1.6.4

Ars Magica 2 - Version 1.2.0.021 (Updated July 19)

  • #1708
    I have liked Ars Magica so far. But I'm not sure about that new Sigil things. I think I hate it. I hope it can be disabled.
  • #1709
    Quote from Vaygrim

    Maybe I am missing it somewhere but... is there a way to move the AM2 GUI elements around while 'in game', or am I required to do it via config file?


    Use the /amuicfg command
    Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
    And by the way; Who is John Galt?
  • #1710
    Quote from Corbent

    I have liked Ars Magica so far. But I'm not sure about that new Sigil things. I think I hate it. I hope it can be disabled.


    Wow really? You haven't even tried it. If its the principle of automation you hate, then just don't use it. Lots of people like automation, which is better than the dull repetitiveness of farming and gathering wood. This is magic, we have better things to do. These Sigils look hard to make, and are a welcome reward for high level magi.

    Thank you Mithion.

    For anyone else, care to explain what the Accelerate spell does, and what it goes well with?
  • #1711
    Quote from DarkSteamy

    Wow really? You haven't even tried it. If its the principle of automation you hate, then just don't use it. Lots of people like automation, which is better than the dull repetitiveness of farming and gathering wood. This is magic, we have better things to do. These Sigils look hard to make, and are a welcome reward for high level magi.

    Thank you Mithion.

    For anyone else, care to explain what the Accelerate spell does, and what it goes well with?


    I find that degree of automation ridiculous.

    And the "hard to make" aspect has been discussed in a lot of other places (specially equivalent exchange) and I'm on the side that "the fact an item is ridiculously expensive to make doesn't mean it doesn't break the game".

    I would like a config line to disable sigils in my server.
    Last edited by Corbent: 12/4/2013 2:30:36 PM
  • #1712
    Quote from Corbent

    I find that degree of automation ridiculous.

    And the "hard to make" aspect has been discussed in a lot of other places (specially equivalent exchange) and I'm on the side that "the fact an item is ridiculously expensive to make doesn't mean it doesn't break the game".

    I would like a config line to disable sigils in my server.


    It was stated somewhere that it would be allowed to disable it in some form or shape, no need to get bent out of shape over a little time saver.

    There was even talk of splitting it off into an add-on mod.

    Personally I'm all for something that means I get more time exploring and building and less time spent on harvesting hundreds of trees and picking berries all my life, but some people want to spend more time on everything I can understand that simple fact.
    Last edited by Malexion: 12/4/2013 2:38:16 PM
  • #1713
    Quote from Corbent
    I find that degree of automation ridiculous.And the "hard to make" aspect has been discussed in a lot of other places (specially equivalent exchange) and I'm on the side that "the fact an item is ridiculously expensive to make doesn't mean it doesn't break the game".I would like a config line to disable sigils in my server.
    I agree. Even if it's expensive, its just too simple. If I want to make a tree farm, I want to struggle to think of how I can use the resources I have in a combination of machines that will complete my task. These sigils, although expensive, remove the entire problem solving aspect of figuring out how to make an automated farm. And yeah what does Accelerate do?
    Last edited by BobMowzie: 12/4/2013 7:29:56 PM
  • #1714
    sorry im posting so much but i have a lot of questions :)

    is there some way i accidentally turned off ars magica worldgen?
    i KNOW i haven't turned off world structures because i found a village in my world. it said that there was some in the compendium are they just really super rare? ive played ars magica 1 and they were really common but now i havent found one in AM 2

    and thanks for the way to check your affinities mithion diamond for you! :DORE:

    wow you posted that right while i was typing mine :)
    Last edited by geometricnut: 12/4/2013 3:20:59 PM
  • #1715
    Quote from Thyrllann

    Use the /amuicfg command

    Yeah ran across that in an earlier post. Needless to say, I feel a tad silly heh. I could actually have GUESSED that command it is so easy.

    Ah well, thanks for the response!
  • #1716
    Are the Greater and on up mana potions craftable yet or am I doing it wrong?
  • #1717
    Quote from Kaligraphy

    Are the Greater and on up mana potions craftable yet or am I doing it wrong?
    what do you mean?
    Quote from Corbent

    I have liked Ars Magica so far. But I'm not sure about that new Sigil things. I think I hate it. I hope it can be disabled.


    i dont think I would like to play on a server with disabled things. :(
  • #1718
    Quote from geometricnut
    what do you mean?


