They need depth strider enchants. Best way to do this is to use the custom mobs generator currently out and usable. Then you summon them and name them so they don't despawn. This is all with command blocks. Gotta love that custom mob generator out. See here.
As for the skellys, I don't think arrows are of use much underwater. You use them to kill Guardians, but that's about it. I myself pvp, arrows are just junk in water mainly, now.
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I summoned a zombie with water breathing, holding a diamond axe, and with depth strider 3 boots and went into survival right in front of it. It charged at me but then floated away. All the mobs float upwards because thats their AI. Depth strider did make it go faster underwater though. Also, I use MCstacker to generate commands it is way better. You get to do stuff like stack mobs (its original point), disable particles for potion effects, give attributes to armor, exceed normal enchantment limits (like having a sharpness X pumpkin), custom potions, hideflags tag, a book and /setblock generator, and so much other cool stuff.
Also, this is what I mean by the skeletons being useless:
That is literally their maximum range underwater. Your own bow shots seem to do the same. (Also, notice that the skeleton's feet aren't quite touching the bottom. Thats the problem I'm talking about. If I didn't have that sandstone ceiling above it, the skeleton would float up to the surface.)
They're afraid of drowning. Hmm, this is a problem. You could level it out by making the water part more like a giant puzzle. Because as it seems, not sure how to stop them from floating up. But underwater areas are usually puzzle anyways in these types of maps, so it wouldn't ruin your map in the end.
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Eureka! ish. I want the level to be open and not a maze of passages. But I think I've found a solution. To ghasts at least. I have a command block in the corner of the world running this command constantly:
What thats doing is it detects all ghasts above y=40 and sets their y motion to -0.3. This pushes them back down if they get too high up. This should work. I'll just need 4 command blocks running commands like that in the middle of the map (one for each quadrant). Their movement is a little... strange... but thats the best thing I have right now. I'll have to try it out in the actual map tomorrow because I'm pretty tired right now. If I can get this working for ghasts, thats a total of 3 enemy types I can use underwater. I have guardians, electric squids (they use command blocks to damage you whenever you're close), and ghasts now. Hopefully I'll get a few more. (BTW: ghasts are REALLY easy to kill underwater as it turns out because their fireballs are very slow and they don't move much so its pretty easy to reflect their fireballs back. Oh well.)
Edit- and, as it turns out, fireballs are a one hit kill on them no matter what their hp is at. bah.
Edit of Edit- WAIT! NO! They just take WAY higher damage from them. A ghast with 6000 hp can survive a fireball. It took a total of 7 fireballs to kill it. So, a fireball deals about 100 times extra damage to them. I wonder if blast resistance armor can help with that.
Edit edit edit- The data is in! A normal fireball deals 960 damage to a ghast, modified by armor and protection enchantment. It is not effected by blast resistance. With full diamond protection 10, a fireball deals 22 damage to a ghast. Very very interesting... I kinda want other spells to be able to work on ghasts, but thats looking less and less likely. Although, with the large distances the ghasts will probably attack at, this shouldn't be too much of an issue.
Double Eureka: I might, just might, be able to pull off underwater blazes. I could have the blazes immune to everything and leash them to a squid/guardian. If the squid/guardian dies, the blaze will be free to float upwards. Then, I can have a command block that is set to kill all blazes above a certain y level. It might just work. Maybe.
Eureka! ish. I want the level to be open and not a maze of passages. But I think I've found a solution. To ghasts at least. I have a command block in the corner of the world running this command constantly:
What thats doing is it detects all ghasts above y=40 and sets their y motion to -0.3. This pushes them back down if they get too high up. This should work. I'll just need 4 command blocks running commands like that in the middle of the map (one for each quadrant). Their movement is a little... strange... but thats the best thing I have right now. I'll have to try it out in the actual map tomorrow because I'm pretty tired right now. If I can get this working for ghasts, thats a total of 3 enemy types I can use underwater. I have guardians, electric squids (they use command blocks to damage you whenever you're close), and ghasts now. Hopefully I'll get a few more. (BTW: ghasts are REALLY easy to kill underwater as it turns out because their fireballs are very slow and they don't move much so its pretty easy to reflect their fireballs back. Oh well.)
Edit- and, as it turns out, fireballs are a one hit kill on them no matter what their hp is at. bah.
Edit of Edit- WAIT! NO! They just take WAY higher damage from them. A ghast with 6000 hp can survive a fireball. It took a total of 7 fireballs to kill it. So, a fireball deals about 100 times extra damage to them. I wonder if blast resistance armor can help with that.
