What's one of the hardest aspects of Minecraft? The dungeons, of course! But they're not very, well, dungeon-like. All it is is a mossy room with a spawner and various goodies. This isn't a challenge! Prepare for a list
chockfull of dungeon improvements and more!
NOTE: This update list isn't completely finished. When it is complete, the tag will be changed from "WIP Update Suggestion" to just "Update Suggestion. So some areas of this update may not say anything at all.
Also, give special thanks to my assistant on this project, _DeathCapsule_
Many of the improved dungeons will also have new unopenable, blast-proof doors that can only be broken with a diamond pickaxe. Is there any other way through? Well, with a key there is!
New item: Key. Crafted by placing an iron ingot on top and bottom with a stick in between. Can be crafted on any column. When right-clicked, it can activate a keystone or open a locked door.
New block: Keystone. Crafted by surrounding a key with stone (NOT cobble). When right-clicked with key, emits a medium redstone signal (10 blocks) for 3 ticks. Keystones resemble dispensers with a keyhole instead of the normal circle.
New block: Obsidian Door. Crafted in the same fashion of a normal door, but made of obsidian. Blast-proof. Only opened with a 5 or stronger redstone signal (may be worth it to make locked door. Hint. HINT.). Resembles an iron door, but all purplish black with a purple handle. Cannot be banged down by zombies.
New block: Locked Door. Crafted with an obsidian door and a keystone. Blast-proof. Can only switch positions (open and close) with key assigned to it (see Anvil Key Mechanic). Resembles obsidian door with red keyhole on the same side where the handle would be. Cannot be banged down by zombies.
New block: Locked Trapdoor. Crafted by placing both a keystone and a trapdoor in a crafting table. Only opens and closes with corresponding key (see Anvil Key Mechanic). Only can be opened and closed this way.
New block: Locked Chest. Crafted by surrounding a keystone with wood planks of any type. When right-clicked with key, it opens. Any other way, it can't be opened.
Anvil Key Mechanic: When you place a locked device or a keystone in an anvil with a named key, they will merge. You will get the same device you placed inside but with the same name as the key etched in gold. Now the device can only be triggered with a key that has the same name as that device. If the device is just simply renamed with an anvil, it can still be opened with any key.
These lovable pets were supposedly revealed by Jeb. In my suggested update, they also have a "nightmarish" miniboss form. Using just carrots and emeralds (or venture into the new and improved dungeons), you can go on wild adventures! Here's the list of features:
New mob: Horse (doyyyy). 20 health. 10% chance of spawning. Only can spawn in plains biomes. Can be tamed with 3-7 carrots, 2-4 sugar cubes, or 1-2 haystacks. Once tamed, saddle can be placed on back and ridden. Named using saddle. These mobs move as fast as a human with Speed II.
New item: Sugar cube. Crafted by placing 1 sugar into bench. Used to tame horses.
New item: Haystack. Crafted with 9 wheat. Can be placed and negates fall damage if landed on. Can be used to tame horses.
New item: Nightmarish Carrot. Crafted by surrounding a golden carrot with obsidian. Cannot be eaten or brewed. Used to spawn Night Mare.
New mob: Night Mare. Functions as first Minecraft miniboss. 100 health. Attacks by charging. 10% chance of also triggering fire damage. Its speed is the same as a horse. Spawned by stepping onto a Nightmare Block with a Nightmarish Carrot. 5% chance of leaving behind a black stallion upon defeat. 5% chance of dropping Night Mare figurine. 20% of dropping 3-7 leather. 50% of dropping 1-4 golden carrots. They also have a 100% chance of dropping a Golden Shard of Nightmares. Resembles a black horse with a flaming mare.
New mob: Black Stallion. 5% chance of spawning after defeat of Night Mare. Slightly faster than Horse. Tamed with 1-2 golden carrots. Named with saddle. Once tamed, saddle can be placed on it and then can be ridden. This boss also emanates dark particles. Resembles a horse, but black.
New item: Golden Shard of Nightmares. Used to craft King's Key.
New block: Nightmare Block. Unbreakable. Disguised as a block of grass. When stepped over with Nightmarish Carrot, summons Night Mare. Generates inside an Abandoned Stable inside the Ruined Kingdom dungeon. Resembles a horse, but black.
