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CivEx Development Update 11
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Introduction

Hey everyone,

/u/bbgun09 and I have been working hard over the past few weeks to bring stuff to you. Iā€™ll start off by talking about some of our new enchantments and wrap up the post with a beta progress report.


Enchanting Update

Our enchanting plugin has really been coming along over the past two weeks thanks to Github contributions from Woodlock. If you havenā€™t already read about how the new enchanting system will work, check out Dev Update 8

Keep in mind that any values listed can be changed easily and if people bring up concerns Iā€™ll tweak them for beta. If I donā€™t list values yet, take that to mean Iā€™m looking for suggestions. The beta is meant to be a testing ground to see how players might use these features on the real deal.

Finally, keep in mind that almost all vanilla enchantments are still able to rolled (mending has been removed). Even enchantment combinations that werenā€™t possible before, like Protection Projectile Protection, or Sharpness Smite, are now possible since Protection and Sharpness are infusion effects rather than enchantments.

A few people expressed concern about the difference between enhancement and enchantment. Iā€™m considering renaming ā€œenhancementā€ to ā€œinfusionā€ to make this more clear, thoughts?

New Enchantments

Tool Enchantments

  • Mutandis (3): Chance for alternative block types to drop, eg diorite from stone, clay from gravel, sandstone from sand.

  • Natureā€™s Bounty (5): Very small chance for bonus drops to occur, eg bonus logs from logs, ores from stone, clay from sand/gravel.

Axe Enchantments

  • Timber (5): Chops down logs above the block broken. 2 additional logs per level. Does not work with reinforced blocks.

  • Woodsman (3): Chance to drop additional wooden planks.

  • Carpentry (): Chance to drop fences/sticks.

  • Appleseed(): Small chance to drop apples.

Shovel Enchantments

  • Sifting(): Not yet implemented

  • Bricklayer(): Chance to drop bricks/terracotta from clay

Pickaxe Enchantments

  • Iron Affinity (5): Drops multiple iron ore fragments instead of iron ore when broken.

  • Gold Affinity (5): Drops multiple gold ore fragments instead of gold ore when broken.

  • Auto Smelt (3): Automatically smelts ore drops.

  • Demolishing (5): Cobblestone no longer drops from stone breaks. Chance to drop gravel from stone based on level.

  • Crystal Attunement (3): Gives a short burst of haste after mining any crystal blocks (diamond ore, emerald ore, quartz ore)

  • Emerald Resonance (3): Passively increased EXP gains from mining emerald ore. Also has a chance for emeralds to shatter, dropping only 1-2 emerald fragments and massively increased EXP drops.

  • Proficient (5): Occasionally drops small amounts of exp from mining stone.

  • Stonemason (5): Bonus cobblestone drops, and bonus drops of stone variants.


Sword Enchantments

  • Lifesteal (3): Small chance to heal Ā½ heart on hitting an enemy.

  • Rage (3): Every 5th uninterrupted hit deals 25% increased damage. Not yet implemented

  • Soul Taker (1): Removes slain players bed spawn locations.

  • Corrosive (3): Chance to deal increased durability damage.

  • Lightbane (3): Increased damage dealt to fire/light themed mobs.

  • Hellfire (3): Increased damage to burning targets, chance to reduce the duration of the defenderā€™s fire resistance effects.

  • Headhunter (3): Chance to drop heads on kill.

Bow Enchantments

  • Far Shot (3): Increased damage at long range based on level and range interval. Bow must be fully charged.

  • Point Blank (3): Increased damage at short range based on level and range interval. Bow must be fully charged.

  • True Shot (3): Small flat damage increase to all targets. Very high chance to counter the effects of Evasive.

  • Hunterā€™s Blessing (3): Increased food drops from slain mobs.

  • Hunterā€™s Mark (3): Not yet implemented, will mark players to take increased damage from other sources.

Armor Enchantments

  • Evasive (3): Small chance to dodge incoming attacks, nullifying their damage.

  • Vitality (3): Small amounts of health regeneration over time based on the level of vitality on all equipped armor.

  • Vigor (3): 0.33 max health increase per level, up to 3 additional hearts.

  • Second Wind (3):

  • Last Stand (3):

  • Adrenaline (3): Brief speed boost upon reaching low health.

  • Divine Intervention (3):

  • Endurance (3): 0.15 flat damage reduction per level, stacks with endurance on all armor pieces.


Beta Progress

Weā€™ve been making great progress on getting a beta up and running for you guys. Right now we have a server that should support the amount of players we expect for the beta, equipped with nearly all the necessary plugins and with custom worlds (which have been reconfigured to better work with our current setup on the beta).

The beta will be, more or less, a feature complete test run of the real thing. Weā€™ll be setting it up with custom worlds (though not quite as good as the real thing) and spending a similar amount of time setting up resource distribution and tech trees. It will have pretty much everything that you will see on the live server. However, we will be fleshing things out throughout the beta by adding new mobs and enchantments based on community feedback and how we see players interact with and within the game world. A complete beta feature list will be announced closer to the beta launch.

The beta server will not have any lore or structures that are canon to the real server (though most of the mobs will be). Weā€™re saving all of that for the real thing, and will continue working on it throughout the beta.

I plan to give at least a weekā€™s notice for the beta launch, which most likely will occur on a Friday or Saturday afternoon. Itā€™s difficult for me to give an accurate date ahead of time because my schedule is volatile and most of the work depends on me getting stuff done. Since the beta is a fully equipped server and there are still significant challenges that will come afterward (read, a shitton of map work), I expect the beta to last more than a month.

My full to-do list of what still needs to be done to get the beta server ready for launch is about a page long. Here is the brief synopsis:

  • Complete resource planning overview.
  • Configure MythicMobs spawning and touch up mob drops.
  • Complete HiddenOre planning, configuration, and testing.
  • Complete RealisticBiomes planning and configuration.
  • Complete all RecipeManager edits and plan out all crafting recipes, including those for new potions.
  • Complete all Brewery recipes needed for potions as well as any quick work arounds when Brewery inevitably decides not to play nice.
  • Draft a post for community feedback on Bastion/Citadel/ExilePearl configuration as well actually implement said configurations.
  • Setup a centralized system for bug reporting.

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