    You can make the lesser, standard and infused potions, but not the greater, epic and legendary potions. And if you can, how? I read the compendium but nothing I've tried is working.

    EDIT: Well I fail. Just noticed in the latest patch notes that:
    Added alternate crafting recipes for potions because brewing is messed up
    Last edited by Kaligraphy: 12/5/2013 3:58:32 AM
  • #1719
    Some of those sigils would be very problematic for servers. So yes, it would be a dealbreaker if you couldn't prevent someone from levelling your buildings from a chunk away with a Flat Earth sigil. The others don't seem terrible but the ones that modify the environment directly will be problematic.
  • #1720
    Quote from Mithion

    AM2 1.1 Patch Notes (So Far)
    =========================================

    New Stuff:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    • Added sigil system
      • Sigil Stand
        • this is needed to use sigils at all, sigils are applied to this block. Multiple sigils can exist on the same stand (max 3)
        • sigils can be disabled with redstone
        • All sigils can be upgraded by making an inlay ring around the sigil stand. Gold > Iron > Redstone. Different things are upgraded with each specific sigil, but almost all share a range upgrade of some sort.
        • The compendium will have more detailed information
      • Sigil of the Felled Oak
        • Slowly cuts down trees in a 9x9 around it
      • Sigil of Nature's Bounty
        • Increases growth rate of plants in a 9x9 around it
      • Sigil of Gentle Rains
        • Hydrates soil in a 9x9 around it
      • Sigil of the Flat Lands
        • Breaks all full blocks above it in a 9x9x4 radius (starting at the sigil itself, moving up)
      • Sigil of the Packed Earth
        • Fills all spaces below it in a 9x9x4 radius (starting at the sigil itself, moving down)
      • Sigil of Butchery
        • Kills animals within a 9x9 if there are more than 2 of that specific animal detected
      • Sigil of Progeny
        • Causes animals within a 9x9 to mate periodically
      • Sigil of Containment
        • Creates an invisible 9x9 barrier that non-players cannot leave
        • Stacks with Sigil of Interdiction
      • Sigil of Interdiction
        • Creates an invisible 9x9 barrier that non-players cannot enter
        • Stacks with Sigil of Containment
      • Sigil of the Light
        • Causes the Sigil Stand to emit light, and also creates lights in a 16x16 range
      • Sigil of Lunar Tides
        • Attracts Moonstone meteors in a 128x128 radius
    • Added Magic Broom
      • Picks up items within a radius and deposits them in its assigned chest
    • Added alternate crafting recipes for potions because brewing is messed up
    • Added AM ores to ore dictionary
    • Added magician's workbench
      • Remembers recipes for the last 8 things that have been crafted on it, has internal inventory and has multiple crafting grids
      • Can be upgraded to do better things
    • Added Everstone
      • Can be "broken" but will slowly regenerate (time is configurable)
      • Can be reclaimed with a crystal wrench
      • Can mimic any standard block that doesn't use a custom renderer
    • Added Witchwood Forest Biome
    • Added Liquid Essence Lakes that spawn in magical biomes making liquid essence much more prevalent
    • Added a config option to disable worldgen entirely in specific dimensions
    • Added a variant to illusion blocks that is always passable and doesn't lose its texture with true sight (named Ethereal Illusion Blocks)
      • It still emits particles with true sight, however.
    • Added "Drown" component for water magi
    • Shuffled the offense tree around
    • Added IMC support for blacklisting mob spawns in either biomes or dimensions
      • Send AM's Entity class name to blacklist and the biome or dimension ID
      • Biome: "bsb", "EntityDryad|22"
      • Dimension: "dsb", "EntityDryad|22"
    • Added the rest of the Boss Drop Items for the current bosses in the mod
      • Winter's Grasp
      • Arcane Spellbook
      • Fire Antenna
      • Earth Armor
      • Water Orbs
      • Air Sled
    • Added config for "ID Range" (one for blocks, one for items)
      • this causes AM to use the configured number as the start of its range when re-generating configs
      • this should make it easier for server owners to re-assign item ID ranges
      • set this config, then delete all the configs for block IDs and item IDs
      • when you re-run the game, the configs will begin at the number you specified and then increment from there
    • Added a config option for UI only visible when spell/spell book is equipped.
    • Added a config option for UI to turn the armor display off/on
    • Added Affinity UI
      • Occulus Page for detailed info
      • shows each icon and depth
      • mousing over the icon shows current advantages/disadvantages
      • In-game HUD that shows your primary/secondary affinity + depth
      • can be further configured with /amuicfg (show numerics)
    • Templated in Armor XP Infusion
      • This is not fully implemented yet (targetting 1.1.1)
      • Armors currently just sit hardcoded at 50% power
      • Compendium reflects this
    • Implemented Binding Shape
    Old Stuff That's Different:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    • Calefactors now implement ISidedInventory, so hoppers and pipes should work just fine. Any side can import/export.
    • Arcane reconstructor now implements ISidedInventory
    • Halved the mana cost of beam spells
    • Buffed the higher tier mana potions
    • Standard Illusion Blocks respond much more accurately to True Sight, texture wise.
    • Life tap now only applies to the caster, even if targeting others. Beware!
    • With the exception of Telekinesis and Attract (due to their special functionality and more or less requiring channeled), channeled spells now only affect the caster, and apply their effect more slowly
    • The Grow spell component now works on sand, making desert novas renewable.
    • The AoE shape now targets a radius even on Diminished
    • Slightly increased moonstone meteor spawn chance
    • Baby Hecates now render smaller than their adult counterparts
    • Spell recipe books include blank rune and spell parchment
    • Spell recipe books now list components in order
    • Compendium indicates that light nexus only charges during the day unless moonstone caps
    • Compendium is more clear where vinteum torches go with the earth guardian
    • Boosted the amount of poison/wither damage resistance that ender affinity grants from 50% to 75% (at max depth)
    • The crafting altar block now changes its underlying texture to blend in with the rest of the multiblock
    Things that don't break anymore:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    • Fixed Chain so it works properly after other shapes
    • Fixed a duplication bug with Dig
    • Fixed a crashing bug with the compendium and certain recipes, such as reflect
    • Fixed the compendium timing bug
    • Fixed a bug with MCPC+ that caused data duplication in the player's SpellKnowledge file
    • Fixed forward/flee behavior in particle emitters
    • Fixed the Seventh Sanctum suggestions
    • Added packets for spell client particles/sounds
    • Fixed the compendium text spacing issues due to optifine
    • Fixed a visual bug where the XP bar would overflow
    • Fixed the bug where a summon spell would summon thousands of the same creature and then crash the game
    • Fixed a bug with AoE+Dig digging behind walls under certain circmstances
    • Many MANY other little bug fixes

