1. I believe Bukkit will be implemented in the future, the mod is still in an "early" stage, and it makes more sense to focus on development before plugin compatibility is considered.
2. As far as I'm aware of, this isn't normal. I believe the mod may have installed incorrectly. Spawning worked fine for my server.
3. If set items were to be added, I believe it would be more efficient to increase stats by a percentage, rather than have a set amount. *IE Increase Strength by 3% of your total points. So if you have say, 84 stat points in Strength, you'd get 2.52 extra points, which could round up to 3. As a note, I believe the stat system was something Frizzle wanted to re-haul, so he might have to do that first.
In my honest opinion though, set items are a pain-in-the butt to get, and a majority of the time the benefits are never worth it. I'd wager that adding more unique items to the game as RANDOM boss drops would be a better way to go. I say random because I'd rather have a random chance to get an item, instead of grinding to get it from a specific boss.
4. Personally, I can't actually give an opinion on this. Generally me and my friends host our own private server for the game, so we never have this problem.
5. This feature is planned to be added in the future, however right now it isn't at the top of the priority. Priority goes to new content, engine upgrades, and bug fixes.
6-7. Again, these things happen in public servers, so I can't give an opinion on it. I would like to say however, that MOB spawners should be able to respawn in every area, that way a player can clear his way through, loot the items, and return to do it again. Protection seems like a bit of a stretch, because even low level characters can have problems getting through a tower without destroying them.
As a side-note, I believe that area destruction should be limited if a person is significantly stronger than the people there. As an example, say a player is level 20, he should not be able to destroy spawners in a level 1-10 area.
8. Again, this is a plausible addition. In my personal opinion, I'd want the amount of time to be shorter however, like a range of 6-12 hours so new people on public servers have the chance to loot items. It seems as though this could cause problems however, as it could trigger on player-placed chests as well. This could cause some problems with people losing things they wanted to save.
Another thing to consider, area level. If a chest is in a level 5 area, I'd want the loot to reflect that, and if its in a level 60 area, I'd want it to reflect that as well. This would have to be in place along-side player chest protection.
Villager dialogues have been implemented using the scripting language. Currently you can talk to non-vendors by clicking on them, and they'll tell you about your surroundings (or seriously creep you out, one of the two). These dialogues are completely scriptable by the user, and can therefore be tailored to individual classes, races, local surroundings, and much more. They don't send over the network yet, however, but that'll come shortly. Pretty soon they'll be spouting out dungeon and village locations, and maybe even ways to reach the mystery dimension...
Child vendors now grow up to have functional inventories, and until then spout dialogue just like the other children.
To create the dialogues, I basically implemented a subset of Wikitext that's rendered by the textbox-- this also had the result of vastly improving the introductory patch notes screen
Went down some optimization rabbit holes to no avail *sigh* Gotta experiment sometimes.
Worked a lot more more on Spellscript-- really technical stuff that's difficult to communicate, but just know that it's being debugged and ever-increased in power and expressiveness
If I haven't mentioned it yet, scripting from the console is going nicely, hehe.
Added some uniques and improved text rendering (it's now possible to view the entirety of the Axe of Ridiculous Lore's flavor text!)
I'm seriously considering removing the Warrior's leap-- double/boost jumping with whirlwind is a lot of fun, and works ridiculously well when combined with charge. Whirlwind jumping in combat would be amazing if followed by an aerial weapon thrust of some sort... (SZZZAAAAGG, TORIYAA!!!)
@Embermage: Good to hear some opinions on these things-- many people have complained/asked about these bugs/features, but not a lot of great ideas.
1. Bukkit is planned for the future, can't say exactly when. Seems like Minecraft-y politics (how well maintained Bukkit is vs actual Minecraft) may affect that, however. I WILL, however, be updating to 1.4.5 verrry soon
2. Previously unconfirmed bug-- were you on Aegis by any chance?
3. Set items were an early idea that I haven't gotten around to implementing. But you make a really good point, Sgt: in games with set items, you never really seem to find the entire set (unless they're at the end game, anyways.) Unfortunately, H/M doesn't have an end game, and I'm not sure it ever will since people seem to enjoy leveling indefinitely so much. I suppose the time-to-gather vs usefulness could be amended by having them scale with your level, as you suggested, but then you run into the problem of never wanting to use any other item ever again XD To prevent that, set gear would have to be situationally dependent, such that you never own a set of armor that trumps absolutely everything at any given time (at least not without a ton of effort.)