Edit edit edit- The data is in! A normal fireball deals 960 damage to a ghast, modified by armor and protection enchantment. It is not effected by blast resistance. With full diamond protection 10, a fireball deals 22 damage to a ghast. Very very interesting... I kinda want other spells to be able to work on ghasts, but thats looking less and less likely. Although, with the large distances the ghasts will probably attack at, this shouldn't be too much of an issue.
Double Eureka: I might, just might, be able to pull off underwater blazes. I could have the blazes immune to everything and leash them to a squid/guardian. If the squid/guardian dies, the blaze will be free to float upwards. Then, I can have a command block that is set to kill all blazes above a certain y level. It might just work. Maybe.
Eh blazes underwater is nah. You should save those for when you get to a lava level. (Btw remember you can hide chests in lava so this is something to remember. I'm doing it on the map I'm working on and it's actually uncommon and clever.) Oi have you tried zombie pigman underneath water? They do awesome damage to players. Them floating up won't be a problem with air pockets, because getting close is signing a death wish anyways what with the mobs you have. Last, lol electric squids, Sky would be proud to slay those.)
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"The meaning of life is that you create the meaning." - Icey778
Eh blazes underwater is nah. You should save those for when you get to a lava level. (Btw remember you can hide chests in lava so this is something to remember. I'm doing it on the map I'm working on and it's actually uncommon and clever.) Oi have you tried zombie pigman underneath water? They do awesome damage to players. Them floating up won't be a problem with air pockets, because getting close is signing a death wish anyways what with the mobs you have. Last, lol electric squids, Sky would be proud to slay those.)
I'm kind of grasping at straws. I really need every mob type I can get, especially because guardians will kill the squids. The only three ranged mobs that work underwater are guardians, blazes, and ghasts. BTW: as it turns out, immune blazes seem to be the only mob in the entire game to sink! Shesh. I can still work with it though. I'm not going to try to make an under lava level because visibility under lava is absolutely terrible. I just tried zombie pigmen. They float upwards the same way and even on the surface they wouldn't attack me unless I walked strait into them.
Interesting, no lava level later on, I'll note that. Still I was saying like a lava themed area, not lava swimming kind lol. No one would do those, and can't blame em.
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Alright, new update!
Stuff:
- Fixed a bug with annoying titles
- Fixed bug with skip room not properly setting up scoreboards
- And the more interesting stuff, Venlanti is almost done. I've added mobs to it so there's an actual challenge. It is a short and intense fight and I died twice during it. However, I haven't done the boss fight. That will be next. If you want to skip to Venlanti, I recommend you take 25 Tomes, a snowball, a chain chest plate, and leather for the rest of your armor. (You get a chance to spend the tomes before entering the level).
Many spells are affected by water. I'll list them here: -Mage: Flaming Wrath doesn't work (but not for the reason you think), Molten Spike is less effective, as is Cube of Cold. -Druid: Thorn burst is less effective as is ShapeShift. -Cleric: Neither Consecration nor Pull of the Grave work very well. Although Consecration still heals. -Technomancer: Sniper's range is heavily reduced and Polarity Slam doesn't do much. Dragon Acolyte: Ender Acid doesn't cover as much range.
Due to every class losing at least one spell, the health of many enemies have been reduced so that fireballs alone are usually enough.
I'm kind of grasping at straws. I really need every mob type I can get, especially because guardians will kill the squids. The only three ranged mobs that work underwater are guardians, blazes, and ghasts. BTW: as it turns out, immune blazes seem to be the only mob in the entire game to sink! Shesh. I can still work with it though. I'm not going to try to make an under lava level because visibility under lava is absolutely terrible. I just tried zombie pigmen. They float upwards the same way and even on the surface they wouldn't attack me unless I walked strait into them.
Hey, really weird idea. Maybe try some witches with a long detection range? Mobs can see through water, and even if witches float, it seems like it would cool to just have them be potion bombers. This also adds a weird strategy to the game, because potions move just slow enough underwater where they can be dodged. I don't know if you want an air pocket or whatnot (I don't know the layout of the level) but maybe you could even give them little half spheres (underwater) to float in, and anyone walking under the half spheres would meet a steady barrage of random potions.
Just a random thought though. Elaboration: As far as I know, you can give witches waterbreathing and they will survive underwater, but they still float up. So, just a little upside-down bowl (the half sphere) might keep them in place.