    ... *waggles eyebrows*


    This looks great! I can't wait for this to come out. I'm especially looking forward to the boss specific drops and the new workbench. One quick question, and I know this has been answered several times, but what about worldgen? You say that you can disable it in the new version, but I thought it wasn't implemented yet? Unless you mean trees/flowers?
  • #1721
    Quote from macedonia1996

    I think he means you can disable worldgen for different dimensions. I know someone has been asking mithion for a way to make it so AM2 doesn't make any world gen happen in galaticcraft or something of that sort.
  • #1722
    Quote from Hague

    Some of those sigils would be very problematic for servers. So yes, it would be a dealbreaker if you couldn't prevent someone from levelling your buildings from a chunk away with a Flat Earth sigil. The others don't seem terrible but the ones that modify the environment directly will be problematic.


    If it uses the forge block break event and some anti-greif mod checks for the same events it would probably be fine.

    Quote from Mithion

    AM2 1.1 Patch Notes (So Far)
    =========================================

    New Stuff:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    • Added sigil system
      • Sigil Stand
        • this is needed to use sigils at all, sigils are applied to this block. Multiple sigils can exist on the same stand (max 3)
        • sigils can be disabled with redstone
        • All sigils can be upgraded by making an inlay ring around the sigil stand. Gold > Iron > Redstone. Different things are upgraded with each specific sigil, but almost all share a range upgrade of some sort.
        • The compendium will have more detailed information
      • Sigil of the Felled Oak
        • Slowly cuts down trees in a 9x9 around it
      • Sigil of Nature's Bounty
        • Increases growth rate of plants in a 9x9 around it
      • Sigil of Gentle Rains
        • Hydrates soil in a 9x9 around it
      • Sigil of the Flat Lands
        • Breaks all full blocks above it in a 9x9x4 radius (starting at the sigil itself, moving up)
      • Sigil of the Packed Earth
        • Fills all spaces below it in a 9x9x4 radius (starting at the sigil itself, moving down)
      • Sigil of Butchery
        • Kills animals within a 9x9 if there are more than 2 of that specific animal detected
      • Sigil of Progeny
        • Causes animals within a 9x9 to mate periodically
      • Sigil of Containment
        • Creates an invisible 9x9 barrier that non-players cannot leave
        • Stacks with Sigil of Interdiction
      • Sigil of Interdiction
        • Creates an invisible 9x9 barrier that non-players cannot enter
        • Stacks with Sigil of Containment
      • Sigil of the Light
        • Causes the Sigil Stand to emit light, and also creates lights in a 16x16 range
      • Sigil of Lunar Tides
        • Attracts Moonstone meteors in a 128x128 radius
    • Added Magic Broom
      • Picks up items within a radius and deposits them in its assigned chest
    • Added alternate crafting recipes for potions because brewing is messed up
    • Added AM ores to ore dictionary
    • Added magician's workbench
      • Remembers recipes for the last 8 things that have been crafted on it, has internal inventory and has multiple crafting grids
      • Can be upgraded to do better things
    • Added Everstone
      • Can be "broken" but will slowly regenerate (time is configurable)
      • Can be reclaimed with a crystal wrench
      • Can mimic any standard block that doesn't use a custom renderer
    • Added Witchwood Forest Biome
    • Added Liquid Essence Lakes that spawn in magical biomes making liquid essence much more prevalent
    • Added a config option to disable worldgen entirely in specific dimensions
    • Added a variant to illusion blocks that is always passable and doesn't lose its texture with true sight (named Ethereal Illusion Blocks)
      • It still emits particles with true sight, however.
