half the dungeons that should be there for the books I've used.
I don't know when but it looks like I accidentally deleted the 12
chunk minimum render distance requirement from the main page. If you are
at 12 or more could you send me a copy of the map and I'll try to find
the problem.
I will try to be more careful when editing the main page in the future.
Added improved turrets
Removed leftover armor stand in penthouse
Added basement for Huts dungeon
Claustrophobia disables TP again
Improved skeleton reaction time
Explosive Arrows have increased damage
Added improved turrets
Removed leftover armor stand in penthouse
Added basement for Huts dungeon
Claustrophobia disables TP again
Improved skeleton reaction time
Explosive Arrows have increased damage
I lost motivation before finishing a boss fight but It should not be too long, you know how it is. I figure with the high downloads it's better to get this much released before taking a break.
Several involved new concepts got scrapped as part of the creative process, however the new turrets are cool.
So I took a look around at what would be fun and made a couple observations. Firstly there will not be a boss fight at the end because all minecraft boss fights well... are really, really boring. The Endland will remain as is until some great idea presents itself.
I looked at mods and crafting a did find one good idea, Lucky Blocks. This is basically our Treasure books but done in a much funner way. I am almost finished swapping the Treasure book mechanics for Lucky Blocks.
Don't worry our coding is 100% different than any version we could find.
Help! A Massive rebuild has been completed and the testers are unavailable.
I am looking for 2-3 to play on my server while I take notes on errors, balance issues, and suggestions. Respond in a PM with your Skype name and available time. Must have the ability for at least 12 chunk render distance.
Added for next update:
Treasure, curse, and level-up effect systems replaced with Lucky Blocks.
New Effect: Pounding Wooden Swords.
Added new Tier 1 dungeon aesthetics and passageways.
Bug fixes.
Christmas Tree:
Just for the season.
Villagers decorate and place presents beneath at various stages.
Well it's all ready but.... I had a great idea for a new quest. Still need to work out some details but basically lava is re-textured as oil and you must do something to stop a self-constructing pipeline while facing overpowered zombies.
EDIT:
Up21 Released
The pipeline thing is too big and gets its own map, coming soon.
Removed some starting gear
Ghast boss locator armor stand now invisible
Skyview box bigger
Turret adjusted
Kill 5 Enderman quest text fixed
Removed old treasure book from mimic loot table
Auto Reload effect duration doubled
Enderman kill yields 16 pearls per
Hey! I just finished your map after a lot of attempts, and I have to say, I really like it. It's a unique and interesting map. I liked almost everything about it. I just have a few nitpicks:
The first is that the beginning is a little slow. Maybe you could start the player off with a dungeon book or two to help get things rolling? Just tell them not to use it until they're settled down.
The second is the villagers. The mechanic of the villagers automatically building stuff for you is really cool, but it's really, really hard to maintain. Protecting them is a constant chore, if you leave the village to go explore dungeons and stuff they just die horribly. Ignore the village for a few days and when you come back it's a ghost town. Since this is the second or third time I've tried to play the map I tried three different ways to keep the villagers safe: The first was, right after I reached the village after spawning, made a stone axe and surrounded the whole thing with a wall as best I could, plus torched the inside. One villager constructed a little flowerpot stand, and this allowed a zombie to leap over my 2-block high wall and ruin everything. The second was wall in another, much smaller section of the village, connected to the first walled-in part, and spawn a few villagers inside. I honestly don't even KNOW what happened; I spawn 3, come back a bit later and there's two, come back the next day and there's one, and then, you know... The third was going to an entirely new location a short ways away from the original village, and building a medium-sized, perfectly lit enclosure with a ceiling and everything, and spawning six of them inside. One villager built a house overwriting my wall, and one of the doors just happened to lead outside. You can imagine what followed.
In short, the villagers are impossible to keep alive, especially as the enemy levels mount and any combat-oriented defenses you can muster, like iron golems, have a harder and harder time against zombies and skeletons. The shopkeeps have good defenses, like splash potions. Why not give the villagers potion effects and health potions so they don't die so fast to the hordes?
Unless, of course, there was some mechanic in the huge amount of stuff the map has that would have totally solved all my problems, in which case I'm just an idiot. Anyways, that's all I have to say, just wanted to share the story of my villager protection efforts. I really like the map, and I honestly think more people should play it!
"The first is that the beginning is a little slow." - The 20 kills/level was balanced for 2 players and seems slow to me as well in single player. How about a button at start to give single players the rare -2 kills/level book? Perhaps remove the "Locate a Village" quest and give 4 villager eggs at game start?
"The second is the villagers." - There was a very easy to miss text telling you to change all doors to be flush with the inside. Most villagers die when zombies hit them through doors so now any zombie entering a doorway is instantly deleted. Villagers can still die from UFO's so we added a trade in the Town Hall for villager eggs.
The big problem is some default doors being the wrong way. One solution would be to start a village from scratch with eggs like above unless the player spawns next to or finds an existing village. Since I can not accurately replace existing doors another solution would be to simply delete all doors upon finding a village.