4. Answered
5-6. Party system is definitely planned, probably in the update after the next, maybe sooner. Guilds-- I'm not really sure, if I were convinced they added much to gameplay I'd do it fairly soon. But currently, I'm not I plan on getting out an update in the next week or two, another normal update, then an upgrade to 1.4.5 around when school kicks in in January.
7-8. Dungeon regen has been a hot topic, probably the most requested feature for servers (and rightfully so.) It'll be addressed, though it won't be in this update. The next is likely candidate for it, though (I'm already planning on mobs and bosses, so we'll see...)
So dungeons will finally have end rooms and bosses?
As of the current build I completely ignore dungeons because towers are much more rewarding.
In my opinion, the Warrior doesn't need leap. The warrior's skillset mostly feels like a rouge that has taunt added to it's kit. So much leaping, dashing, and dancing around. Not enough brute force and manliness.
Also Taunt and Pull are really similar. I think replacing Taunt or Pull with a berserk skill. (Double damage given/received) would be really nice. Or (increased strength but can't use any other skill until berserk is over) would be tons of manliness.
Also, on a side note. Can the classes all have different spell icons? As of now, a few icon's are shared.
The Warriors Whirlwind and the mages Gale skill have the same icon. (the 5th spell. x3) It looks really nice, but when I switch to the Mage class, it looks awful having the sword, instead of the spiral ball the mage Gale spell represents.
I can't say I'm excited to have the warrior's leap removed, but I definitely know that the class system is unbalanced (mostly with the Warrior coming to the top in unnatural terrain, whereas rangers have an advantage in forests.) I've used the leap command plenty of times to get out of sticky situations, and I've used it to navigate dungeons a LOT. Personally, it would be a huge nerf to have it removed (due to the before mentioned exploration purposes) but it's your decision.
In regaurd to removing the Warrior's Leap
I also find it useful for exploring towards further areas (such as getting away from the low level places) because it helps with navigating hills and mountains. For me, the leap is an asset as much as it is dangerous though, the damage the character receives can put them in a pinch if they run into trouble (The amount of damage for an individual leap is small, but it adds up after using it to traverse the plains.) Making it easy for them to be killed.
Like I said, I wouldn't really welcome the change, I'd rather have the other classes buffed rather than have a skill I use frequently be knocked off for a combo skill. Charge can certainly come in handy for getting out of tough areas while pushing enemies aside, but it doesn't do anything for you if you need to get out of a hole filled with slimes.
Archers have Leap + Natural Terrain Climbing, Mages have Teleportation, and Warriors have Charge/Leap. Personally, I think it would be unfair to remove the warrior's main mode of dungeon crawling.
As for my playstyle (which I've only used warrior, sorry!) I generally charge through targets a lot, use Whirlwind when I'm surrounded, and Leap when I get below 25% Health. I don't actually use anything other than that, as they aren't particularly useful to me.
The other classes don't need to worry about "getting out of trouble" as much, due to the ranged nature they have, and generally when my friends and I play, they have me go destroy the spawners while they support me from a higher position. The problem here is that they "are" in fact support classes at this point, and generally I don't think they have enough power to keep MOBS at bay. Perhaps add some freeze spells / arrows for them? While we're on the topic of arrows, is it possible to make the explosive arrow non-block damaging? PVP with that spell can ruin a world pretty quickly, even on a private server like mine.
TL:DR version, I don't believe leap should be nerfed/removed as I've made plenty of good points to keep it, I do however understand that the other classes are currently underpowered. I suggest instead of nerfing the warrior by removing a skill, you give them a boost so they can hold their own. (Give them Freeze Spells so MOBS can't close in, or something that pushes them away such as a shockwave for the mage) Archer arrows deal a low amount of damage for the rate of attack they have, so that should be boosted as well.