    • Added "Drown" component for water magi
    • Shuffled the offense tree around
    • Added IMC support for blacklisting mob spawns in either biomes or dimensions
      • Send AM's Entity class name to blacklist and the biome or dimension ID
      • Biome: "bsb", "EntityDryad|22"
      • Dimension: "dsb", "EntityDryad|22"
    • Added the rest of the Boss Drop Items for the current bosses in the mod
      • Winter's Grasp
      • Arcane Spellbook
      • Fire Antenna
      • Earth Armor
      • Water Orbs
      • Air Sled
    • Added config for "ID Range" (one for blocks, one for items)
      • this causes AM to use the configured number as the start of its range when re-generating configs
      • this should make it easier for server owners to re-assign item ID ranges
      • set this config, then delete all the configs for block IDs and item IDs
      • when you re-run the game, the configs will begin at the number you specified and then increment from there
    • Added a config option for UI only visible when spell/spell book is equipped.
    • Added a config option for UI to turn the armor display off/on
    • Added Affinity UI
      • Occulus Page for detailed info
      • shows each icon and depth
      • mousing over the icon shows current advantages/disadvantages
      • In-game HUD that shows your primary/secondary affinity + depth
      • can be further configured with /amuicfg (show numerics)
    • Templated in Armor XP Infusion
      • This is not fully implemented yet (targetting 1.1.1)
      • Armors currently just sit hardcoded at 50% power
      • Compendium reflects this
    • Implemented Binding Shape
    Old Stuff That's Different:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    • Calefactors now implement ISidedInventory, so hoppers and pipes should work just fine. Any side can import/export.
    • Arcane reconstructor now implements ISidedInventory
    • Halved the mana cost of beam spells
    • Buffed the higher tier mana potions
    • Standard Illusion Blocks respond much more accurately to True Sight, texture wise.
    • Life tap now only applies to the caster, even if targeting others. Beware!
    • With the exception of Telekinesis and Attract (due to their special functionality and more or less requiring channeled), channeled spells now only affect the caster, and apply their effect more slowly
    • The Grow spell component now works on sand, making desert novas renewable.
    • The AoE shape now targets a radius even on Diminished
    • Slightly increased moonstone meteor spawn chance
    • Baby Hecates now render smaller than their adult counterparts
    • Spell recipe books include blank rune and spell parchment
    • Spell recipe books now list components in order
    • Compendium indicates that light nexus only charges during the day unless moonstone caps
    • Compendium is more clear where vinteum torches go with the earth guardian
    • Boosted the amount of poison/wither damage resistance that ender affinity grants from 50% to 75% (at max depth)
    • The crafting altar block now changes its underlying texture to blend in with the rest of the multiblock
    Things that don't break anymore:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    • Fixed Chain so it works properly after other shapes
    • Fixed a duplication bug with Dig
    • Fixed a crashing bug with the compendium and certain recipes, such as reflect
    • Fixed the compendium timing bug
    • Fixed a bug with MCPC+ that caused data duplication in the player's SpellKnowledge file
    • Fixed forward/flee behavior in particle emitters
    • Fixed the Seventh Sanctum suggestions
    • Added packets for spell client particles/sounds
    • Fixed the compendium text spacing issues due to optifine
    • Fixed a visual bug where the XP bar would overflow
    • Fixed the bug where a summon spell would summon thousands of the same creature and then crash the game
    • Fixed a bug with AoE+Dig digging behind walls under certain circmstances
    • Many MANY other little bug fixes

