The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
The Shrine of Ascendance is near!
Shrine of Ascendance is the center of the arcane, burried deep in the mountains. For thousands of years it has remained pure, but with it's growth it has attracted malefic beasts from the outer world, beasts of voids who seek to twist the essence.
Ancient protectors who remained on guard of the shrine have been corrupted, their minds distorted and their souls afflicted. Those whom oathed to perserve clarity are devastated, driven to madness by the foreign occupiers and now seek vengeance of those who dare to enter their realm.
The tampered complex which once was the home of peaceful and knowledgable races has now become a life-sucking bastion where even the most brave shivers. Now is your time hero, to battle for the Spire of Souls.
Travel through the mysterious zones, built underground for the most unsatisfied travelers and those who accidentally laid a gaze upon the massive structures which stand on the isle. Cleanse the the shrine by venturing to the depths of the isle, torn by void and chaotic energy and slay the malefic creatures.
_________________________________________________________________________________________________
❖ Challenger Yourself
Clash with the beast who corrupt the shrine and the twisted protectors whom do not resemble themselves anymore. Conquer their portals on Normal and Challenger difficulties and receive the reward you've earned.
Earn advancements to show off your undisputable might. You deserve it.
Preciesly designed and balanced, for both the casual and the hardcore players - 7 unique encounters, with up to 15 unique spells and 5 phases, each with visual and active effects
Built-in custom mechanics to accurately track and display boss remaining health
Custom designed health pool sharing mechanic for multiple bosses during a single encounter:
Use your spells forged from the pure, unwithered essence to your advantage in combat
Empower your artifacts with relics to enhance your offensive and defensive capabilities
Obtain arcane and warforged armor with unique perks to increase your chances of survival
Trade with merchants for powerful potions, scrolls and personal equipment
Designated guiding tutorial to introduce you to our unique mechanics (including a "Dungeon Journal")
Embedded custom soundpack and resourcepack for the most immersive experience
_________________________________________________________________________________________________
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
Good stuff! We've finished polishing a few things here and there, and we're rolling out a demo just for you guys!
We've cut out the stuff you won't need to play that portion of the map, but the rest is there!
Of course, we couldn't let you go without a mini-boss at the end, just so you don't feel you're playing a Nintendo Sonic.
Want to know about the rest? Get yourself a copy an play!
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
Demo download link has been updated to include the following changes:
Encounters: Mordum
* Reduced movement speed by 10%
* Reduced existence time of "Fel" and "Ice Injection" pools from "always" to 30 seconds.
* Mordum now receives no damage during Void Shift (Night time)
* Fixed playing incorrect spell cast and spell effect sounds for "Ice Injection"
Loot:
* Fixed missing loot templates for all four trials and artifact weapon
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
Encounters: Operator Ignitus
Replaced existing train model with a built-from-scratch one, which includes:
1. Rebuilt lead wagon
2. Rebuilt carrying wagons: Reinforcement Troops and Siege Turrets added to the platform
* Redesigned picking of track for incoming trains: now only one train can be present at a time, regardless of type,
except for when a train is summoned during a phase while another train is active
* Improved movement visuals for reinforcement troops when stepping off the train
* Improved movement visuals for Operator Ignitus when player triggers the encounter
* Improved movement visuals of train themselves to be less clunky
* Trains no longer leave a fire trail when moving to increase performance and consistency, replaced with particles
* Added instant fatal damage to the player when hit by a moving train, specifically from the front
* Added knockback effect to the player when found in 2 blocks away from sides of the train
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
Encounters: Operator Ignitus
* Removed knockback effect while approaching the train from the sides
* Added damage effect while approaching a moving train from the sides
* Added items to equipment slots for Operator Ignitus on both Normal and Challenger difficulties
* Added POV dependant mechanic for Ignitus per spell cast: "Grenade"
* Added additional two charges of Siegebombs for the second shot of Siege Turret.