I can't say I'm excited to have the warrior's leap removed, but I definitely know that the class system is unbalanced (mostly with the Warrior coming to the top in unnatural terrain, whereas rangers have an advantage in forests.) I've used the leap command plenty of times to get out of sticky situations, and I've used it to navigate dungeons a LOT. Personally, it would be a huge nerf to have it removed (due to the before mentioned exploration purposes) but it's your decision.
In regaurd to removing the Warrior's Leap
I also find it useful for exploring towards further areas (such as getting away from the low level places) because it helps with navigating hills and mountains. For me, the leap is an asset as much as it is dangerous though, the damage the character receives can put them in a pinch if they run into trouble (The amount of damage for an individual leap is small, but it adds up after using it to traverse the plains.) Making it easy for them to be killed.
Like I said, I wouldn't really welcome the change, I'd rather have the other classes buffed rather than have a skill I use frequently be knocked off for a combo skill. Charge can certainly come in handy for getting out of tough areas while pushing enemies aside, but it doesn't do anything for you if you need to get out of a hole filled with slimes.
Archers have Leap + Natural Terrain Climbing, Mages have Teleportation, and Warriors have Charge/Leap. Personally, I think it would be unfair to remove the warrior's main mode of dungeon crawling.
As for my playstyle (which I've only used warrior, sorry!) I generally charge through targets a lot, use Whirlwind when I'm surrounded, and Leap when I get below 25% Health. I don't actually use anything other than that, as they aren't particularly useful to me.
The other classes don't need to worry about "getting out of trouble" as much, due to the ranged nature they have, and generally when my friends and I play, they have me go destroy the spawners while they support me from a higher position. The problem here is that they "are" in fact support classes at this point, and generally I don't think they have enough power to keep MOBS at bay. Perhaps add some freeze spells / arrows for them? While we're on the topic of arrows, is it possible to make the explosive arrow non-block damaging? PVP with that spell can ruin a world pretty quickly, even on a private server like mine.
TL:DR version, I don't believe leap should be nerfed/removed as I've made plenty of good points to keep it, I do however understand that the other classes are currently underpowered. I suggest instead of nerfing the warrior by removing a skill, you give them a boost so they can hold their own. (Give them Freeze Spells so MOBS can't close in, or something that pushes them away such as a shockwave for the mage) Archer arrows deal a low amount of damage for the rate of attack they have, so that should be boosted as well.
I think you're misinterpreting slightly (correct me if I'm wrong), heh-- whirlwind would essentially be the new leap. Warriors won't be getting nerfed in that respect, but actually buffed a good deal. By using it in midair, you propel yourself even higher than you could with leap. And combined with charge, you're capable of traversing many chunks in single bounds, more than you could with just charge. The only question is if people can tolerate their screen spinning every time they use it (There will probably be mixed feelings on it, which is why I'm hesitating to do it.)
And just to be clear, I am buffing each of the classes, so balance questions regarding improvements to any individual class are probably rendered null at this point (since no one has the ability to gauge the new improvements altogether.)
But I'll include the change in the alpha, and then revert if everyone hates it, or keep it if everyone loves it. It just seemed much more interesting (and mechanically fun) than the existing ability, and introducing variation between the warrior and the ranger's mobility spells has been planned since their creation.
Also, I'm thinking of other mobility spells to give to the wizard-- teleport is nice in short bursts, but travelling large distances is still much slower/mana expensive than the other classes. I was thinking of maybe a super slow cooldown "magical cannon" ability, where you just launch ridiculously far in whatever direction you're facing-- but I'm wondering if I could also give it a combat use... just bowling ball into your enemies XD Have to experiment.
So no need to panic Warriors, if anything, are getting buffed. And if the spinning is to headachey, I'll keep leap (or maybe even find something else.)