Hey, really weird idea. Maybe try some witches with a long detection range? Mobs can see through water, and even if witches float, it seems like it would cool to just have them be potion bombers. This also adds a weird strategy to the game, because potions move just slow enough underwater where they can be dodged. I don't know if you want an air pocket or whatnot (I don't know the layout of the level) but maybe you could even give them little half spheres (underwater) to float in, and anyone walking under the half spheres would meet a steady barrage of random potions.
Just a random thought though. Elaboration: As far as I know, you can give witches waterbreathing and they will survive underwater, but they still float up. So, just a little upside-down bowl (the half sphere) might keep them in place.
Cheers, ~Fugu
I tried that out, and while potions do fall slower in water, witches don't seem to be able to see you when you're underwater. However, thanks for the idea. I worked it into the one of the boss's attacks. Speaking of which...
Big update!
-Boring stuff first, it seems like a certain type of clock I've been using really lags for some reason. I've replaced them with a different kind. Maybe that will help.
-Gave the potion shop less useful potions to steal
-And now the thing I've been working on the most, Venlanti... is... done!! For the most part. I've added in the boss fight. The map just ends after that though. This place is the hardest I've made so far, expect to die a few times. Also, the boss fight is the most taxing commands wise. I can run it without too much issue, but please tell me if it is too much for some computers.
Im guessing that was because of what happened to me
And i need your help with something so i reach the end of the "tree level" and start the boss fight but half way through the boss disappeared and certain things like
Minions will kill you
and fire rains from the sky
will repeat over and over and the boss does not come back... i could here him but it was like he was underneath me or something
I waited for about 10 mins but it did not make a difference...
should i restart the map?
*edited*
I think i will restart the map anyway to get the new features
AND i also figured out whats going wrong...
When you cast pull of the grave spell it can send the boss under the map into the red stone mechanisms so the boss can be lost for good
I hadn't thought of that. There is a slight problem where mobs can become invisible after you die, but they usually come back after a few seconds. I think thats just a problem with Minecraft though. I remember there used to be a glitch where you could kill the scholar in the Etherial Keep with Pull of the Grave. I took a look around the boss area, and I could see a few spots where the boss might have gotten lost down. I've patched them up now. Although the same thing might happen against the Venlanti boss. It should be less likely, but it might happen. Thanks for sticking with me during this roller coaster that is beta testing.
update!
- Bundles of bug fixes, including but not limited to: being able to whack Whiteroar during her monolog, being able to break certain clocks, and some exposed redstone.
Edit- Also, after finishing level 2, the potion shop will open up.
So i decided to cast devine rath over and over to see the effects of having -200 mana
But after 5 times i got a staff of mercy (even though i hadn't brought that ability)
But when i died i had lost the staff and the devine rath spell...
You can see the bug for yourself and the new level here:
Hmm... Strange. I thought that Force Spell would prevent that. BTW: if you want, just game mode yourself another XP Bottle. Divine Wrath gives you the Staff of Mercy to fight things for a while. Also, you were meant to use the bones you were given to tame Halo, but oh well. Also, spoilers incoming.
You had the right idea in that water jump above the void. You have to fireball yourself over. I also believe you missed a verse block under the main plaza area.
Sorry I haven't been here in a little while. However, I'm starting work on something new. Each class will gain another spell. This will be their ultimate ability. And, just as a teaser, heres a picture I got of the Cleric's new spell, the Holy Cluster Hand Grenade.
I've finished the Cleric's and the Mage's, but none of the others.
NP and i tried spawning another xp bottle but it just functioned s a normal xp bottle
Also RIP halo
Hm. If that's the case, then I know what happened and it shouldn't be too hard to fix it. If you really want to get the spell back, try /scoreboard players set @a spell3 0 and then give yourself another bottle. I think you cast it so fast that the spell3 objective got stuck on 1 when it should have set itself back to 0. I'll try to fix it in the next update once I've finished all the ultimate spells. Speaking of which, I finished the Technomancer's ultimate spell, Ion Cannon. That sound fun, right?
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Sorry I haven't been able to do that much as of late. I'll blame it on school. However, update.
-I believe the Divine Wrath glitch is fixed.
-Two balance changes: The Cleric's Consecration has a very slightly lower duration now. Also, the Druid's Thorn Burst now costs only 15 mana instead of 20.
-You might have thought the Treetops boss fight was a little easy. Thats because it was glitched. The randomizers in there sometimes glitched and produced no result. This means that the boss didn't use as many special attacks as I had planned. Don't worry though, I've replaced those randomizers with more reliable ones. (theres an oxymoron for you. Reliable randomizer.)