"come back a bit later and there's two" - A mechanic to fix trapped villagers is when they are standing on stone or dirt for a long period they are teleported a short distance. It could also have been a UFO attack. Kill 4 UFO's and there gone forever.
Thanks for the excellent feed back! I was not going to update again but these are some pretty important issues and I'm looking forward to your thoughts.
Thanks for responding! A few less kills would be one way to help, but I actually really like the idea of giving the player villager eggs. It allows them to get set up when they're ready, and trying to get a village started would pad out the beginning. It removes the risk of having the player search for 10 minutes to find a village, and you can look for the perfect spot to set up. You would have to fight and level to defend it at the start, and it would also make the player feel more weight of responsibility if the villagers should meet a gruesome fate. That plus giving the village some other types of defense (snow/iron golem spawners?? Would that be too much?) would help even more.
Now at start you get the Town Hall book which will spawn villagers to begin building. Default villages have been removed so villager death via poor lighting and incorrectly facing doors will no longer be a problem. Villagers should only die from a successful UFO attack.
It took a while to devise a way to identify a singleplayer verses multiplayer game and give the -2 kills per level book at start. I'll play test today and hopefully find anything missed or unforeseen.
Updated list for next update
New Weapon effects that target up to 4 nearby mobs on kill:
- Incendiary Cascade
- Poison Cascade
Found in Rot structures
Completion of 15 stars quest makes newly added weapon effects permanent
Added 2 more protections against dungeons spawning in town
Changed loot table for the tower in City generator
Fixed no beacon for Water Tower bow
Fixed no tier 1 spread after lvl 10
Fixed problem with 3rd tier mob drops
Fixed extra bow for 10 quests
Rot now continues after lvl 10
Regen Aura, Mob Magnet, Explode Mobs, Anti-gravity, and suspended Animation moved from special to 3rd tier loot table
Possible:
If you don't end the game by entering the end portal and again achieve level 10 you will be given a Mana Nuke. When activated it builds to a devastating blast killing most mobs and damaging terrain.
Super mega ultimate boss fight in the Endland.
The Endland battle is going to take some time so I am releasing everything else now in up19b.
New Weapon effects that target up to 4 nearby mobs on kill:
- Incendiary Cascade
- Poison Cascade
Found in Rot structures
Completion of 15 stars quest makes newly added weapon effects permanent
Added 2 more protections against dungeons spawning in town
Changed loot table for the tower in City generator
Fixed no beacon for Water Tower bow
Fixed no tier 1 spread after lvl 10
Fixed problem with 3rd tier mob drops
Fixed extra bow for 10 quests
Rot now continues after lvl 10
Regen Aura, Mob Magnet, Explode Mobs, Anti-gravity, and suspended Animation moved from special to 3rd tier loot table
Add Free Download:
http://www.mediafire.com/file/un8zqz61gx7cia4/AutomatorMC's RNG Adventure up19b.zip
Donations
I need to report a bug. I've been playing through the new Up19b, and it seems like half the time when I spawn a new dungeon, nothing appears at all. Even looking around in Spectator mode, I can only find about half the dungeons that should be there for the books I've used.
Check out my bad CTM map reviews here.
I don't know when but it looks like I accidentally deleted the 12
chunk minimum render distance requirement from the main page. If you are
at 12 or more could you send me a copy of the map and I'll try to find
the problem.
I will try to be more careful when editing the main page in the future.
Still working on the boss fight.
Update Progress:
Added improved turrets
Removed leftover armor stand in penthouse
Added basement for Huts dungeon
Claustrophobia disables TP again
Improved skeleton reaction time
Explosive Arrows have increased damage
Oh, no, I probably had it below that! I'll probably try to replay it when the end fight is added. Thanks for telling me.
Check out my bad CTM map reviews here.
I'm releasing what I have in up20:
Added improved turrets
Removed leftover armor stand in penthouse
Added basement for Huts dungeon
Claustrophobia disables TP again
Improved skeleton reaction time
Explosive Arrows have increased damage
I lost motivation before finishing a boss fight but It should not be too long, you know how it is. I figure with the high downloads it's better to get this much released before taking a break.
Several involved new concepts got scrapped as part of the creative process, however the new turrets are cool.
http://www.mediafire.com/file/fgm6w67ipph9pqu/AutomatorMC's RNG Adventure up20.zip
oops! I left forgot to remove an obsolete command killing Skyview. Fixed in up20b
So I took a look around at what would be fun and made a couple observations. Firstly there will not be a boss fight at the end because all minecraft boss fights well... are really, really boring. The Endland will remain as is until some great idea presents itself.
I looked at mods and crafting a did find one good idea, Lucky Blocks. This is basically our Treasure books but done in a much funner way. I am almost finished swapping the Treasure book mechanics for Lucky Blocks.
Don't worry our coding is 100% different than any version we could find.
Help! A Massive rebuild has been completed and the testers are unavailable.
I am looking for 2-3 to play on my server while I take notes on errors, balance issues, and suggestions. Respond in a PM with your Skype name and available time. Must have the ability for at least 12 chunk render distance.
Added for next update:
Treasure, curse, and level-up effect systems replaced with Lucky Blocks.
New Effect: Pounding Wooden Swords.