EDIT: I also just had the idea of giving a bonus to the Warrior's crit chance based on current velocity, hehe. Would make things even more mechanically interesting... but I'd need to do something for the Ranger and Wizard, too...
EDIT AGAIN: The interesting thing about whirlwind in comparison to leap is that it doesn't add to your current x/z velocity, but actually multiplies them (currently by 2). However, this means that when traversing dungeons, you have more control since you aren't necessarily propelled forward from a still position (which was a pretty big drawback to leap.)
I should also mention (since I'm rambling) that leap no longer breaks your knees!!! Woohoo!
UPDATE: I tried out the wizardy cannon launch, and HOLY COW is it fun. Gotta nerf it a tad, though-- maybe a charge up before it executes, so you can control how powerful/mana costly it is...
MORE UPDATE: It's official, I just added a cannon-y, charge up launch ability for the wizard. Wooh! And now to name it.
EVEN MORE UPDATE: Just heavily refactored the magical properties code, which I wrote at least a year ago... pretty crazy when you think about it. I dare say adding new kinds of bonuses to items has become significantly easier, which will result in interesting things in the future...
UPDATE AGAIN: Super towers are working. Prepare for 20+ floors of insane challenge... (that's up to 256 block height, baby.)
I can't wait for more Halfling Adventures, in Minecraft 1.4.x!
What's that you say?
Other playable Races?
No...
I don't think there are any other playable races.
Why would there be?
Who would want to be anything but a Halfling?
Would you consider opening source of at least 0.6 dev? Would make it a lot easier to do small hotfixes for servers. As it stands, I've spent almost 4 hours trying to get this to recompile to fix a couple minor bugs for the server I play on. I think opening source would only help, but if you're against it for your own reasons, may I request a private copy to work with for our server?
hopefuly this will be eventualy be updated. i am hopeing any ways.
all the other rpg mod/s are dead or wont be updated -.- which we are at 1.4.5
Rollback Post to RevisionRollBack
I can see what you see not, vision milky then eyes rot.When you turn they will be gone, whispering there hidden song.Then you see what can not be, shadows move where a light should be.Out of darkness, out of mind, cast down into the halls of the blind.
Would you consider opening source of at least 0.6 dev? Would make it a lot easier to do small hotfixes for servers. As it stands, I've spent almost 4 hours trying to get this to recompile to fix a couple minor bugs for the server I play on. I think opening source would only help, but if you're against it for your own reasons, may I request a private copy to work with for our server?
hello people
first I would like to apologize for my bad english, I'm only 14 and from Germany.
I find the mod very well and it makes me even after a long time still fun
but I have a few questions for mod. my main question is: when is the mod compatible with 1.4?
when there is a greater skill system? what is to come?
I'll be glad to answer
Look at this page, the entire page is recent development updates.
Would you consider opening source of at least 0.6 dev? Would make it a lot easier to do small hotfixes for servers. As it stands, I've spent almost 4 hours trying to get this to recompile to fix a couple minor bugs for the server I play on. I think opening source would only help, but if you're against it for your own reasons, may I request a private copy to work with for our server?
Regards
For this particular project, open sourcing poses way too many problems for way too few benefits. If Hack/Mine were more of a dry, utility mod (which it may well become some day as functionality is outsourced to the community), it would make a lot more sense, but as it stands, much of what defines Hack/Mine is the creative aspect, which would only be derailed by open sourcing it. Currently, the benefits don't even come close to the risks associated with doing so.
One huge issue is simply managing the project-- I don't have time for that, and I'm not presently inclined to give anyone else that sort of authority. The other issue is, given the creative nature of the project and the history of this community... I'm thinking at most 5% of commits would contain bug fixes and whatnot from ambivalent server admins, whereas the other 95% would be from folks trying to force their boring/strange/crazy/terrible ideas on the mod. In other words, the branch/merge process would be transformed into another catastrophic, immense forum of ideas for the mod.