* Increased Ignitus's movement speed by 3%
* Increased radius of "Siegebomb Explosion" from 5 blocks to 6 blocks
* Decreased train intermission time from from 20 to 10 seconds
* Decreased Siege and Reinforcement trains cooldown from 30 seconds to 20 seconds
* Siegebombs and Grenades now can deal damage to hostile entities, except Ignitus
* Ignitus receives a slowness effect whenever a train is entering the station to reduce tick update loss affecting gameplay
* Damage from Grenades, Trains and Siegeboms are now fixed for both Normal and Challenger difficulties
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
We've released the first wing of Spire of Souls! Update 1.3: Cleansing is now avaiable to be experienced with four encounters on your path to the Shrine of Ascendance:
Stonekeeper Kormog
Overseer Naara
Gurtrog and Karthrag
Operator Ignitus
Exclusive spell mechanics, supported by visual and sound effects are now available full thrust!
Read a brief about the encounter on our website here: https://www.skyreaver.net/spire-of-souls
Note: If you encounter a bug or want to leave a feedback, you can contact us through the website or by leaving a comment. Be sure to do so!
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
General:
Fixed exception message looping for players who select encounter while being in the dungeon.
Encounters: Overseer Naara
Fixed an issue where you could still deal damage and consequently kill the boss during an intermission.
Fixed an issue where players would enter a portal to the wrong platform during a phase and not be able to return.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
General:
* Added "Potion Lost" restoration mechanic to the camp (similar to how you restore Dungeon Journal)
Zones:
* Completely rebuilt the encounter area
Encounters: Lifebinder's Aid
* Added "Accelerators" as a benefit throughout the encounter
* Added Elytra for players to move between platforms without a mount
* Added useable on-demand Lightning Strike as a perk
* Added levitation platforms to reflect new changes in movement mechanics
* Improved health tracking mechanics
* Improved power generation mechanics
* Improved pathfinding and movement for all units
* Improved summoning mechanics
* Improved visual effects for summons and "Archetype"
* Increased health pool from 4000 to 5000 for Normal difficulty
* Increased health pool from 3000 to 4000 for Challenger difficulty
* Increased damage taken from negative effects by 60% in Challenger difficulty
* Reduced movement speed by 15% and health by 50% for all enemy units
* Reduced "Fireblast" damage from 80 to 40
* Reduced damage taken by all enemy units by 20% in Challenger difficulty
Creatures:
* Added "Toolsmith" to the camp to reflect new bonus loot
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
Our website has been updated to included all relevant information regarding the upcoming encounter: Lifebinder's Aid.
Read the page here to see the map and the present abilities for this encounter here: https://www.skyreaver.net/seed-of-corruption
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
Zones:
* Added cosmetic structures to compliment the area for Lifebinder's Aid encounter
* Renamed "Archetype's Citadel" to "Magistrix's Citadel"
Encounters: Lifebinder's Aid
* Improved visual effects for summons
* Improved visual effects for Tuludrum's channeling abilities
* Improved visual effects for Void Shards
* Increased movement speed of all units for 20% for all difficulties
* Increased passive power generation from 1 every 5 seconds to 1 every 2.5 seconds.
* Reduced "Fireblast" damage from 40 to 20 for all difficulties
* Reduced "Accelerator" spawns from 2 to 1 every 20 seconds
* Enemy units on Challenger difficulty will receive a slowness effect to accomodate damage intake
* Gorefiend's Curse now applies effects in regards to the latest shard picked, and always applies 2 second blidness effect on Challenger difficulty
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
Mechanics:
Fixed 4 piece armorset bonus not applying due to a ridiculous typo - Applied @ Update 2.0
After completing "Lifebinder's Aid" players will receive their own stables with a steed
The Meaning of Life, the Universe, and Everything.
Join Date:
10/21/2016
Posts:
143
Member Details
Update 2.1:
Fixed an issue where players were unable to teleport to the starting camp after completing the tutorial
Fixed an issue where "Poisonous Essence" was not affecting players standing in the waters
Fixed an issue where defeating "Overseer Naara" in difficulty mode was not counted towards challenger mode loot restrictions, and affecting normal mode loot
Fixed an issue where completing Lifebinder's Aid on both Challenger and Normal mode was not activating a reset timer
Saddle & Golden Horse Armor now have to be bundled in order to be exchanged for "Gold Nugget"
Added trades for both iron and gold armor types to be traded in exchange for "Gold Nugget"
All downloads are now updated to the latest version: 2.1
Standalone world saves will no longer feature an update within themselves. Instead, they'll be available to download as an already updated version.
Update worldsaves will exlusively feature files required to update an existing world save to the latest version.