    ... *waggles eyebrows*


    Quite the staggering list of changes and fixes O.O , I do have a few questions though:

    Are affinity tomes integrated at this in dungeon chests or mob drops at this point or no?

    What exactly is Armor XP Infusion?

    Any thoughts about a chunkloading sigil or is that something that is un-needed or not practical?

    Would there be upgrades or seperate sigils that could have more player interaction in similar fashions to the Sigil of Containment and the Sigil of Interdiction? Anti-greifing means so to speak.

    Thoughts on inventory sigils for chests?
    Last edited by Malexion: 12/4/2013 11:07:10 PM
  • #1723
    Wow. That is one heck of an update list. The sigils look awesome. I can't wait. :D
  • #1724
    Is there a way to change spell icons that I'm missing? It seems that whenever you create a new spell, you get one chance to choose it's icon, but after that you're stuck with it unless you make another one.
  • #1725
    Quote from Mithion

    AM2 1.1 Patch Notes (So Far)
    =========================================

    New Stuff:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    • Added sigil system
      • Sigil Stand
        • this is needed to use sigils at all, sigils are applied to this block. Multiple sigils can exist on the same stand (max 3)
        • sigils can be disabled with redstone
        • All sigils can be upgraded by making an inlay ring around the sigil stand. Gold > Iron > Redstone. Different things are upgraded with each specific sigil, but almost all share a range upgrade of some sort.
        • The compendium will have more detailed information
      • Sigil of the Felled Oak
        • Slowly cuts down trees in a 9x9 around it
      • Sigil of Nature's Bounty
        • Increases growth rate of plants in a 9x9 around it
      • Sigil of Gentle Rains
        • Hydrates soil in a 9x9 around it
      • Sigil of the Flat Lands
        • Breaks all full blocks above it in a 9x9x4 radius (starting at the sigil itself, moving up)
      • Sigil of the Packed Earth
        • Fills all spaces below it in a 9x9x4 radius (starting at the sigil itself, moving down)
      • Sigil of Butchery
        • Kills animals within a 9x9 if there are more than 2 of that specific animal detected
      • Sigil of Progeny
        • Causes animals within a 9x9 to mate periodically
      • Sigil of Containment
        • Creates an invisible 9x9 barrier that non-players cannot leave
        • Stacks with Sigil of Interdiction
      • Sigil of Interdiction
        • Creates an invisible 9x9 barrier that non-players cannot enter
        • Stacks with Sigil of Containment
      • Sigil of the Light
        • Causes the Sigil Stand to emit light, and also creates lights in a 16x16 range
      • Sigil of Lunar Tides
        • Attracts Moonstone meteors in a 128x128 radius
    • Added Magic Broom
      • Picks up items within a radius and deposits them in its assigned chest
    • Added alternate crafting recipes for potions because brewing is messed up
    • Added AM ores to ore dictionary
    • Added magician's workbench
      • Remembers recipes for the last 8 things that have been crafted on it, has internal inventory and has multiple crafting grids
      • Can be upgraded to do better things
    • Added Everstone
      • Can be "broken" but will slowly regenerate (time is configurable)
      • Can be reclaimed with a crystal wrench
      • Can mimic any standard block that doesn't use a custom renderer
    • Added Witchwood Forest Biome
    • Added Liquid Essence Lakes that spawn in magical biomes making liquid essence much more prevalent
    • Added a config option to disable worldgen entirely in specific dimensions
    • Added a variant to illusion blocks that is always passable and doesn't lose its texture with true sight (named Ethereal Illusion Blocks)
      • It still emits particles with true sight, however.
    • Added "Drown" component for water magi
    • Shuffled the offense tree around
    • Added IMC support for blacklisting mob spawns in either biomes or dimensions
      • Send AM's Entity class name to blacklist and the biome or dimension ID
      • Biome: "bsb", "EntityDryad|22"
      • Dimension: "dsb", "EntityDryad|22"
    • Added the rest of the Boss Drop Items for the current bosses in the mod
      • Winter's Grasp
      • Arcane Spellbook
      • Fire Antenna
      • Earth Armor
      • Water Orbs
      • Air Sled
    • Added config for "ID Range" (one for blocks, one for items)
      • this causes AM to use the configured number as the start of its range when re-generating configs