-Biggest change currently: All classes now have ultimate spells! Eating a golden apple will activate it.
-Mage: FrostFire Storm, Lifts all mobs within about 20 blocks high into the air and flings them in random directions while swirling wind tears at them.
-Druid: Uproot, For about 20 seconds, all nearby mobs get launched into the air with a stabbing thorn every few seconds.
-Cleric: Holy Hand Grenade, gives you an grenade. On throwing it, it takes a few seconds and then explodes into a scattering of fragments, which then also explode.
-Technomancer: Ion Cannon Storm, sets two ion targets. Every second or so for the next 20 seconds, they go to a different enemy and strike with an ion beam. One target goes to the closest enemy within 15 blocks and the other goes to the farthest enemy within 15 blocks.
-Dragon Acolyte: Dragon Rising, Summons the EnderDragon herself for a while. She flies towards you and occasionally teleports to the closest enemy. Enemies hit by her can get damaged and knocked far away. Not actually that good at dealing damage, but great at scattering enemies. You and allies are immune to the EnderDragon.
Sadly, it might be a while before I can post the build of the next level. I do have a few ideas for it though.
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I hope you like it! I'll be adding a poll soon for better feedback. Right now, update!
- Reduced the mana cost of Falling Star
- I replaced possibly the most boring spell in the game, Dragon's Blessing, with something more interesting. Plus, it now means Dragon Acolyte is less reliant on having other people. With some help from CrushedPixel, their new spell is Shining Shots. It launches some enderpearls in whatever direction you're facing that either deal damage directly or explode. It can be upgraded for either more shots per cast or fewer shots per cast but a stronger explosion.
While I'm here, I should post some pictures of what I've been doing with the 4th level.
I've been building in a different save file and this is what I have so far. Its a little empty at the moment, but I've got the framework down.
You get around with flying mine carts, pretty cool huh? huh? right? maybe? You can also see the first prototype of Venlanti off in the distance.
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Bump/update. I'll try to avoid bumping just for the sake of bumping. But school things are preventing much progress with building the fourth level. This update changes the Mage's Flaming Wrath to Ice Barrage. This spell is kinda like Shining Shots, however it shoots a lot more and each individual shot matters less.
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Alright. I just wanted to give a little update. Most of the buildings are done, the goal is set, the mobs are in place, the loot is hidden, and the jokes are written. Whats left is making the boss fight and balancing it out so it isn't impossible. I'm hoping to have it done by the end of next weekend. However, I might be getting sick, so no promises.
Next version will probably include:
-bug fixes, the most exciting of all changes!
-cars that go at an incredible 8 miles per hour!
-a store where you can buy tomes and ultimate spell charges!
-a whole new world level! It has the most buildings of all levels so far. (which is part of the reason it took so long)
http://www.minecraftupdates.com/summon-command
Link is safe encase you have doubts.
Also, this is what I mean by the skeletons being useless:
That is literally their maximum range underwater. Your own bow shots seem to do the same. (Also, notice that the skeleton's feet aren't quite touching the bottom. Thats the problem I'm talking about. If I didn't have that sandstone ceiling above it, the skeleton would float up to the surface.)
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
/entitydata @e[x=-25,y=40,z=-870,dx=50,dz=50,dy=40,type=Ghast] {Motion:[0.0,-0.3,0.0]}
What thats doing is it detects all ghasts above y=40 and sets their y motion to -0.3. This pushes them back down if they get too high up. This should work. I'll just need 4 command blocks running commands like that in the middle of the map (one for each quadrant). Their movement is a little... strange... but thats the best thing I have right now. I'll have to try it out in the actual map tomorrow because I'm pretty tired right now. If I can get this working for ghasts, thats a total of 3 enemy types I can use underwater. I have guardians, electric squids (they use command blocks to damage you whenever you're close), and ghasts now. Hopefully I'll get a few more. (BTW: ghasts are REALLY easy to kill underwater as it turns out because their fireballs are very slow and they don't move much so its pretty easy to reflect their fireballs back. Oh well.)
Edit- and, as it turns out, fireballs are a one hit kill on them no matter what their hp is at. bah.
Edit of Edit- WAIT! NO! They just take WAY higher damage from them. A ghast with 6000 hp can survive a fireball. It took a total of 7 fireballs to kill it. So, a fireball deals about 100 times extra damage to them. I wonder if blast resistance armor can help with that.
