I just remembered another bug that I forgot to mention. In the mods page on the title screen, Minecraft forge says that AoA's version number is 2.3, not 2.4B
Solved the dreaded screen shake when healing from nethengeic armour
Always the most annoying thing -.-
Can anyone else think of other items that caused the screen shake while healing?
Huh, I always thought that was an issue with vanilla minecraft that just couldn't be fixed in general.
Aside from the Nethengeic armour, the Commander armour also has the increased healing speed.
Just one little quality of mod request: Can the bosses finally get Spawn Eggs? Mob Battles that have to use summon codes all the time are so annoying.
There already are spawn eggs for bosses in the 2.5 snapshot.
Anyway, Scimiguy, if you're reading this, would it be possible to make it so that spawning Craexxeus with a spawn egg will also spawn his altar? The first phase of his fight revolves around his boss altar and spawning him without it using something like a spawn egg (or the summon command) causes things to bug out (both you and Craexxeus get TP'd to the void).
Distorters (from the Abyss) will spawn on half slabs. They appear to be missing the code that prevents other mobs from spawning on half-slabs.
Fade mass-duplication glitch: if a Fade is set on fire, (or possibly poisoned/withered), it will mass clone until there are hundreds of Fade, potentially crashing the game.
Mending table exploit: It is possible to use a Mending Table plus Magic Mending Solution to change items with metadata th the item with metadata 0. For example, changing lapis lazuli into an ink sac.
Corallus Shots name is broken.
Rosidons should be disabled in certain dimensions - check to make sure that they are. According to their 2.5 snapshot code, they should be disabled in Ancient Cavern, Immortallis, Labricon, and the Deeplands.
The Army Block, Graw Altar, and Creep Altar can be mined up.
In the 2.5 snapshot, Xolova made it so the Dustopian Lamps turn off when you activate the Primordial Shrine.
Not sure if its been fixed or not, but many flying mobs will not despawn on Peaceful difficulty. These include: Airhead, Valkyrie, Polytom, Anemia, Construct of Terror, Volar, Voliant, and Graw.
Mobs with the ground-based flying AI will fly off into outer space if the player aggros them, then leaves their search radius. Examples of mobs who do this: Stinger, Nightfly, Modulo, Creepird, Seeker, Angelica, Surveyor, Fungat, Flye, Gingerbird, Construct of Flight, Explodot, Visular, Visulon, Nightwing, Duston, Tharafly, Echodar, Dracyon, Gyro, Crystocore, and Cotton Candor. This is especially a serious bug with the bosses.
ANCIENT CAVERN:
The boss shrines can be broken.
If the player does not meet the requirements to fight an Ancient Cavern boss, and tries to use the shrine, the shrine does not make mention of the tribute requirement for fighting the bosses (it just mentions the skill requirement).
The Ancient Cavern boss respawning is wonky. Sometimes they spawn outside their chamber and fall into the void, other times they fail to respawn for a long time.
My personal suggestion: make them respawn in the center of their chamber always, if possible.
The Reef Staff can be used in the Ancient Cavern. It should be disabled just like the Formation Staff is.
Not sure about this one, but check to make sure that rosidons can't be used in the Ancient Cavern.
The Ancient Cavern bosses will despawn on Peaceful difficulty, never to return
IMMORTALLIS:
The spawners in the Immortallis can be broken. This is especially noticeable for the Goldus, Goldum, Shavo, Fenix, and Visage spawners - which are all out in the open. (in the Goldus/Goldum case, breaking the spawners prevents progression).
Not sure about this one, but check to make sure that rosidons can't be used in the Ancient Cavern.
The Reef Staff can be used in the Immortallis. It should be disabled just like the Formation Staff is.
Another note to think about: Immortallis is not very multiplayer friendly. If you have two people in the same room, and they both enter the boss room, it will spawn two bosses.
- bosses' health bars occasionally appear to have a brownish red tint that should not be there.
- (not sure if this is a bug, but something that should be changed anyways) bosses stop attacking if you get far from them, just like regular mobs do. This means that it is very easy to cheese most of them, sometimes by accident since the first reaction when health is low is to run away
- most flying bosses (Dracyon, Gyro, Cotton Candor, Crystocore, Shadowlord, etc) cannot fly downwards. This becomes a pretty big problem since they can end up being high in the air quite easily.
- (not a bug, but again, something that should be changed anyways) Shadowlord should be able to fly through blocks. Due to the way the Abyss generates, he gets stuck on the trees, and I'm pretty sure it is supposed to be a battle against a flying demon, not a big black cat stuck on a tree simulator.