Added new Tier 1 dungeon aesthetics and passageways.
Bug fixes.
Christmas Tree:
Just for the season.
Villagers decorate and place presents beneath at various stages.
Well it's all ready but.... I had a great idea for a new quest. Still need to work out some details but basically lava is re-textured as oil and you must do something to stop a self-constructing pipeline while facing overpowered zombies.
EDIT:
Up21 Released
The pipeline thing is too big and gets its own map, coming soon.
UP23:
Removed some starting gear
Ghast boss locator armor stand now invisible
Skyview box bigger
Turret adjusted
Kill 5 Enderman quest text fixed
Removed old treasure book from mimic loot table
Auto Reload effect duration doubled
Enderman kill yields 16 pearls per
http://adfoc.us/30926161173668
Hey! I just finished your map after a lot of attempts, and I have to say, I really like it. It's a unique and interesting map. I liked almost everything about it. I just have a few nitpicks:
The first is that the beginning is a little slow. Maybe you could start the player off with a dungeon book or two to help get things rolling? Just tell them not to use it until they're settled down.
The second is the villagers. The mechanic of the villagers automatically building stuff for you is really cool, but it's really, really hard to maintain. Protecting them is a constant chore, if you leave the village to go explore dungeons and stuff they just die horribly. Ignore the village for a few days and when you come back it's a ghost town. Since this is the second or third time I've tried to play the map I tried three different ways to keep the villagers safe: The first was, right after I reached the village after spawning, made a stone axe and surrounded the whole thing with a wall as best I could, plus torched the inside. One villager constructed a little flowerpot stand, and this allowed a zombie to leap over my 2-block high wall and ruin everything. The second was wall in another, much smaller section of the village, connected to the first walled-in part, and spawn a few villagers inside. I honestly don't even KNOW what happened; I spawn 3, come back a bit later and there's two, come back the next day and there's one, and then, you know... The third was going to an entirely new location a short ways away from the original village, and building a medium-sized, perfectly lit enclosure with a ceiling and everything, and spawning six of them inside. One villager built a house overwriting my wall, and one of the doors just happened to lead outside. You can imagine what followed.
In short, the villagers are impossible to keep alive, especially as the enemy levels mount and any combat-oriented defenses you can muster, like iron golems, have a harder and harder time against zombies and skeletons. The shopkeeps have good defenses, like splash potions. Why not give the villagers potion effects and health potions so they don't die so fast to the hordes?
Unless, of course, there was some mechanic in the huge amount of stuff the map has that would have totally solved all my problems, in which case I'm just an idiot. Anyways, that's all I have to say, just wanted to share the story of my villager protection efforts. I really like the map, and I honestly think more people should play it!
Check out my bad CTM map reviews here.
"The first is that the beginning is a little slow." - The 20 kills/level was balanced for 2 players and seems slow to me as well in single player. How about a button at start to give single players the rare -2 kills/level book? Perhaps remove the "Locate a Village" quest and give 4 villager eggs at game start?
"The second is the villagers." - There was a very easy to miss text telling you to change all doors to be flush with the inside. Most villagers die when zombies hit them through doors so now any zombie entering a doorway is instantly deleted. Villagers can still die from UFO's so we added a trade in the Town Hall for villager eggs.
The big problem is some default doors being the wrong way. One solution would be to start a village from scratch with eggs like above unless the player spawns next to or finds an existing village. Since I can not accurately replace existing doors another solution would be to simply delete all doors upon finding a village.
"come back a bit later and there's two" - A mechanic to fix trapped villagers is when they are standing on stone or dirt for a long period they are teleported a short distance. It could also have been a UFO attack. Kill 4 UFO's and there gone forever.
Thanks for the excellent feed back! I was not going to update again but these are some pretty important issues and I'm looking forward to your thoughts.
Thanks for responding! A few less kills would be one way to help, but I actually really like the idea of giving the player villager eggs. It allows them to get set up when they're ready, and trying to get a village started would pad out the beginning. It removes the risk of having the player search for 10 minutes to find a village, and you can look for the perfect spot to set up. You would have to fight and level to defend it at the start, and it would also make the player feel more weight of responsibility if the villagers should meet a gruesome fate. That plus giving the village some other types of defense (snow/iron golem spawners?? Would that be too much?) would help even more.
Check out my bad CTM map reviews here.
Now at start you get the Town Hall book which will spawn villagers to begin building. Default villages have been removed so villager death via poor lighting and incorrectly facing doors will no longer be a problem. Villagers should only die from a successful UFO attack.
It took a while to devise a way to identify a singleplayer verses multiplayer game and give the -2 kills per level book at start. I'll play test today and hopefully find anything missed or unforeseen.
Here it is, let me know if anything is bugged.
UP23a:
http://adfoc.us/30926161320865
Up24:
Fixed missing 2nd tier dungeon
http://adfoc.us/30926161320945
Yet another bug fix, but hey, it is the most complicated map in Minecraft.
Up25:
http://adfoc.us/30926161332523
Villagers Lucky Block offer incompatible and removed
Editing data removal command error fixed
3rd tier loot marker made invisible
Replaced missing reset for basement loot table