Excerpts taken from today's Discord
discussion with Sharpcastle33
Sharpcastle33: First Light has all the programming work finished for it I already have 50 mobs and 100 alchemy ingredients Im focused on setting up drop and spawn tables for those ingredients and making sure I have enough ingredients to create my potion recipes and that I don't need another 10 or 20 or something
First Light will have a (public) custom map, new plugins including our Enchanting and Alchemy overhauls, 40 Regions, 50 MythicMobs, and some major crafting and mining changes, including a simplified FactoryMod system, cheaper Bastion crafts, two new ores, disabled Nether, and two new armor sets, and a new tool set.
First Light is going to be a rough release. There will be a lot of hotfixing MythicMobs in the first few days to change spawn rates and fix some issues with mobs being way too strong (or way too weak). I'm already encountering issues e.g. mobs with sword gain the swords damage that are unintended. Its also possible im being too conservative with enchanting orb drops so that may get hotfixed as well.
There are going to be some bugs with enchanting. Overall it will work but I wouldn't be surprised if there are many bugs that prevent some of the new enchantments from working correctly.
I'm not expecting many issues with Alchemy or any of our new crafting.
OH and final thing, if you find that there are no ores or mobs spawning after a restart, PM an admin to reload their respective configs. Its a known issue with a simple fix. THere will probably be a few restarts on the first day to apply hotfixes
First Light will also probably have some Fractures introduced to it part way through the iteration, as well as be a testing ground for how staff want to run events.
I want to do bug bounties but haven't laid out how yet other than that First Light is a fully featured CivEx release, it's just going to have the usual bumpy start in terms of broken things.
I'm hoping to have a polished release for 4.0 with a private custom map, Fractures ready for launch, double the MythicMobs, and likely a new content expansion
I'm going to start with 100 [player max] but to be completely honest with you I don't know how many players I will be able to handle.
If tps is bad I will lower cap.
If we reach cap I will instate 1 minute deathban to rotate players in/out.
We will also enable an afk kick ofc.
I'm hoping to be able to chaperone a launch weekend but its likely I'll only be able to be on call for a day.
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