Hello, Qianna! I absolutely love the map, but I there is a lot of room for improvement. I have played around with all bosses on different difficulties and came with these reccomendations...
Don't remove some bosses skills if you are on normal, it makes bosses incredibly boring. Examples: Stonekeeper Kormog strategy is just shield and attack when he hit you shield. Repeat till he die. When he is entering one of the phases just go to safe zone/center. On challenger strategy is less boring, because he have one more ability. Or let's take the Operator Ignitus. On normal he just throws TNT and he is less powerful than Kormog and have less reach which makes him the easiest boss. Lifebinder's Aid is by far the most frustrating one... Especially if you don,t know how to use elytras or don't have enough CPS to kill the zombies quickly enough. One time on challenger difficulty the Tree was like one power to win, and there was one zombie left which killed the tree while being on 1 point of health. Boom, start all over.
Now let's go to bugs.
1. If you will jump to the Mordum's portal before completing the trial of truth. you will activate the boss fight and there will be infinite amount swords flying from your head. You won't teleport to boss fight tho.
2. Kormog can sometimes attack through shield which incredibly frustrating.
3. As there is daylight on the Overseer's field, her illusions or herself when she reappears won't attack you giving you free 2-3 hits.
4. When you in boss fight and log out and login in, boss's aggro will go down, so he won't attack you (Only tested with Kormog), this will make you gurantee 2 hits.
5. One time I was playing against Ghartrag when I was on full health, he insta-killed me with his soldiers (IronSkin Applied).
6. Operator Ignitus has not so many phrases, its not that fun to listen to "you don't have much time" 7 times in a row.
7. Lifebinder's Aid, Stonekeeper Kormog, you can jump away from the map, if you will survive, there is nothing you can do but hearthstone.
8. You can teleport to the Spire of Souls without even reaching final altar.
Now to suggestions.
1. Make trials longer. I was able to complete all trials in 1:19 (Minutes:Seconds), boss fight included.
2. Make Mordum stronger. He is way too easy to beat right now. 30 seconds is a maximum. For example: Make his attacks stronger or make his AoE spells radius larger.
3. Make sure what you can't lose all your golden nuggets when you was talking to villager and they were in his inventory and you accidentally clicked escape.
4. Doing Kormog on Challenger Difficulty than switching to Normal and Defeating him, will spawn no loot in loot chest.
5. Don't remove boss abilities/phases from Normal Difficulty, this makes some bosses (Kormog, Ignitus) very boring.
Hello, Qianna! I absolutely love the map, but I there is a lot of room for improvement. I have played around with all bosses on different difficulties and came with these reccomendations...
Don't remove some bosses skills if you are on normal, it makes bosses incredibly boring. Examples: Stonekeeper Kormog strategy is just shield and attack when he hit you shield. Repeat till he die. When he is entering one of the phases just go to safe zone/center. On challenger strategy is less boring, because he have one more ability. Or let's take the Operator Ignitus. On normal he just throws TNT and he is less powerful than Kormog and have less reach which makes him the easiest boss. Lifebinder's Aid is by far the most frustrating one... Especially if you don,t know how to use elytras or don't have enough CPS to kill the zombies quickly enough. One time on challenger difficulty the Tree was like one power to win, and there was one zombie left which killed the tree while being on 1 point of health. Boom, start all over.
Now let's go to bugs.
1. If you will jump to the Mordum's portal before completing the trial of truth. you will activate the boss fight and there will be infinite amount swords flying from your head. You won't teleport to boss fight tho.
2. Kormog can sometimes attack through shield which incredibly frustrating.
3. As there is daylight on the Overseer's field, her illusions or herself when she reappears won't attack you giving you free 2-3 hits.
4. When you in boss fight and log out and login in, boss's aggro will go down, so he won't attack you (Only tested with Kormog), this will make you gurantee 2 hits.
5. One time I was playing against Ghartrag when I was on full health, he insta-killed me with his soldiers (IronSkin Applied).
6. Operator Ignitus has not so many phrases, its not that fun to listen to "you don't have much time" 7 times in a row.
7. Lifebinder's Aid, Stonekeeper Kormog, you can jump away from the map, if you will survive, there is nothing you can do but hearthstone.
8. You can teleport to the Spire of Souls without even reaching final altar.
Now to suggestions.
