Depends. What model is it? Anything above the 2018 model should work, though the 2020 model is recommended if you don’t want your world only slightly toasted.
- jdc997
- Registered Member
-
Member for 8 years, 6 months, and 24 days
Last active Thu, Oct, 14 2021 16:37:19
- 13 Followers
- 1,219 Total Posts
- 419 Thanks
-
May 20, 2019jdc997 posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
Man, I haven't been active for awhile, but coming back to see this just---hurts. I remember the old days when I'd come on here almost daily and check out people's suggestions. Even if I haven't done that much here, I'll be sad to see this place go.
Thank you, Critic, for making this forum. Thank you, Sunperp, Badprenup, and the other moderators for doing your best to make this forum a place everyone could visit and enjoy themselves. And, even if you've made some missteps, thank you Curse for bringing this forum to its greatest highs and glory days.
-
Jan 11, 2017jdc997 posted a message on Minecraft Crafting & Recipe Quiz: Can You Get Every Question Correct?Posted in: News
9/10. I messed up on the cookies one. Probably because I have never once bothered to craft them.
-
Sep 26, 2016jdc997 posted a message on (PC) A Look At Version 1.11Posted in: NewsQuote from Unclevertitle»
Not to mention that the Curse of Binding might actually be beneficial on a very good sword or pickaxe and paired with Mending. No more accidentally throwing an item away by pressing 'Q' instead of '1' when startled by an enemy.
That's why I set my "Drop" key to P. I have never accidentally dropped an item since.
Personally I'm "meh" about these cursed enchantments. It's an interesting idea, but it seems like it would just turn the item into junk. I think most people would just use books to make sure they get what they want. -
Sep 25, 2016jdc997 posted a message on (PC) A Look At Version 1.11Posted in: News
Seems cool, though it looks like Minecraft is moving more and more towards a fantasy theme. This isn't bad, but it does open the way for quite a few new suggestions. Hopefully the game doesn't become too much more like an RPG though.
- To post a comment, please login.
0
That would be nice--unfortunately I doubt anyone would be willing to set aside a few months, unpaid, to make a prototype, and I have a lot of learning myself to make it.
I don't think it's against the rules unless its for the sake of bumping a thread, but I'm pretty sure double posting is frowned upon.
The wiki states its purely random, cueing at sunrise, noon, sunset, and midnight. I don't think it mentions the music being affected by weather, though it could be an accidental omission.
There's already boss themes, and the music changes when fighting an enemy. I think a specific theme for monsters could hurt immersion.
0
I personally always liked the idea of seasons, and I feel that it can be implemented in a way that feels like it's naturally increasing difficulty, rather than the artificial means of regional difficulty. Petrinac, the home of the wither beasts, will be discussed in Part 9, and is the center of the game's "plot."
I mean, there's already harder enemies like husks, sand worms, and strays, but perhaps that could be explored further. I did want to add a temperature system, but that tends to be dismissed immediately (but so is Minecraft 2, I guess). I did have the idea of an optional "real survival" mode that had more survival elements than the current game, but I'll probably discuss that in an appendix.
Yeah, I'm terrible at building cool-looking structures in Minecraft, so some simplified concept art was the best I could do.
I like the ideas, though I want to avoid forcing any kind of lore into the game. The End is not present within the game (at least, at launch; maybe there would eventually be an "End Update"), so its up to the player to come up with what happened to its denizens and the Ender Dragon. There are abandoned bases, in the form of the various ruins that spawn, but I don't know about an abandoned base as a dungeon; perhaps it would fit as an underground dungeon.
I don't want to give the villagers any weapons because I feel that undermines the point of protecting them; however, they are more advanced. For example, the priest heals damage villagers, the villages in general are larger, and they have a stronger economy, evidenced by their sudden need to have a bank.
The Wither does return, and is a focal point of the game. However, as I want to avoid copying Story Mode, as well as the first game in general, it's not the final boss. In fact, it's pretty weak compared to the true evil threatening to decay everything in existence. But we'll get to that later. Hopefully.
Anyways, I noticed that you said Almost all of it looks good. Can you tell me what you didn't like?
Thank you! Yeah, I probably should of thought of that-as well as made the inside of their skull glow as well. Still, it's only concept art, and I copied it from the Wither texture. It would look different in the final game.
By the way, the Keep of the Illusioner was partly inspired by Yggdrasil.
0
Terraria also has a blood moon event almost identical to this. If there was an event like this, it should be more unique.
I don't mind the suggestion itself, but there should be more details. A red creeper or a boss phantom sound boring with no information, and even then, different versions of mobs we already have are generally frowned upon in this forum.
Since there isn't a lot of detail, I'm going to go with Partial Support.
