Just released 0.7.7! Nothing too exciting, mostly bug fixes and small tweaks:
0.7.7
made dwarf demolitionist bomb throw rate more predictable
waits until closer to throw bombs
mobs no longer get stuck together at portal
add costs to spawner gui
current wave now announced
ice crystal no longer creates bombs
golem spawners more blast resistant
golem spawners now 1/2 block high
mobs no longer fall through golem spawners
golem spawners no longer require a block underneath
golem spawners cannot be placed directly above/below another spawner
golems no longer drop items
My next goal is to add more defensive types of blocks such as spike traps, a redstone-powered version of soulsand, and things like iron trap doors that are much more blast resistant. I'd like intelligent base defense to be just as important as raw combat power.
I'd also like to make the zoblin boss fight more interesting, if anybody has any suggestions there.
Just released 0.7.7! Nothing too exciting, mostly bug fixes and small tweaks:
0.7.7
made dwarf demolitionist bomb throw rate more predictable
waits until closer to throw bombs
mobs no longer get stuck together at portal
add costs to spawner gui
current wave now announced
ice crystal no longer creates bombs
golem spawners more blast resistant
golem spawners now 1/2 block high
mobs no longer fall through golem spawners
golem spawners no longer require a block underneath
golem spawners cannot be placed directly above/below another spawner
golems no longer drop items
My next goal is to add more defensive types of blocks such as spike traps, a redstone-powered version of soulsand, and things like iron trap doors that are much more blast resistant. I'd like intelligent base defense to be just as important as raw combat power.
I'd also like to make the zoblin boss fight more interesting, if anybody has any suggestions there.
Update looks good! I will have to try it out soon. I am interested to see what items you add for defense. I know the Better Defense mod does add some defensive blocks if you wanted to check it out to see if that gives any ideas. I am not sure how important iron trapdoors are, since I plan to build my collector away from base. Still I guess it doesn’t hurt to add it =P
And I can't think of anything for the boss at the moment. I'll see if I have any idea for unique mechanics for it though.
How about you add Barbarians as the next level? They could have a much higher AI than the Zoblins or the Rabid Dwarves, that could be where the actual battle strategy part of the mod comes in. Barbarians could set up catapults and all sorts of siege engines to attack your fort with
How about you add Barbarians as the next level? They could have a much higher AI than the Zoblins or the Rabid Dwarves, that could be where the actual battle strategy part of the mod comes in. Barbarians could set up catapults and all sorts of siege engines to attack your fort with
Cool idea, I might see about adding siege engines later. My current plan for the next type of enemies are mobs from the "Savage Jungle", which would include DismalAmoeba's suggestion of elven attackers. I was thinking of having elven archers, elves that ride giant lizards, a giant wasp that creates nests that spawn smaller wasps (the boss, maybe?), and spiders that jump and climb over walls.
At the moment though, I'm focusing upon the core aspects of the game. There's at least one game-breaking bug in the current version that I'm working on fixing, I'm not quite finished with the AI for the golem attackers (they act really stupid sometimes), I'd like to make the zoblin boss fight more intersting, and I've still got a bit of work to do on the rabid dwarfs. Maybe I'll add the siege building to the dwarfs to make them more interesting.
I just finished a massive rewrite of the code. This should hopefully get rid of a few of the game-breaking bugs that were in the previous version. You should also be able to place multiple collectors and the code is more multiplayer friendly, though I still haven't done any testing in multiplayer.
0.8
enormous rewrite of code, everything should (hopefully) work better and run faster
round progress is now stored as block metadata
collector now deactivates when its health drops to 0 instead of being destroyed
explosions now damage collector instead of destroying it
My next plan is to introduce two new zoblin mobs that will replace the current mediocre zoblin boss. I'll add him back later when I find a way to make the battle more interesting. Then I'll work on the dwarfs more, and I was also thinking of mixing zoblins and dwarfs together in the same rounds instead of having them totally separate.
Looks nice. Although the Stone Warriors/Archers/Mages don't seem to attack other hostile mobs from other mods. Maybe code it so that they attack all hostile mobs on sight?
Looks nice. Although the Stone Warriors/Archers/Mages don't seem to attack other hostile mobs from other mods. Maybe code it so that they attack all hostile mobs on sight?
I thought about doing this, but I didn't want them to agro creepers and get themselves/your base blown up. At the moment, they just attack mobs from this mod, as well as zombies and skeletons. I could see about having them attack any mob that is currently attacking a player....
I thought about doing this, but I didn't want them to agro creepers and get themselves/your base blown up. At the moment, they just attack mobs from this mod, as well as zombies and skeletons. I could see about having them attack any mob that is currently attacking a player....
Maybe add a config option to determine how they attack if possible? Personally, I don't mind them attacking creepers... I would just make sure they were in a place that wouldn't bet the base blown up (e.g. archer on the wall so the creeper can't reach them). Or you could try to make them attack all hostile and try to exclude creepers; but it would then still pick up other mod creepers probably, so...