Edit edit edit- The data is in! A normal fireball deals 960 damage to a ghast, modified by armor and protection enchantment. It is not effected by blast resistance. With full diamond protection 10, a fireball deals 22 damage to a ghast. Very very interesting... I kinda want other spells to be able to work on ghasts, but thats looking less and less likely. Although, with the large distances the ghasts will probably attack at, this shouldn't be too much of an issue.
Double Eureka: I might, just might, be able to pull off underwater blazes. I could have the blazes immune to everything and leash them to a squid/guardian. If the squid/guardian dies, the blaze will be free to float upwards. Then, I can have a command block that is set to kill all blazes above a certain y level. It might just work. Maybe.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
Eh blazes underwater is nah. You should save those for when you get to a lava level. (Btw remember you can hide chests in lava so this is something to remember. I'm doing it on the map I'm working on and it's actually uncommon and clever.) Oi have you tried zombie pigman underneath water? They do awesome damage to players. Them floating up won't be a problem with air pockets, because getting close is signing a death wish anyways what with the mobs you have. Last, lol electric squids, Sky would be proud to slay those.)
I'm kind of grasping at straws. I really need every mob type I can get, especially because guardians will kill the squids. The only three ranged mobs that work underwater are guardians, blazes, and ghasts. BTW: as it turns out, immune blazes seem to be the only mob in the entire game to sink! Shesh. I can still work with it though. I'm not going to try to make an under lava level because visibility under lava is absolutely terrible. I just tried zombie pigmen. They float upwards the same way and even on the surface they wouldn't attack me unless I walked strait into them.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
Stuff:
- Fixed a bug with annoying titles
- Fixed bug with skip room not properly setting up scoreboards
- And the more interesting stuff, Venlanti is almost done. I've added mobs to it so there's an actual challenge. It is a short and intense fight and I died twice during it. However, I haven't done the boss fight. That will be next. If you want to skip to Venlanti, I recommend you take 25 Tomes, a snowball, a chain chest plate, and leather for the rest of your armor. (You get a chance to spend the tomes before entering the level).
Many spells are affected by water. I'll list them here: -Mage: Flaming Wrath doesn't work (but not for the reason you think), Molten Spike is less effective, as is Cube of Cold. -Druid: Thorn burst is less effective as is ShapeShift. -Cleric: Neither Consecration nor Pull of the Grave work very well. Although Consecration still heals. -Technomancer: Sniper's range is heavily reduced and Polarity Slam doesn't do much. Dragon Acolyte: Ender Acid doesn't cover as much range.
Due to every class losing at least one spell, the health of many enemies have been reduced so that fireballs alone are usually enough.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
Hey, really weird idea. Maybe try some witches with a long detection range? Mobs can see through water, and even if witches float, it seems like it would cool to just have them be potion bombers. This also adds a weird strategy to the game, because potions move just slow enough underwater where they can be dodged. I don't know if you want an air pocket or whatnot (I don't know the layout of the level) but maybe you could even give them little half spheres (underwater) to float in, and anyone walking under the half spheres would meet a steady barrage of random potions.
Just a random thought though. Elaboration: As far as I know, you can give witches waterbreathing and they will survive underwater, but they still float up. So, just a little upside-down bowl (the half sphere) might keep them in place.
Cheers, ~Fugu
I tried that out, and while potions do fall slower in water, witches don't seem to be able to see you when you're underwater. However, thanks for the idea. I worked it into the one of the boss's attacks. Speaking of which...
Big update!
-Boring stuff first, it seems like a certain type of clock I've been using really lags for some reason. I've replaced them with a different kind. Maybe that will help.
-Gave the potion shop less useful potions to steal
-And now the thing I've been working on the most, Venlanti... is... done!! For the most part. I've added in the boss fight. The map just ends after that though. This place is the hardest I've made so far, expect to die a few times. Also, the boss fight is the most taxing commands wise. I can run it without too much issue, but please tell me if it is too much for some computers.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
I hadn't thought of that. There is a slight problem where mobs can become invisible after you die, but they usually come back after a few seconds. I think thats just a problem with Minecraft though. I remember there used to be a glitch where you could kill the scholar in the Etherial Keep with Pull of the Grave. I took a look around the boss area, and I could see a few spots where the boss might have gotten lost down. I've patched them up now. Although the same thing might happen against the Venlanti boss. It should be less likely, but it might happen. Thanks for sticking with me during this roller coaster that is beta testing.
update!