All dungeons are getting makeovers! Here's a full list of major and minor tweaks to them:
Spawner Dungeons: Chests contain less valuable loot. Chests can now also contain chain armor.
Strongholds: All iron doors in Strongholds are replaced with Locked Doors. They can, however, be opened with any key. Chests now contain more loot and can contain iron armor that is very rarely enchanted.
Jungle Temple: The password chest now always contains a key. The tripwire maze room is now blocked by a locked door. There is also more loot.
Desert Temple: Chests now have a 1% chance of containing 1-2 emerald blocks. They can now also contain leather or chain armor that is rarely enchanted.
Mineshafts: Spider Queen boss added (see below)
Now for the main part of this update! Two new dungeons are added in this update! Get ready for the Ruined Kingdom and Death God's Shrine!
These kingdoms were once bustling with people but are now very abandoned. These dungeons can be found rarely in Plains Biomes and contain 3 minibosses and 1 boss.
Many houses can be found inside the village. They all contain zombie or skeleton spawners. You may find military soldiers who are either zombies with wood swords or skeletons with bows. Both have leather armor dyed green.
At the castle, the center structure, you will have to fight many guards who come from spawners. They are zombies with gray leather armor and carry a wood sword. They can also drop the guard's sword (wood sword with sharpness III).
At the Military base structure, you can come in with a soldier's medal and spawn in the Military General, a skeleton with 100 health with both a bow and a wood sword with sharpness II. It also wears enchanted green leather armor. He can also drop a Golden Shard of the Military
At the Guardtower, you can summon the Head Guard, a zombie with gray leather armor and a Guard's Sword. He has 100 health and can also drop the Golden Shard of the Guard.
At the Old Stable, you can summon the Night Mare with a Nightmarish Carrot. You'll notice its stats up in the "horses" section.
When all three shards from this area are crafted together, they form the King's Key. You can use then on one of the doors in the castle. It is a golden door that can only be opened with the King's Key. When you enter the room behind the door, the Ghastly King will spawn. This is the ghoul of the old king. He is decked in golden armor and also wears a new helmet called the King's Crown. He fights with an iron sword and is very difficult, as he has 150 health.
(coming soon)
Now with the horses, pets and villages are also going to be changed somewhat. Wolves and Cats can still be tamed the same way, but don't have a collar. This is where the village tweaks come in. See the full list:
Wolf Tweaks: Wolves are still tamed with the same amount of bones. No collar will generate it when tamed, however. It will act like a normal tamed dog still. When the collar item is placed on it, the collar texture will appear and you can name your wolf. Also, on peaceful, wolves cannot be tamed.
Cat Tweaks: Cats have similar tweaks to Wolves. When tamed, they act like normal cats. When the collar items is put on them, they can be named. New collar textures for cats will be added. This collar can be dyed.
Taming and using Horses: Horses are tamed in many ways (see above). Once tamed, you can place a saddle on its back and ride on it. When the saddle is placed, you also get to name your horse.
New item: Collar. This item is used to name cats and dogs. It can only be tamed from a villager trade. It can be dyed any color, similar to leather armor. Its default color is red, however. This item cannot be crafted.
New villager type: Stableman. These villagers can be trades with to receive carrots, wheat, sugar cubes, and saddles. They wear dark gray aprons.
New village structure: Stable. These structures resemble real life stables that even contain horses. You can't tame them as they apparently belong to "Notch".
Well, this section is self-explanatory. Here it is:
Spider Queen: In a spider nest room found in strongholds, if you come inside with 10 or more fermented spider eyes, the Spider Queen will spawn. The 10 spider eyes will be removed from your inventory. The Spider Queen isn't as strong as other mini bosses, at only 75 health. However, she can inflict poison damage and shoot webs (a white beam that results in a cobweb wherever it is). Watch out, as spider spawners are contained in this room along with many cobwebs. Upon defeat, the Spider Queen has many drops. 5% chance of Spider Queen Statue. 15% chance of dropping 7-13 Fermented Spider Eyes. 50% chance of dropping 10-15 spider eyes. 50% chance of dropping 15-20 string. 10% chance of dropping 2-5 cobwebs.