1. Make trials longer. I was able to complete all trials in 1:19 (Minutes:Seconds), boss fight included.
2. Make Mordum stronger. He is way too easy to beat right now. 30 seconds is a maximum. For example: Make his attacks stronger or make his AoE spells radius larger.
3. Make sure what you can't lose all your golden nuggets when you was talking to villager and they were in his inventory and you accidentally clicked escape.
4. Doing Kormog on Challenger Difficulty than switching to Normal and Defeating him, will spawn no loot in loot chest.
5. Don't remove boss abilities/phases from Normal Difficulty, this makes some bosses (Kormog, Ignitus) very boring.
Thanks for reading, will add more as time go on!
Thank you for your comment!
1. Thank you for that. Please elaborate next time so I won't have to guess-work and dance around portals to reproduce the bug.
2. Melee attacks from all bosses are default behavior of creatures in Minecraft. We haven't touched anything besides our custom designed spells and mechanics.
3. I couldn't reproduce the issue of Naara not attacking the player after the Illusions phase failed or succeeded. The illusions themselves, however, were never intended to be hostile.
4. Unfortunately, we haven't found a stable and reliable way to control creature targets. This issue is only present with passive mobs (ex: Golem, Spider)
5. I couldn't reproduce the issue as of yet, but I'll keep trying.
6. Operator Ignitus has 2-3 phrases per even (track number, wagon type, spellcast), it's just that it can randomly select the same phrase one hundred times in a row.
7. Thank you for that. We're currently testing the behavior.
8. Thank you for that. Didn't think anyone could jump this high and far.
As per suggestions:
1. These trials were never meant to be obligatory or to lead to frustration and despair. Some people may have a hard time completing those, and we're okay with that. Hence why it's a "tutorial". It doesn't throw you into a pit with unknown mechanics, creatures and whatnot. You understand the basic concept behind the map after completing it.
2. Back to point one. This mini boss was never intended to be or designed as an encounter. It just comes to show you how different particle effects are used to distinguish different effects, and which colors represent what. How abilities are being casted, and how you can identify the boss is starting to channel them even if you disable to effects altogether. It was never meant to give a hard time to anyone, but some people had.
3. I have no clue, not in the slightest how you manage to pass items to creatures with disabled loot pickup.
4. Empty loot chest after defeating Kormog was a bug and we addressed the issue in 2.1, if I'm not mistaken.
5. Challenger mode was the intended mode to be played. This was the initial design. Given the reasoning of point one, we've decided to build around a scaled-down difficulty to allow players whom are less familiar with these types of map have fun as well.
Hello again. Got on the Overseer Naara encounter. What I meant before is not illusions, but hatchlings. Also they seem to get damage from Naara's own abilities.
Also, I got defeated by her (Normal Difficulty), then walked into the encounter again. I started fighting her, but no health bar (I mean the description how many health she has just above health bar), then she dissapeared (as normal), but no portals has been opened for me to defeat her friends. I cannot do anything, but Hearthstone.
EDIT:
Sometimes (on all bosses), the boss will stand for 3-7 seconds still (voice lines will go through) and then charge to you and attack multiple times. You can't do anything about that unless you will notice the boss's lag and just press shield and aim at the boss.
EDIT 2:
On versions above 2.0 (It is versions 2.1,2.2,2.3) player will start the map with the Dungeon Journal instead of Tutorial Journal.
EDIT 3: Sike again.
Defeated Kormog on normal difficulty (Version 2.3), no chest with loot spawned.
Hello again. Got on the Overseer Naara encounter. What I meant before is not illusions, but hatchlings. Also they seem to get damage from Naara's own abilities.
Also, I got defeated by her (Normal Difficulty), then walked into the encounter again. I started fighting her, but no health bar (I mean the description how many health she has just above health bar), then she dissapeared (as normal), but no portals has been opened for me to defeat her friends. I cannot do anything, but Hearthstone.
EDIT:
Sometimes (on all bosses), the boss will stand for 3-7 seconds still (voice lines will go through) and then charge to you and attack multiple times. You can't do anything about that unless you will notice the boss's lag and just press shield and aim at the boss.
EDIT 2:
On versions above 2.0 (It is versions 2.1,2.2,2.3) player will start the map with the Dungeon Journal instead of Tutorial Journal.
EDIT 3: Sike again.
