Perms were completely redone (had to get a new perms plugin) and they are now working properly.
Ore drops had some updates to fix problems when ores are supposed to drop money. Diamond, lapis and emerald ore have a 50% chance of giving their drop and giving money in the range of 0-4 shards.
I encourage everyone to get on and play some during these starting periods so we can find any problems. I have also made things much easier to help people get started including suspending any town tax, giving extra starting money, relaxing town founding rules, leaving mobs off, having keep inventory on and giving out prizes for early players. In addition as I start getting skill trees set up all players will have temporary access to them to help with testing, balancing and to just get a feel for them. I'm planning to start with the archery tree.
As the prizes go I would like to start giving some of them out. I'll be getting in contact with those whom I've chosen soon and posting it here. Any returning mods and long time players may get their own villa as well to help flesh the world out. A villa is essentially your own private town.
Archery skills have been added! Use /skill list to see them and /skill info (name) to get a longer description. You can add a tag at the end to list specific skills, for example /skill list archery. Use /skill buy (skillname) to buy a skill. Right now they all cost one dirt, once there has been enough testing done they will be updated with their actual level costs and whatever prerequisites they may have.
Skills will be in groups and most will be ala carte. Some will have prerequisites. For example to use the cluster bomb arrow will require the pyrotechnics skill "explosive" and the archery skill "net arrow." Right now archery will have branches shared with pyrotechnics, alchemy and beastiary. There will be journeyman skills that require a certain percentage of a tree to unlock that will give some special bonuses.
I haven't spent a ton of time with it in a while being a bit burned out and busy with other things. I'll probably get more involved again in the winter. Just got back from a vacation so I'll have to start spending time on the server again.
Been a while since I've been very busy with the haunted house and all but November is fast approaching. I've been getting the Minecraft itch again and plan on getting on a lot more and updating things. Speaking of which the server is now running smoothly on 1.7.9. There has been a lot of uncertainty with the bukkit problems and all but replacements seem to be in the works such as Sponge. The server will continue using bukkit and 1.7.9 until a decent replacement is ready. Ive started laying some framework for the rail system and hope we can start to get things going again soon. See everyone of the server!
I've been slowing working on Arkruin! After watching the Hobbit with my neighbor I decided to really fresh out the city! When listening to Durin's Folk during the movie I realized what the city should be like. Like Erebor. A mountainous city (of course) that has the aesthetic of Markarth from Skyrim but has the grand feel of a city that has prospered under the wealth and power of a great and mighty kingdom that once ruled the mountain ranges. While thats a summary I'll go more in depth on the plans I have for it.
Language: Somewhere here and there I would like to incorporate either pure Dwarf or Norse or a mix between the two. I haven't decided but I'm pretty sure it might be a mix.
Places: Remember how I said Arkruin has prospered? Well that means buildings well be impressive! As people who live in the mountain ranges you will probably most likely see huge towers, decorated door fronts that go into the mountain and bridges to get between sides. There WILL be lots of emphasize on two things to make Arkruin seem powerful, ancient, and prosperous. That is Statues (think of those elven statues you see in the LotR when they are crossing the river) and a grand palace that runs underneath the mountains. I'll be making over time concept art of Arkruin's buildings and to help with building them in minecraft will make them in blender and then convert them using obj2mc.
Thats all I have for now, so hope you all come on sometime because I'll be on quite often!
More work has been done on Arkruin, not physically but lore wise. It is privilege of me to say that Arkruin is inhabited by Mountain Dwarfs (a type of tribe of Dwarves). As for language I have decided to give it the name Eerkbarr. Though one thing should be known; while it is a mix between dwarf (mostly Khuzdul) and Welsh the language may only be learned from certain people within Arkruin as just like the Dwarf language it has always been passed on through each other. Eerkbarr can be used in books but it may not be written in books to teach others how to speak the language (why we cannot stop you from doing so it would be nice to if you didn't). So how do you learn this language? Well though it isn't a official title there will be people given the title "Lore Master" who are the equivalent to your dungeon masters in D&D. They are responsible for teaching the language and helping me with expanding Arkruin's lore. I myself I'm the head Lore Master, the other two Lore Masters are of course Matt and Lug. Thats all for known, but I'm also dropping a link below to a wiki page I found on the Khuzdul language to give you partially an idea.
Perms were completely redone (had to get a new perms plugin) and they are now working properly.
Ore drops had some updates to fix problems when ores are supposed to drop money. Diamond, lapis and emerald ore have a 50% chance of giving their drop and giving money in the range of 0-4 shards.
I encourage everyone to get on and play some during these starting periods so we can find any problems. I have also made things much easier to help people get started including suspending any town tax, giving extra starting money, relaxing town founding rules, leaving mobs off, having keep inventory on and giving out prizes for early players. In addition as I start getting skill trees set up all players will have temporary access to them to help with testing, balancing and to just get a feel for them. I'm planning to start with the archery tree.
As the prizes go I would like to start giving some of them out. I'll be getting in contact with those whom I've chosen soon and posting it here. Any returning mods and long time players may get their own villa as well to help flesh the world out. A villa is essentially your own private town.
I hope to see everyone soon
Skills will be in groups and most will be ala carte. Some will have prerequisites. For example to use the cluster bomb arrow will require the pyrotechnics skill "explosive" and the archery skill "net arrow." Right now archery will have branches shared with pyrotechnics, alchemy and beastiary. There will be journeyman skills that require a certain percentage of a tree to unlock that will give some special bonuses.
Language: Somewhere here and there I would like to incorporate either pure Dwarf or Norse or a mix between the two. I haven't decided but I'm pretty sure it might be a mix.
Places: Remember how I said Arkruin has prospered? Well that means buildings well be impressive! As people who live in the mountain ranges you will probably most likely see huge towers, decorated door fronts that go into the mountain and bridges to get between sides. There WILL be lots of emphasize on two things to make Arkruin seem powerful, ancient, and prosperous. That is Statues (think of those elven statues you see in the LotR when they are crossing the river) and a grand palace that runs underneath the mountains. I'll be making over time concept art of Arkruin's buildings and to help with building them in minecraft will make them in blender and then convert them using obj2mc.
Thats all I have for now, so hope you all come on sometime because I'll be on quite often!
http://www.worldofazolin.com/wiki/index.php?title=Dwarven_Language