This isn't to say that people from this community haven't had FANTASTIC ideas! Or that there aren't any talented coders around here. The problem is (as anyone on God's green earth can tell you) that idiots speak much, much louder than normal folk; the good commits will get entirely drowned out, and the dummies will become increasingly ed that their terrible ideas weren't accepted into the project. This was the case with the Wiki (to an extreme), and personally, I'd rather not repeat the events of the past.
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As for private copies, no can do. If I'm gonna hand one copy to one person I've never met before, I might as well hand it to everyone, since I have absolutely no idea if you'd redistribute it or not (as genuine of a person as you may actually be.) Plus, I don't wanna get into "You gave it to him, why won't you give it to me!?!?" squabbles. Sorry!
Hopefully it doesn't take you too much longer to get the project recompiling, I know it blows as I've done it before. I wouldn't overestimate the benefit you'd receive from an open-source version of the project, however; there'd still be lots of compilation bugs just using MCP and even JDK 6 (under which my version of Hack/Mine won't even compile, thanks to a random bug Oracle is literally taking years to fix.) Not to mention the obfuscated Minecraft variables would still be just as obfuscated. Good luck with the bug squashing, though! It shouldn't take you much longer.
Would you consider opening source of at least 0.6 dev? Would make it a lot easier to do small hotfixes for servers. As it stands, I've spent almost 4 hours trying to get this to recompile to fix a couple minor bugs for the server I play on. I think opening source would only help, but if you're against it for your own reasons, may I request a private copy to work with for our server?
Regards
4 hours? o.O I managed to do it in 2. Glad to know I wasn't the only one struggling!
Managed to get it, had to disable worldgenbigdungeon as fernflower doesmt see it at all for some reason. Took about 5 hours from start to working recompile.
Frizzil, I've given you some words of wisdom on your wiki talk page. Just letting you know.
A lot of those are decent suggestions, but he does not want multiple versions of this mod flying about, so I highly doubt you will get his permission to release a custom version that you recompile.
Changed world generation to allow blocks up to 256 block height (previously 128 during gen, though 256 was allowed after.) Been a little time consuming getting caves, ravines, and the various dimensional terrain generators generating properly after the fact, but the results are very much worthwhile. The mystery dimension now spans an awe-inspiring 256 block height with crazy terrain, and Super Towers are working beautifully as well
Been working on speeding up dungeons. Still haven't made the big transition over from post-terrain-gen to during-terrain-gen as with towers, but there have still been some significant algorithmic speed ups in the mean time. Also, Nether portals now have a chance to appear in dungeons, hehe.
Added pickaxe, shovel, and hoe mimicking as magical properties (Lubricated Wand of Penetration, anyone?), in addition to bonus air supply. The names are still unfinished, however... they're pretty difficult to come up with. My favorite prefix thus far is "Scoopular"
Improving the race descriptions-- it was reeeaaaally late when I first wrote those XD They need to be higher quality, that way villagers can have more meaningful dialogue.
Frizzil, I've given you some words of wisdom on your wiki talk page. Just letting you know.
I left a response for you. The advice is appreciated I wasn't entirely sure what you're creating, but basically, if it clearly breaks the Minecraft terms of use, it can't go on the wiki It's a pretty gray line, though.
Great mod, but if you look at the front page now, chrome warns "danger. Malware Ahead." It says that it contains malicious files from nexon.lv. Just wanted to make you aware.
Great mod, but if you look at the front page now, chrome warns "danger. Malware Ahead." It says that it contains malicious files from nexon.lv. Just wanted to make you aware.
I just took down the adf.ly links and the problem disappeared... I didn't realize adf.ly was this horrible. I'll have to put the direct links up until I find a better solution. Apologies!
UPDATE: Replaced the adf.ly links with mediafire ones, we're all good to go.
Adf.ly has some advertisements where malware is present. But as long as your browser stops the advertisement you are safe. (I'm pretty sure the virus has to do with ad spam) I've seen it a few times. But not much.
1. I believe Bukkit will be implemented in the future, the mod is still in an "early" stage, and it makes more sense to focus on development before plugin compatibility is considered.
2. As far as I'm aware of, this isn't normal. I believe the mod may have installed incorrectly. Spawning worked fine for my server.