- Bundles of bug fixes, including but not limited to: being able to whack Whiteroar during her monolog, being able to break certain clocks, and some exposed redstone.
Edit- Also, after finishing level 2, the potion shop will open up.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
Hmm... Strange. I thought that Force Spell would prevent that. BTW: if you want, just game mode yourself another XP Bottle. Divine Wrath gives you the Staff of Mercy to fight things for a while. Also, you were meant to use the bones you were given to tame Halo, but oh well. Also, spoilers incoming.
You had the right idea in that water jump above the void. You have to fireball yourself over. I also believe you missed a verse block under the main plaza area.
Sorry I haven't been here in a little while. However, I'm starting work on something new. Each class will gain another spell. This will be their ultimate ability. And, just as a teaser, heres a picture I got of the Cleric's new spell, the Holy Cluster Hand Grenade.
I've finished the Cleric's and the Mage's, but none of the others.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
Hm. If that's the case, then I know what happened and it shouldn't be too hard to fix it. If you really want to get the spell back, try /scoreboard players set @a spell3 0 and then give yourself another bottle. I think you cast it so fast that the spell3 objective got stuck on 1 when it should have set itself back to 0. I'll try to fix it in the next update once I've finished all the ultimate spells. Speaking of which, I finished the Technomancer's ultimate spell, Ion Cannon. That sound fun, right?
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
-I believe the Divine Wrath glitch is fixed.
-Two balance changes: The Cleric's Consecration has a very slightly lower duration now. Also, the Druid's Thorn Burst now costs only 15 mana instead of 20.
-You might have thought the Treetops boss fight was a little easy. Thats because it was glitched. The randomizers in there sometimes glitched and produced no result. This means that the boss didn't use as many special attacks as I had planned. Don't worry though, I've replaced those randomizers with more reliable ones. (theres an oxymoron for you. Reliable randomizer.)
-Biggest change currently: All classes now have ultimate spells! Eating a golden apple will activate it.
-Mage: FrostFire Storm, Lifts all mobs within about 20 blocks high into the air and flings them in random directions while swirling wind tears at them.
-Druid: Uproot, For about 20 seconds, all nearby mobs get launched into the air with a stabbing thorn every few seconds.
-Cleric: Holy Hand Grenade, gives you an grenade. On throwing it, it takes a few seconds and then explodes into a scattering of fragments, which then also explode.
-Technomancer: Ion Cannon Storm, sets two ion targets. Every second or so for the next 20 seconds, they go to a different enemy and strike with an ion beam. One target goes to the closest enemy within 15 blocks and the other goes to the farthest enemy within 15 blocks.
-Dragon Acolyte: Dragon Rising, Summons the EnderDragon herself for a while. She flies towards you and occasionally teleports to the closest enemy. Enemies hit by her can get damaged and knocked far away. Not actually that good at dealing damage, but great at scattering enemies. You and allies are immune to the EnderDragon.
Sadly, it might be a while before I can post the build of the next level. I do have a few ideas for it though.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
- Reduced the mana cost of Falling Star
- I replaced possibly the most boring spell in the game, Dragon's Blessing, with something more interesting. Plus, it now means Dragon Acolyte is less reliant on having other people. With some help from CrushedPixel, their new spell is Shining Shots. It launches some enderpearls in whatever direction you're facing that either deal damage directly or explode. It can be upgraded for either more shots per cast or fewer shots per cast but a stronger explosion.
While I'm here, I should post some pictures of what I've been doing with the 4th level.
I've been building in a different save file and this is what I have so far. Its a little empty at the moment, but I've got the framework down.
You get around with flying mine carts, pretty cool huh? huh? right? maybe? You can also see the first prototype of Venlanti off in the distance.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
Yes. I am. But I don't want to bump just randomly. I'm still working on level 4.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
Alright. I just wanted to give a little update. Most of the buildings are done, the goal is set, the mobs are in place, the loot is hidden, and the jokes are written. Whats left is making the boss fight and balancing it out so it isn't impossible. I'm hoping to have it done by the end of next weekend. However, I might be getting sick, so no promises.
Next version will probably include:
-bug fixes, the most exciting of all changes!
-cars that go at an incredible 8 miles per hour!
-a store where you can buy tomes and ultimate spell charges!
-a whole new
worldlevel! It has the most buildings of all levels so far. (which is part of the reason it took so long)-a new celestial pet, the slime pet!
-another boss battle to die a bunch on!
-more obscure references!
-and a bunch of other random stuff
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.