Ghastly King: A warrior of a king who fell with the entire Ruined Kingdom Dungeon. Disturbing his throne room will summon his ghost to fight you. When he spawns, spawners will activate with mobs that are found throughout the dungeon. He is decked in golden armor and also wears a new helmet called the King's Crown. He is armed with an iron sword and has 150 health. Upon defeat, he has a 5% of dropping the Ghastly King statue. 20% chance of dropping the King's Crown, an unbreakable diamond helmet textured like a crown. 40% chance of dropping 10-20 gold ingots.
Death God: (coming soon)
Night Mare: A mini-boss horse. 100 health. Attacks by charging. 10% chance of also triggering fire damage. Its speed is the same as a horse. Spawned by stepping onto a Nightmare Block with a Nightmarish Carrot. 5% chance of leaving behind a black stallion upon defeat. 5% chance of dropping Night Mare figurine. 20% of dropping 3-7 leather. 50% of dropping 1-4 golden carrots. 100% chance of dropping a Golden Shard of Nightmares.
Military General: A undead army general who seeks to kill intruders. Spawned by stepping into the Military base with a Soldier's Medal. He is a skeleton with 100 health with both a bow and a wood sword with sharpness II. It also wears enchanted green leather armor. Upon defeat, he has a 5% chance of dropping a Military General figurine. 10% chance of dropping a bow with Power I, 20% chance of dropping a Wooden Sword with Sharpness II. 10% chance (for each) of dropping a piece of green leather armor enchanted with Protection II. 100% chance of dropping a Golden Shard of the Military
Head Guard: The head of the Royal Guard. He seeks to challenge those who come into the kingdom. A zombie with gray leather armor and a Guard's Sword. He has 100 health and is spawned by stepping into the Guardtower structure. Upon defeat, he has a 5% chance of dropping a Head Guard figurine, 20% chance of dropping a Guard's Sword. 10% chance (for each) of dropping any piece of his armor enchanted with Protection II). 100% chance of dropping a Golden Shard of the Guard.
I like most of what this post says so far, but I won't +1 until you finish it ;).
On a side note, you mentioned a Spider Queen boss. I believe that has been suggested many times before. Maybe you should implement someone else's ideas on a Spider Queen boss because judging by the description of yours, you didn't take as much time to think it out like people who posted specifically about it did.
I like most of what this post says so far, but I won't +1 until you finish it .
On a side note, you mentioned a Spider Queen boss. I believe that has been suggested many times before. Maybe you should implement someone else's ideas on a Spider Queen boss because judging by the description of yours, you didn't take as much time to think it out like people who posted specifically about it did.
Sounds like an excellent idea. Maybe I'll bring p her health, too. Thanks for the suggestion!
-Why are you nerfing dungeon and stronghold loot? The loot sucks as it is, and the only unique reward from them is saddles... and those aren't exactly good either. And, iron armor is easy to get, so adding it to the loot table (I think you can already find it there anyway) doesn't exactly make up for it. Chain armor sucks, even if it is kinda cool.
-How do you get past an indestructible door that can only be opened by a key? Mine AROUND the door!
-Every brick in a stronghold contains a silverfish? HELL NO. You could mine a block and watch as the entire dungeon spontaneously tries to eat your face.
-How would you summon the Head Guard?
-Once again, you can get past the King's Door by mining around it.
-The mobs and bosses in general in the Ruined Kingdom are... underwhelming. They're just armored zombies. If you can kill a regular zombie without taking a hit, you can kill these guys without taking a hit. Please replace them with something more original and difficult.
-Spider Queen seems underwhelming. It's just a giant cave spider with lots of health that shoots webs. There's also lots of other spiders in the fight. Yeah, no, webs do not stop a barrage of low-charged arrows or a sword.
-You listed the King's Crown in his drop table twice.
-The Night Mare, while better than the other bosses IMO, still needs some work. It, like the vast majority of the standard hostile mobs, charges directly at you to attack. Incredibly predictable. Please give it some more attacks.
-You'd better make the Death God damn hard... (By the way, giving something high stats is not the way to make something hard. A zombie with 1000 health is a zombie that takes a long time to kill.)