Part of the issue is that in the code there isn't a unified way of setting a hostile mob. Usually, the EntityMob types are hostile, and EntityCreature are passive, but that's not always the case. This means that depending on the mod, the defensive golems may attack friendly mobs, and ignore aggressive ones if I try to make them attack all "hostile" mobs.
I'm going to look into changing the AI targeting code so they'll attack any entity that's attacking the player. As far as I know, that's the only way to tell if a mob is truly hostile. I'm also planning on making the defensive golems choose their targets more intelligently so they don't get stuck attacking a mob they can't reach.
I thought about doing this, but I didn't want them to agro creepers and get themselves/your base blown up. At the moment, they just attack mobs from this mod, as well as zombies and skeletons. I could see about having them attack any mob that is currently attacking a player....
Thing is I've been looking for a mod which adds hostile mob killers. So they will charge at hostile mobs and kill them. This has so far been my only hope. I was hoping that the Stone Soldiers (will call them that from now on) would do this, but they only attack Zoblins and Rabid Dwarves. Don't mind them agroing a Creeper, after that's their job. Just need something to defend my base from attacks from other mobs outside this mod.
If someone could let me know how it works that would be much appreciated. I'd like to have it tested better before I release it officially.
The defensive golems will now attack all hostile mobs. Turns out they do quite well against creepers, they're able to knock the creeper back before it explodes.
If someone could let me know how it works that would be much appreciated. I'd like to have it tested better before I release it officially.
The defensive golems will now attack all hostile mobs. Turns out they do quite well against creepers, they're able to knock the creeper back before it explodes.
Nope, not a remake. I've never played the invasion mod, and I'm not sure how it works exactly. I see people comparing this mod to the invasion mod though, so I assume they're similar.
Nice work.
Update looks great! I can't wait to see what the next update brings =D
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
maby can add a showcase thingy.
Thanks for letting me know! Wow, 82,000 views to the video.
0.7.7
I'd also like to make the zoblin boss fight more interesting, if anybody has any suggestions there.
Update looks good! I will have to try it out soon. I am interested to see what items you add for defense. I know the Better Defense mod does add some defensive blocks if you wanted to check it out to see if that gives any ideas. I am not sure how important iron trapdoors are, since I plan to build my collector away from base. Still I guess it doesn’t hurt to add it =P
And I can't think of anything for the boss at the moment. I'll see if I have any idea for unique mechanics for it though.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Cool idea, I might see about adding siege engines later. My current plan for the next type of enemies are mobs from the "Savage Jungle", which would include DismalAmoeba's suggestion of elven attackers. I was thinking of having elven archers, elves that ride giant lizards, a giant wasp that creates nests that spawn smaller wasps (the boss, maybe?), and spiders that jump and climb over walls.
At the moment though, I'm focusing upon the core aspects of the game. There's at least one game-breaking bug in the current version that I'm working on fixing, I'm not quite finished with the AI for the golem attackers (they act really stupid sometimes), I'd like to make the zoblin boss fight more intersting, and I've still got a bit of work to do on the rabid dwarfs. Maybe I'll add the siege building to the dwarfs to make them more interesting.
0.8
I thought about doing this, but I didn't want them to agro creepers and get themselves/your base blown up. At the moment, they just attack mobs from this mod, as well as zombies and skeletons. I could see about having them attack any mob that is currently attacking a player....
Maybe add a config option to determine how they attack if possible? Personally, I don't mind them attacking creepers... I would just make sure they were in a place that wouldn't bet the base blown up (e.g. archer on the wall so the creeper can't reach them). Or you could try to make them attack all hostile and try to exclude creepers; but it would then still pick up other mod creepers probably, so...
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
I'm going to look into changing the AI targeting code so they'll attack any entity that's attacking the player. As far as I know, that's the only way to tell if a mob is truly hostile. I'm also planning on making the defensive golems choose their targets more intelligently so they don't get stuck attacking a mob they can't reach.
Thing is I've been looking for a mod which adds hostile mob killers. So they will charge at hostile mobs and kill them. This has so far been my only hope. I was hoping that the Stone Soldiers (will call them that from now on) would do this, but they only attack Zoblins and Rabid Dwarves. Don't mind them agroing a Creeper, after that's their job. Just need something to defend my base from attacks from other mobs outside this mod.
If someone could let me know how it works that would be much appreciated. I'd like to have it tested better before I release it officially.
The defensive golems will now attack all hostile mobs. Turns out they do quite well against creepers, they're able to knock the creeper back before it explodes.
Brilliant! I'll test it tomorrow!
Nope, not a remake. I've never played the invasion mod, and I'm not sure how it works exactly. I see people comparing this mod to the invasion mod though, so I assume they're similar.