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Hmm... If I'm not mistaken, a long time ago I found out that the NPCs at the beginning of Immortallis (or in any generated structure for that matter) don't come back if you kill them unless you reset the dimension manually in the world files.
I'm not sure I understand what you mean Skele?
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Not for now. I'm focussing on getting everything fixed and fully operational first before I look at that.
On an unrelated note..
I've had a look at the dropping into void issue after rebooting a server while in another dimension..
The fix is.. pretty complicated.
For now, I've thrown in a catch that will hopefully prevent you from falling into the void - but you will still end up at x:0, z:0.
I'll look into it further in the future
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I just remembered another bug that I forgot to mention. In the mods page on the title screen, Minecraft forge says that AoA's version number is 2.3, not 2.4B
It's good to read these words.
Edit: I meant it is good to know there are potential plans beyond fixing bugs.
Apparently I've been here since page 1087, huh.
Oh god, 4 years I've been here.
PK Love
Solved the dreaded screen shake when healing from nethengeic armour
Always the most annoying thing -.-
Can anyone else think of other items that caused the screen shake while healing?
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Huh, I always thought that was an issue with vanilla minecraft that just couldn't be fixed in general.
Aside from the Nethengeic armour, the Commander armour also has the increased healing speed.
PK Love
It is an issue with vanilla Minecraft, yes.
But... that doesn't mean I can't fix it
Fixed commander armor too, thanks
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You obviously know what you're doing.
PK Love
Fixed unbreakable blocks not being so unbreakable against explosions
While I'm at it - the wiki page for immortallis mentions that minions cause problems in immortallis too...
Does anyone have any further description on this one? Do they have to be doing certain things to break it? How do they break it?
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If Minions defeat the boss Flash, then he won't drop any loot (beside progress coin).
Fixed that, cheers silence
I'm pretty much running out of bugs to fix now
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Just one little quality of mod request: Can the bosses finally get Spawn Eggs? Mob Battles that have to use summon codes all the time are so annoying.
If regular is Vanilla then what flavor is your Minecraft?
There already are spawn eggs for bosses in the 2.5 snapshot.
Anyway, Scimiguy, if you're reading this, would it be possible to make it so that spawning Craexxeus with a spawn egg will also spawn his altar? The first phase of his fight revolves around his boss altar and spawning him without it using something like a spawn egg (or the summon command) causes things to bug out (both you and Craexxeus get TP'd to the void).
Please, call Me Cruuk.
Here are some more bugs that need fixing:
ANCIENT CAVERN:
IMMORTALLIS:
Another note to think about: Immortallis is not very multiplayer friendly. If you have two people in the same room, and they both enter the boss room, it will spawn two bosses.
more bugs to be posted
Excellent, thanks silence.
I've already fixed the spawner breaking one in immortallis, but the rest I'll get onto soon! It's shaping up really well.
As for the ancient cavern bosses not respawning or falling into the void..
I've fixed the falling into the void one - but I can't seem to replicate the not respawning one.
Maybe we'll just have to see if it's fixed when I fixed the void problem
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Three more boss related bugs I just remembered:
- bosses' health bars occasionally appear to have a brownish red tint that should not be there.
- (not sure if this is a bug, but something that should be changed anyways) bosses stop attacking if you get far from them, just like regular mobs do. This means that it is very easy to cheese most of them, sometimes by accident since the first reaction when health is low is to run away
- most flying bosses (Dracyon, Gyro, Cotton Candor, Crystocore, Shadowlord, etc) cannot fly downwards. This becomes a pretty big problem since they can end up being high in the air quite easily.
- (not a bug, but again, something that should be changed anyways) Shadowlord should be able to fly through blocks. Due to the way the Abyss generates, he gets stuck on the trees, and I'm pretty sure it is supposed to be a battle against a flying demon, not a big black cat stuck on a tree simulator.
But cat in tree simulator sounds so fun!
Thanks Diamond - added it all to the list
Keep em coming guys, everything that you guys post that needs to be fixed is being fixed
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Hmm... If I'm not mistaken, a long time ago I found out that the NPCs at the beginning of Immortallis (or in any generated structure for that matter) don't come back if you kill them unless you reset the dimension manually in the world files.
I'm not boring, you're boring.
Fixed that already, and fixed all the blocks being breakable too
Thanks
I'll post my current bug fix list tomorrow most likely
Developer of Advent of Ascension
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