Defeated Kormog on normal difficulty (Version 2.3), no chest with loot spawned.
I've tested the issue with you being unable to see hear health tracker and teleporting, and this is caused by how the trigger works on all encounters. When she resets, she spawns with invulnerability and invisibility. When you attack, the encounter updates and triggers combat, but since player had dealt no damage it doesn't update players as well. Will be addressed in 2.4.
Hatchlings don't attack because back to points I made previous, we haven't found a way to reliable control targets for passive mobs, and so the player has to aggro them by himself, unfortunately.
Naara's abilities do apply certain effects on her Hatchlings, it's intended.
E1: When bosses stand still then charge dealing multiple attacks is caused by Minecraft skipping ticks. There's no way around that since it essentially has too many data to handle and can't process it fast enough to update the game as "intended".
E2: Tested on a fresh world @ Update 2.3, received "Tutorial Journal" on first login. If you've already completed the tutorial, updating won't reset any progress and you shouldn't receive a tutorial journal.
E3: Tested on a fresh world @ Update 2.3, no empty chests spawned
The Shrine of Ascendance is near!
Shrine of Ascendance is the center of the arcane, burried deep in the mountains. For thousands of years it has remained pure, but with it's growth it has attracted malefic beasts from the outer world, beasts of voids who seek to twist the essence.
Ancient protectors who remained on guard of the shrine have been corrupted, their minds distorted and their souls afflicted. Those whom oathed to perserve clarity are devastated, driven to madness by the foreign occupiers and now seek vengeance of those who dare to enter their realm.
The tampered complex which once was the home of peaceful and knowledgable races has now become a life-sucking bastion where even the most brave shivers. Now is your time hero, to battle for the Spire of Souls.
Are you prepared?
_________________________________________________________________________________________________
❖ Enormous Architecture
Travel through the mysterious zones, built underground for the most unsatisfied travelers and those who accidentally laid a gaze upon the massive structures which stand on the isle. Cleanse the the shrine by venturing to the depths of the isle, torn by void and chaotic energy and slay the malefic creatures.
_________________________________________________________________________________________________
❖ Challenger Yourself
Clash with the beast who corrupt the shrine and the twisted protectors whom do not resemble themselves anymore. Conquer their portals on Normal and Challenger difficulties and receive the reward you've earned.
Earn advancements to show off your undisputable might. You deserve it.
_________________________________________________________________________________________________
❖ Unique Encounters
Preciesly designed and balanced, for both the casual and the hardcore players - 7 unique encounters, with up to 15 unique spells and 5 phases, each with visual and active effects
Built-in custom mechanics to accurately track and display boss remaining health
Custom designed health pool sharing mechanic for multiple bosses during a single encounter:
_________________________________________________________________________________________________
❖ Miscellaneous Features
Use your spells forged from the pure, unwithered essence to your advantage in combat
Empower your artifacts with relics to enhance your offensive and defensive capabilities
Obtain arcane and warforged armor with unique perks to increase your chances of survival
Trade with merchants for powerful potions, scrolls and personal equipment
Designated guiding tutorial to introduce you to our unique mechanics (including a "Dungeon Journal")
Embedded custom soundpack and resourcepack for the most immersive experience
_________________________________________________________________________________________________
❖ Additional Pages
MinecraftMaps Page: www.minecraftmaps.com/adventure-maps/spire-of-souls-skyreaver
PlanetMinecraft Page: https://www.planetminecraft.com/project/skyreaver-spire-of-souls/
Check out my ongoing project: https://github.com/srQianna/Adventure
Good stuff! We've finished polishing a few things here and there, and we're rolling out a demo just for you guys!
We've cut out the stuff you won't need to play that portion of the map, but the rest is there!
Of course, we couldn't let you go without a mini-boss at the end, just so you don't feel you're playing a Nintendo Sonic.
Want to know about the rest? Get yourself a copy an play!
Check out my ongoing project: https://github.com/srQianna/Adventure
Demo download link has been updated to include the following changes:
Encounters: Mordum
* Reduced movement speed by 10%
* Reduced existence time of "Fel" and "Ice Injection" pools from "always" to 30 seconds.