3. If set items were to be added, I believe it would be more efficient to increase stats by a percentage, rather than have a set amount. *IE Increase Strength by 3% of your total points. So if you have say, 84 stat points in Strength, you'd get 2.52 extra points, which could round up to 3. As a note, I believe the stat system was something Frizzle wanted to re-haul, so he might have to do that first.
In my honest opinion though, set items are a pain-in-the butt to get, and a majority of the time the benefits are never worth it. I'd wager that adding more unique items to the game as RANDOM boss drops would be a better way to go. I say random because I'd rather have a random chance to get an item, instead of grinding to get it from a specific boss.
4. Personally, I can't actually give an opinion on this. Generally me and my friends host our own private server for the game, so we never have this problem.
5. This feature is planned to be added in the future, however right now it isn't at the top of the priority. Priority goes to new content, engine upgrades, and bug fixes.
6-7. Again, these things happen in public servers, so I can't give an opinion on it. I would like to say however, that MOB spawners should be able to respawn in every area, that way a player can clear his way through, loot the items, and return to do it again. Protection seems like a bit of a stretch, because even low level characters can have problems getting through a tower without destroying them.
As a side-note, I believe that area destruction should be limited if a person is significantly stronger than the people there. As an example, say a player is level 20, he should not be able to destroy spawners in a level 1-10 area.
8. Again, this is a plausible addition. In my personal opinion, I'd want the amount of time to be shorter however, like a range of 6-12 hours so new people on public servers have the chance to loot items. It seems as though this could cause problems however, as it could trigger on player-placed chests as well. This could cause some problems with people losing things they wanted to save.
Another thing to consider, area level. If a chest is in a level 5 area, I'd want the loot to reflect that, and if its in a level 60 area, I'd want it to reflect that as well. This would have to be in place along-side player chest protection.
@Embermage: Good to hear some opinions on these things-- many people have complained/asked about these bugs/features, but not a lot of great ideas.
1. Bukkit is planned for the future, can't say exactly when. Seems like Minecraft-y politics (how well maintained Bukkit is vs actual Minecraft) may affect that, however. I WILL, however, be updating to 1.4.5 verrry soon
2. Previously unconfirmed bug-- were you on Aegis by any chance?
3. Set items were an early idea that I haven't gotten around to implementing. But you make a really good point, Sgt: in games with set items, you never really seem to find the entire set (unless they're at the end game, anyways.) Unfortunately, H/M doesn't have an end game, and I'm not sure it ever will since people seem to enjoy leveling indefinitely so much. I suppose the time-to-gather vs usefulness could be amended by having them scale with your level, as you suggested, but then you run into the problem of never wanting to use any other item ever again XD To prevent that, set gear would have to be situationally dependent, such that you never own a set of armor that trumps absolutely everything at any given time (at least not without a ton of effort.)
4. Answered
5-6. Party system is definitely planned, probably in the update after the next, maybe sooner. Guilds-- I'm not really sure, if I were convinced they added much to gameplay I'd do it fairly soon. But currently, I'm not I plan on getting out an update in the next week or two, another normal update, then an upgrade to 1.4.5 around when school kicks in in January.
7-8. Dungeon regen has been a hot topic, probably the most requested feature for servers (and rightfully so.) It'll be addressed, though it won't be in this update. The next is likely candidate for it, though (I'm already planning on mobs and bosses, so we'll see...)
As of the current build I completely ignore dungeons because towers are much more rewarding.
In my opinion, the Warrior doesn't need leap. The warrior's skillset mostly feels like a rouge that has taunt added to it's kit. So much leaping, dashing, and dancing around. Not enough brute force and manliness.
Also Taunt and Pull are really similar. I think replacing Taunt or Pull with a berserk skill. (Double damage given/received) would be really nice. Or (increased strength but can't use any other skill until berserk is over) would be tons of manliness.
Also, on a side note. Can the classes all have different spell icons? As of now, a few icon's are shared.