-The Guards seem understandable regarding their general... normality?
In general: You've got some good ideas, but a lot need improvement (the Ruined Kingdom) or are just lackluster (Night Mare). Some ideas are just flat-out bad as well (The indestructible doors, every brick being a silverfish block in strongholds).
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
-Why are you nerfing dungeon and stronghold loot? The loot sucks as it is, and the only unique reward from them is saddles... and those aren't exactly good either. And, iron armor is easy to get, so adding it to the loot table (I think you can already find it there anyway) doesn't exactly make up for it. Chain armor sucks, even if it is kinda cool.
-How do you get past an indestructible door that can only be opened by a key? Mine AROUND the door!
-Every brick in a stronghold contains a silverfish? HELL NO. You could mine a block and watch as the entire dungeon spontaneously tries to eat your face.
-How would you summon the Head Guard?
-Once again, you can get past the King's Door by mining around it.
-The mobs and bosses in general in the Ruined Kingdom are... underwhelming. They're just armored zombies. If you can kill a regular zombie without taking a hit, you can kill these guys without taking a hit. Please replace them with something more original and difficult.
-Spider Queen seems underwhelming. It's just a giant cave spider with lots of health that shoots webs. There's also lots of other spiders in the fight. Yeah, no, webs do not stop a barrage of low-charged arrows or a sword.
-You listed the King's Crown in his drop table twice.
-The Night Mare, while better than the other bosses IMO, still needs some work. It, like the vast majority of the standard hostile mobs, charges directly at you to attack. Incredibly predictable. Please give it some more attacks.
-You'd better make the Death God damn hard... (By the way, giving something high stats is not the way to make something hard. A zombie with 1000 health is a zombie that takes a long time to kill.)
-The Guards seem understandable regarding their general... normality?
In general: You've got some good ideas, but a lot need improvement (the Ruined Kingdom) or are just lackluster (Night Mare). Some ideas are just flat-out bad as well (The indestructible doors, every brick being a silverfish block in strongholds).
Yeah, this isn't finished. I'm going to add more things and make the bosses harder. I just took out the silverfish part and changed some dungeons to more loot actually. However, spawner dungeons will stay nerfed. Don't forget, this is a Work In Progress. More detail WILL be added.
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On a side note, you mentioned a Spider Queen boss. I believe that has been suggested many times before. Maybe you should implement someone else's ideas on a Spider Queen boss because judging by the description of yours, you didn't take as much time to think it out like people who posted specifically about it did.
Thx! This means a lot! DeathCapsule helped me with the Keystones and Horses.
-Why are you nerfing dungeon and stronghold loot? The loot sucks as it is, and the only unique reward from them is saddles... and those aren't exactly good either. And, iron armor is easy to get, so adding it to the loot table (I think you can already find it there anyway) doesn't exactly make up for it. Chain armor sucks, even if it is kinda cool.
-How do you get past an indestructible door that can only be opened by a key? Mine AROUND the door!
-Every brick in a stronghold contains a silverfish? HELL NO. You could mine a block and watch as the entire dungeon spontaneously tries to eat your face.
-How would you summon the Head Guard?
-Once again, you can get past the King's Door by mining around it.
-The mobs and bosses in general in the Ruined Kingdom are... underwhelming. They're just armored zombies. If you can kill a regular zombie without taking a hit, you can kill these guys without taking a hit. Please replace them with something more original and difficult.
-Spider Queen seems underwhelming. It's just a giant cave spider with lots of health that shoots webs. There's also lots of other spiders in the fight. Yeah, no, webs do not stop a barrage of low-charged arrows or a sword.
-You listed the King's Crown in his drop table twice.
-The Night Mare, while better than the other bosses IMO, still needs some work. It, like the vast majority of the standard hostile mobs, charges directly at you to attack. Incredibly predictable. Please give it some more attacks.
-You'd better make the Death God damn hard...
-The Guards seem understandable regarding their general... normality?
In general: You've got some good ideas, but a lot need improvement (the Ruined Kingdom) or are just lackluster (Night Mare). Some ideas are just flat-out bad as well (The indestructible doors, every brick being a silverfish block in strongholds).