* Mordum now receives no damage during Void Shift (Night time)
* Fixed playing incorrect spell cast and spell effect sounds for "Ice Injection"
Loot:
* Fixed missing loot templates for all four trials and artifact weapon
Check out my ongoing project: https://github.com/srQianna/Adventure
Encounters: Operator Ignitus
Replaced existing train model with a built-from-scratch one, which includes:
1. Rebuilt lead wagon
2. Rebuilt carrying wagons: Reinforcement Troops and Siege Turrets added to the platform
* Redesigned picking of track for incoming trains: now only one train can be present at a time, regardless of type,
except for when a train is summoned during a phase while another train is active
* Improved movement visuals for reinforcement troops when stepping off the train
* Improved movement visuals for Operator Ignitus when player triggers the encounter
* Improved movement visuals of train themselves to be less clunky
* Trains no longer leave a fire trail when moving to increase performance and consistency, replaced with particles
* Added instant fatal damage to the player when hit by a moving train, specifically from the front
* Added knockback effect to the player when found in 2 blocks away from sides of the train
Check out my ongoing project: https://github.com/srQianna/Adventure
Demo download link has been updated to include the following changes:
General:
* Updated guidance texts for Trial of Truth and Trial of Mind
* Fixed possible LAN cheats:on option to exploit gamemodes outside "Adventure"
Sound:
* Added sounds for completing all four trials
Data:
* Removed unnecessary structures and loot templates for worldsave
Check out my ongoing project: https://github.com/srQianna/Adventure
Looks nice! I've been really impressed with the maps you guys have been making.
Encounters: Operator Ignitus
* Removed knockback effect while approaching the train from the sides
* Added damage effect while approaching a moving train from the sides
* Added items to equipment slots for Operator Ignitus on both Normal and Challenger difficulties
* Added POV dependant mechanic for Ignitus per spell cast: "Grenade"
* Added additional two charges of Siegebombs for the second shot of Siege Turret.
* Increased Ignitus's movement speed by 3%
* Increased radius of "Siegebomb Explosion" from 5 blocks to 6 blocks
* Decreased train intermission time from from 20 to 10 seconds
* Decreased Siege and Reinforcement trains cooldown from 30 seconds to 20 seconds
* Siegebombs and Grenades now can deal damage to hostile entities, except Ignitus
* Ignitus receives a slowness effect whenever a train is entering the station to reduce tick update loss affecting gameplay
* Damage from Grenades, Trains and Siegeboms are now fixed for both Normal and Challenger difficulties
Check out my ongoing project: https://github.com/srQianna/Adventure
We've released the first wing of Spire of Souls! Update 1.3: Cleansing is now avaiable to be experienced with four encounters on your path to the Shrine of Ascendance:
Exclusive spell mechanics, supported by visual and sound effects are now available full thrust!
Read a brief about the encounter on our website here: https://www.skyreaver.net/spire-of-souls
Note: If you encounter a bug or want to leave a feedback, you can contact us through the website or by leaving a comment. Be sure to do so!
Check out my ongoing project: https://github.com/srQianna/Adventure
General:
Fixed exception message looping for players who select encounter while being in the dungeon.
Encounters: Overseer Naara
Fixed an issue where you could still deal damage and consequently kill the boss during an intermission.
Fixed an issue where players would enter a portal to the wrong platform during a phase and not be able to return.
Check out my ongoing project: https://github.com/srQianna/Adventure
General:
* Added "Potion Lost" restoration mechanic to the camp (similar to how you restore Dungeon Journal)
Zones:
* Completely rebuilt the encounter area
Encounters: Lifebinder's Aid
* Added "Accelerators" as a benefit throughout the encounter
* Added Elytra for players to move between platforms without a mount
* Added useable on-demand Lightning Strike as a perk
* Added levitation platforms to reflect new changes in movement mechanics
* Improved health tracking mechanics
* Improved power generation mechanics
* Improved pathfinding and movement for all units
* Improved summoning mechanics
* Improved visual effects for summons and "Archetype"
* Increased health pool from 4000 to 5000 for Normal difficulty
* Increased health pool from 3000 to 4000 for Challenger difficulty
* Increased damage taken from negative effects by 60% in Challenger difficulty
* Reduced movement speed by 15% and health by 50% for all enemy units
* Reduced "Fireblast" damage from 80 to 40
* Reduced damage taken by all enemy units by 20% in Challenger difficulty
Creatures:
* Added "Toolsmith" to the camp to reflect new bonus loot
Check out my ongoing project: https://github.com/srQianna/Adventure
Our website has been updated to included all relevant information regarding the upcoming encounter: Lifebinder's Aid.