The Warriors Whirlwind and the mages Gale skill have the same icon. (the 5th spell. x3) It looks really nice, but when I switch to the Mage class, it looks awful having the sword, instead of the spiral ball the mage Gale spell represents.
http://thejudge.tumblr.com/ This is where I'm most active.
In regaurd to removing the Warrior's Leap
I also find it useful for exploring towards further areas (such as getting away from the low level places) because it helps with navigating hills and mountains. For me, the leap is an asset as much as it is dangerous though, the damage the character receives can put them in a pinch if they run into trouble (The amount of damage for an individual leap is small, but it adds up after using it to traverse the plains.) Making it easy for them to be killed.
Like I said, I wouldn't really welcome the change, I'd rather have the other classes buffed rather than have a skill I use frequently be knocked off for a combo skill. Charge can certainly come in handy for getting out of tough areas while pushing enemies aside, but it doesn't do anything for you if you need to get out of a hole filled with slimes.
Archers have Leap + Natural Terrain Climbing, Mages have Teleportation, and Warriors have Charge/Leap. Personally, I think it would be unfair to remove the warrior's main mode of dungeon crawling.
As for my playstyle (which I've only used warrior, sorry!) I generally charge through targets a lot, use Whirlwind when I'm surrounded, and Leap when I get below 25% Health. I don't actually use anything other than that, as they aren't particularly useful to me.
The other classes don't need to worry about "getting out of trouble" as much, due to the ranged nature they have, and generally when my friends and I play, they have me go destroy the spawners while they support me from a higher position. The problem here is that they "are" in fact support classes at this point, and generally I don't think they have enough power to keep MOBS at bay. Perhaps add some freeze spells / arrows for them? While we're on the topic of arrows, is it possible to make the explosive arrow non-block damaging? PVP with that spell can ruin a world pretty quickly, even on a private server like mine.
TL:DR version, I don't believe leap should be nerfed/removed as I've made plenty of good points to keep it, I do however understand that the other classes are currently underpowered. I suggest instead of nerfing the warrior by removing a skill, you give them a boost so they can hold their own. (Give them Freeze Spells so MOBS can't close in, or something that pushes them away such as a shockwave for the mage) Archer arrows deal a low amount of damage for the rate of attack they have, so that should be boosted as well.
I think you're misinterpreting slightly (correct me if I'm wrong), heh-- whirlwind would essentially be the new leap. Warriors won't be getting nerfed in that respect, but actually buffed a good deal. By using it in midair, you propel yourself even higher than you could with leap. And combined with charge, you're capable of traversing many chunks in single bounds, more than you could with just charge. The only question is if people can tolerate their screen spinning every time they use it (There will probably be mixed feelings on it, which is why I'm hesitating to do it.)
And just to be clear, I am buffing each of the classes, so balance questions regarding improvements to any individual class are probably rendered null at this point (since no one has the ability to gauge the new improvements altogether.)
But I'll include the change in the alpha, and then revert if everyone hates it, or keep it if everyone loves it. It just seemed much more interesting (and mechanically fun) than the existing ability, and introducing variation between the warrior and the ranger's mobility spells has been planned since their creation.
Also, I'm thinking of other mobility spells to give to the wizard-- teleport is nice in short bursts, but travelling large distances is still much slower/mana expensive than the other classes. I was thinking of maybe a super slow cooldown "magical cannon" ability, where you just launch ridiculously far in whatever direction you're facing-- but I'm wondering if I could also give it a combat use... just bowling ball into your enemies XD Have to experiment.
So no need to panic Warriors, if anything, are getting buffed. And if the spinning is to headachey, I'll keep leap (or maybe even find something else.)
EDIT: I also just had the idea of giving a bonus to the Warrior's crit chance based on current velocity, hehe. Would make things even more mechanically interesting... but I'd need to do something for the Ranger and Wizard, too...
EDIT AGAIN: The interesting thing about whirlwind in comparison to leap is that it doesn't add to your current x/z velocity, but actually multiplies them (currently by 2). However, this means that when traversing dungeons, you have more control since you aren't necessarily propelled forward from a still position (which was a pretty big drawback to leap.)