      • this should make it easier for server owners to re-assign item ID ranges
      • set this config, then delete all the configs for block IDs and item IDs
      • when you re-run the game, the configs will begin at the number you specified and then increment from there
    • Added a config option for UI only visible when spell/spell book is equipped.
    • Added a config option for UI to turn the armor display off/on
    • Added Affinity UI
      • Occulus Page for detailed info
      • shows each icon and depth
      • mousing over the icon shows current advantages/disadvantages
      • In-game HUD that shows your primary/secondary affinity + depth
      • can be further configured with /amuicfg (show numerics)
    • Templated in Armor XP Infusion
      • This is not fully implemented yet (targetting 1.1.1)
      • Armors currently just sit hardcoded at 50% power
      • Compendium reflects this
    • Implemented Binding Shape
    Old Stuff That's Different:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    • Calefactors now implement ISidedInventory, so hoppers and pipes should work just fine. Any side can import/export.
    • Arcane reconstructor now implements ISidedInventory
    • Halved the mana cost of beam spells
    • Buffed the higher tier mana potions
    • Standard Illusion Blocks respond much more accurately to True Sight, texture wise.
    • Life tap now only applies to the caster, even if targeting others. Beware!
    • With the exception of Telekinesis and Attract (due to their special functionality and more or less requiring channeled), channeled spells now only affect the caster, and apply their effect more slowly
    • The Grow spell component now works on sand, making desert novas renewable.
    • The AoE shape now targets a radius even on Diminished
    • Slightly increased moonstone meteor spawn chance
    • Baby Hecates now render smaller than their adult counterparts
    • Spell recipe books include blank rune and spell parchment
    • Spell recipe books now list components in order
    • Compendium indicates that light nexus only charges during the day unless moonstone caps
    • Compendium is more clear where vinteum torches go with the earth guardian
    • Boosted the amount of poison/wither damage resistance that ender affinity grants from 50% to 75% (at max depth)
    • The crafting altar block now changes its underlying texture to blend in with the rest of the multiblock
    Things that don't break anymore:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    • Fixed Chain so it works properly after other shapes
    • Fixed a duplication bug with Dig
    • Fixed a crashing bug with the compendium and certain recipes, such as reflect
    • Fixed the compendium timing bug
    • Fixed a bug with MCPC+ that caused data duplication in the player's SpellKnowledge file
    • Fixed forward/flee behavior in particle emitters
    • Fixed the Seventh Sanctum suggestions
    • Added packets for spell client particles/sounds
    • Fixed the compendium text spacing issues due to optifine
    • Fixed a visual bug where the XP bar would overflow
    • Fixed the bug where a summon spell would summon thousands of the same creature and then crash the game
    • Fixed a bug with AoE+Dig digging behind walls under certain circmstances
    • Many MANY other little bug fixes

    ... *waggles eyebrows*


    Now that is one big list of update. A lot of cool things to, one of my favorites that I read was the special boss drops
    The knowledge of the arcane runs deep within my veins
  • #1726
    With all these cool new updates.. Powerfull spells... Is there ANYthung in there for the server Admin to be able to control the possible Pandora's box that could be unleashed? I notice MOST mods don't offer some kind of permission system at all.. So I assume in a balls to the wall enviornment where anything goes this would be fantastic, but say in a controlled server where there are zones that have plots and so forth.. is the only recourse to redesign the server? I personally use MCPC+ and most plugins come with some form of permission system and WorldGuard.. Going off of Hagues statement.. IS there some form of hook in there for servers that want to control some of these potential building leveling spells?
  • #1727
    I'm not sure if it has been reported or not but there is something wrong if you use Railcraft with AM2. Railcraft places invisible blocks where player stood and because of this you cant place light there.
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