Read the page here to see the map and the present abilities for this encounter here:
https://www.skyreaver.net/seed-of-corruption
Check out my ongoing project: https://github.com/srQianna/Adventure
Zones:
* Added cosmetic structures to compliment the area for Lifebinder's Aid encounter
* Renamed "Archetype's Citadel" to "Magistrix's Citadel"
Encounters: Lifebinder's Aid
* Improved visual effects for summons
* Improved visual effects for Tuludrum's channeling abilities
* Improved visual effects for Void Shards
* Increased movement speed of all units for 20% for all difficulties
* Increased passive power generation from 1 every 5 seconds to 1 every 2.5 seconds.
* Reduced "Fireblast" damage from 40 to 20 for all difficulties
* Reduced "Accelerator" spawns from 2 to 1 every 20 seconds
* Enemy units on Challenger difficulty will receive a slowness effect to accomodate damage intake
* Gorefiend's Curse now applies effects in regards to the latest shard picked, and always applies 2 second blidness effect on Challenger difficulty
Creatures:
* Renamed "Archetype" to "Tuludrum"
Check out my ongoing project: https://github.com/srQianna/Adventure
Mechanics:
Fixed 4 piece armorset bonus not applying due to a ridiculous typo - Applied @ Update 2.0
After completing "Lifebinder's Aid" players will receive their own stables with a steed
Loot:
Added loot for "Lifebinder's Aid"
Check out my ongoing project: https://github.com/srQianna/Adventure
Update 2.1:
All downloads are now updated to the latest version: 2.1
Standalone world saves will no longer feature an update within themselves. Instead, they'll be available to download as an already updated version.
Update worldsaves will exlusively feature files required to update an existing world save to the latest version.
Check out my ongoing project: https://github.com/srQianna/Adventure
Update 2.2:
All downloads are now updated to the latest version: 2.2
Check out my ongoing project: https://github.com/srQianna/Adventure
Hello, Qianna! I absolutely love the map, but I there is a lot of room for improvement. I have played around with all bosses on different difficulties and came with these reccomendations...
Don't remove some bosses skills if you are on normal, it makes bosses incredibly boring. Examples: Stonekeeper Kormog strategy is just shield and attack when he hit you shield. Repeat till he die. When he is entering one of the phases just go to safe zone/center. On challenger strategy is less boring, because he have one more ability. Or let's take the Operator Ignitus. On normal he just throws TNT and he is less powerful than Kormog and have less reach which makes him the easiest boss. Lifebinder's Aid is by far the most frustrating one... Especially if you don,t know how to use elytras or don't have enough CPS to kill the zombies quickly enough. One time on challenger difficulty the Tree was like one power to win, and there was one zombie left which killed the tree while being on 1 point of health. Boom, start all over.
Now let's go to bugs.
1. If you will jump to the Mordum's portal before completing the trial of truth. you will activate the boss fight and there will be infinite amount swords flying from your head. You won't teleport to boss fight tho.
2. Kormog can sometimes attack through shield which incredibly frustrating.
3. As there is daylight on the Overseer's field, her illusions or herself when she reappears won't attack you giving you free 2-3 hits.
4. When you in boss fight and log out and login in, boss's aggro will go down, so he won't attack you (Only tested with Kormog), this will make you gurantee 2 hits.
5. One time I was playing against Ghartrag when I was on full health, he insta-killed me with his soldiers (IronSkin Applied).
6. Operator Ignitus has not so many phrases, its not that fun to listen to "you don't have much time" 7 times in a row.
7. Lifebinder's Aid, Stonekeeper Kormog, you can jump away from the map, if you will survive, there is nothing you can do but hearthstone.
8. You can teleport to the Spire of Souls without even reaching final altar.
Now to suggestions.
1. Make trials longer. I was able to complete all trials in 1:19 (Minutes:Seconds), boss fight included.
2. Make Mordum stronger. He is way too easy to beat right now. 30 seconds is a maximum. For example: Make his attacks stronger or make his AoE spells radius larger.
3. Make sure what you can't lose all your golden nuggets when you was talking to villager and they were in his inventory and you accidentally clicked escape.