I should also mention (since I'm rambling) that leap no longer breaks your knees!!! Woohoo!
UPDATE: I tried out the wizardy cannon launch, and HOLY COW is it fun. Gotta nerf it a tad, though-- maybe a charge up before it executes, so you can control how powerful/mana costly it is...
MORE UPDATE: It's official, I just added a cannon-y, charge up launch ability for the wizard. Wooh! And now to name it.
EVEN MORE UPDATE: Just heavily refactored the magical properties code, which I wrote at least a year ago... pretty crazy when you think about it. I dare say adding new kinds of bonuses to items has become significantly easier, which will result in interesting things in the future...
UPDATE AGAIN: Super towers are working. Prepare for 20+ floors of insane challenge... (that's up to 256 block height, baby.)
What's that you say?
Other playable Races?
No...
I don't think there are any other playable races.
Why would there be?
Who would want to be anything but a Halfling?
Regards
well arnt you bloody nice.
hopefuly this will be eventualy be updated. i am hopeing any ways.
all the other rpg mod/s are dead or wont be updated -.- which we are at 1.4.5
Probably Not
Read the last 2 damn pages, seriously, there's an update post right here dude. Don't be an idiot.
Shut it.
Look at this page, the entire page is recent development updates.
For this particular project, open sourcing poses way too many problems for way too few benefits. If Hack/Mine were more of a dry, utility mod (which it may well become some day as functionality is outsourced to the community), it would make a lot more sense, but as it stands, much of what defines Hack/Mine is the creative aspect, which would only be derailed by open sourcing it. Currently, the benefits don't even come close to the risks associated with doing so.
One huge issue is simply managing the project-- I don't have time for that, and I'm not presently inclined to give anyone else that sort of authority. The other issue is, given the creative nature of the project and the history of this community... I'm thinking at most 5% of commits would contain bug fixes and whatnot from ambivalent server admins, whereas the other 95% would be from folks trying to force their boring/strange/crazy/terrible ideas on the mod. In other words, the branch/merge process would be transformed into another catastrophic, immense forum of ideas for the mod.
This isn't to say that people from this community haven't had FANTASTIC ideas! Or that there aren't any talented coders around here. The problem is (as anyone on God's green earth can tell you) that idiots speak much, much louder than normal folk; the good commits will get entirely drowned out, and the dummies will become increasingly ed that their terrible ideas weren't accepted into the project. This was the case with the Wiki (to an extreme), and personally, I'd rather not repeat the events of the past.
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As for private copies, no can do. If I'm gonna hand one copy to one person I've never met before, I might as well hand it to everyone, since I have absolutely no idea if you'd redistribute it or not (as genuine of a person as you may actually be.) Plus, I don't wanna get into "You gave it to him, why won't you give it to me!?!?" squabbles. Sorry!
Hopefully it doesn't take you too much longer to get the project recompiling, I know it blows as I've done it before. I wouldn't overestimate the benefit you'd receive from an open-source version of the project, however; there'd still be lots of compilation bugs just using MCP and even JDK 6 (under which my version of Hack/Mine won't even compile, thanks to a random bug Oracle is literally taking years to fix.) Not to mention the obfuscated Minecraft variables would still be just as obfuscated. Good luck with the bug squashing, though! It shouldn't take you much longer.
4 hours? o.O I managed to do it in 2. Glad to know I wasn't the only one struggling!
http://thejudge.tumblr.com/ This is where I'm most active.
A lot of those are decent suggestions, but he does not want multiple versions of this mod flying about, so I highly doubt you will get his permission to release a custom version that you recompile.
I left a response for you. The advice is appreciated I wasn't entirely sure what you're creating, but basically, if it clearly breaks the Minecraft terms of use, it can't go on the wiki It's a pretty gray line, though.
I just took down the adf.ly links and the problem disappeared... I didn't realize adf.ly was this horrible. I'll have to put the direct links up until I find a better solution. Apologies!
UPDATE: Replaced the adf.ly links with mediafire ones, we're all good to go.