4. Doing Kormog on Challenger Difficulty than switching to Normal and Defeating him, will spawn no loot in loot chest.
5. Don't remove boss abilities/phases from Normal Difficulty, this makes some bosses (Kormog, Ignitus) very boring.
Thanks for reading, will add more as time go on!
Thank you for your comment!
1. Thank you for that. Please elaborate next time so I won't have to guess-work and dance around portals to reproduce the bug.
2. Melee attacks from all bosses are default behavior of creatures in Minecraft. We haven't touched anything besides our custom designed spells and mechanics.
3. I couldn't reproduce the issue of Naara not attacking the player after the Illusions phase failed or succeeded. The illusions themselves, however, were never intended to be hostile.
4. Unfortunately, we haven't found a stable and reliable way to control creature targets. This issue is only present with passive mobs (ex: Golem, Spider)
5. I couldn't reproduce the issue as of yet, but I'll keep trying.
6. Operator Ignitus has 2-3 phrases per even (track number, wagon type, spellcast), it's just that it can randomly select the same phrase one hundred times in a row.
7. Thank you for that. We're currently testing the behavior.
8. Thank you for that. Didn't think anyone could jump this high and far.
As per suggestions:
1. These trials were never meant to be obligatory or to lead to frustration and despair. Some people may have a hard time completing those, and we're okay with that. Hence why it's a "tutorial". It doesn't throw you into a pit with unknown mechanics, creatures and whatnot. You understand the basic concept behind the map after completing it.
2. Back to point one. This mini boss was never intended to be or designed as an encounter. It just comes to show you how different particle effects are used to distinguish different effects, and which colors represent what. How abilities are being casted, and how you can identify the boss is starting to channel them even if you disable to effects altogether. It was never meant to give a hard time to anyone, but some people had.
3. I have no clue, not in the slightest how you manage to pass items to creatures with disabled loot pickup.
4. Empty loot chest after defeating Kormog was a bug and we addressed the issue in 2.1, if I'm not mistaken.
5. Challenger mode was the intended mode to be played. This was the initial design. Given the reasoning of point one, we've decided to build around a scaled-down difficulty to allow players whom are less familiar with these types of map have fun as well.
Check out my ongoing project: https://github.com/srQianna/Adventure
Update 2.3:
Update 2.3 is available through the download link
Check out my ongoing project: https://github.com/srQianna/Adventure
Hello again. Got on the Overseer Naara encounter. What I meant before is not illusions, but hatchlings. Also they seem to get damage from Naara's own abilities.
Also, I got defeated by her (Normal Difficulty), then walked into the encounter again. I started fighting her, but no health bar (I mean the description how many health she has just above health bar), then she dissapeared (as normal), but no portals has been opened for me to defeat her friends. I cannot do anything, but Hearthstone.
EDIT:
Sometimes (on all bosses), the boss will stand for 3-7 seconds still (voice lines will go through) and then charge to you and attack multiple times. You can't do anything about that unless you will notice the boss's lag and just press shield and aim at the boss.
EDIT 2:
On versions above 2.0 (It is versions 2.1,2.2,2.3) player will start the map with the Dungeon Journal instead of Tutorial Journal.
EDIT 3: Sike again.
Defeated Kormog on normal difficulty (Version 2.3), no chest with loot spawned.
I've tested the issue with you being unable to see hear health tracker and teleporting, and this is caused by how the trigger works on all encounters. When she resets, she spawns with invulnerability and invisibility. When you attack, the encounter updates and triggers combat, but since player had dealt no damage it doesn't update players as well. Will be addressed in 2.4.
Hatchlings don't attack because back to points I made previous, we haven't found a way to reliable control targets for passive mobs, and so the player has to aggro them by himself, unfortunately.
Naara's abilities do apply certain effects on her Hatchlings, it's intended.
E1: When bosses stand still then charge dealing multiple attacks is caused by Minecraft skipping ticks. There's no way around that since it essentially has too many data to handle and can't process it fast enough to update the game as "intended".
E2: Tested on a fresh world @ Update 2.3, received "Tutorial Journal" on first login. If you've already completed the tutorial, updating won't reset any progress and you shouldn't receive a tutorial journal.
E3: Tested on a fresh world @ Update 2.3, no empty chests spawned
Check out my ongoing project: https://github.com/srQianna/Adventure