2
Minecraft 2, Part 6:
NOTE, PLEASE READ FIRST: I DO NOT THINK WE NEED A MINECRAFT 2. HOWEVER, I THINK IT WOULD STILL BE A GOOD THING. I've explained this before, and I don't feel like mentioning it again for the millionth time. Yes, I know you could just add these suggestions in the current game, but to do so would require quite a few rewrites and rebalancings that it honestly would just be better to make a new game. Besides, as 1.9 taught us, even minor changes, if they effect a major enough portion of the community, can split it, so this many overhauls would probably cause huge uproars. I feel it would be better to keep the current game you love untouched, with this new, different version available for those who are tired of the old game and want something fresh. If you want my full opinion on why I think a Minecraft 2 would be beneficial, you can view my opinion on that in Part 1, and there are many times throughout the parts in this suggestion series where I go more in-depth. Anyways, I would appreciate it if criticisms were more pointed at the suggestion itself and not at whether Minecraft 2 should exist. Without further ado, though, lets get into the suggestion itself.
Introduction
Remember, 0/1/2 means 0 on easy, 1 on normal, and 2 on hard.
I've attached a couple of images to this post showing models of important new mobs and concepts for the new dungeons. Keep in mind that they are not to scale, and are only meant to give you an idea of what they look like. Were they implemented, they would look much more professional. Also, if something already exists, or is similar to something that already exists, I didn't give it a picture.
Biomes
Biomes will also have unique dynamic music, instead of the music just playing with no regard for what you're doing or where you are. Music will start to fade out as it comes to sunset, and some more dire chords will come in if there are a lot of enemies. Songs will all feature the piano, like current Minecraft, but there will also be a large variety of instruments to supplement.
Biomes are given in the order as they appear in the wiki, with new biomes at the end of each section.
D=Includes a dense variant, with more trees/flora
M=Includes a mega variant, with larger and taller trees/landscapes
Cold Biomes
Ice Plains: Snow-covered, mostly flat land with little life, beyond some undead, rabbits, polar bears, and foxes. Ice spikes also occasionally spawn. The surface underground (above y=0, but below the direct surface) will consist largely of ice and snow blocks with occasional stone blocks and low-tier ore. Music is soft and slow, using bells and violins with the piano being the starring instrument.
Taiga (D, M): The old Cold Taiga. Spruce trees in a relatively flat snowy landscape, with more life, such as wolves and terns. The surface underground is a mix of dirt and snow blocks. Uses the Ice Plains music. Has a Dense Taiga variant with more trees.
Extreme Hills (M): High hills that have snow on the top and spruce and oak trees, with occasional birch and maple. Surface underground is more standard, with lots of andesite. Music is generally quiet, with some slow piano and violin, and some "Viking drums."
Crystal Forest (D): A rare forest biome consisting of crystal trees. The ground is snow blocks, with occasional patches of ice. The surface underground is made primarily of packed ice. Uses the Ice Plains music, but with an additional jingle bell track.
Temperate Biomes
The player can only ever initially spawn in a temperate biome.
Plains: Relatively flat land with a lot of grass and small lakes, and a couple of of flowers. The surface underground is standard, consisting largely of stone with some dirt. This biome has two variants, being sunflower plains, containing a lot of sunflowers, and flower plains, which contains a lot of other flowers. The music is similar to the calm ambient music of the current game, and has four different songs to play, including remixes of "Minecraft (Calm 1)" and "Sweden (Calm 3)."
Forest: There are different forest variants, one for each tree, and a couple of mixed versions. These include:
The surface underground and music is the same as the Plains music.
Swampland (D, M): a flatland with a bunch of water, lily pads, mangroves (a large oak tree variant with exposed roots and growing vines), and mushrooms. The surface underground is primarily dirt, with a bunch of slimes. There is an ambient fog that reduces visible distance by half, with rendered blocks and characters beyond the fog just showing a silhouette. Uses the Jungle music.
Mystic Lake: a rare, tranquil biome consisting of a large lake surrounded by trees and flowers. In the center of the lake is a large indestructible boulder with the sword "Excommunicator" stuck into it. The sword can be pulled out by interacting with it as long as the player has a strength II or greater effect, and doing so makes the boulder breakable. Occasionally, a Great Stag can spawn which drops mystic leather for making mystic leather armor. No enemies naturally spawn here, and undead will flee should they get into the biome. The lake will slowly heal the player and other mobs who get in, though undead will be rapidly damaged instead. The surface underground is the same as Plains. The music is quiet, consisting of just some occasional soft piano notes, and not really being a full song.
Hot Biomes
Jungle (D, M): a biome consisting of huge trees, shrubs, cocoa, and a bunch of rivers. The land is pretty uneven, making this biome difficult to traverse. The dense variant has a full, thick canopy, making sunlight sparse. There is also an Edge variant which transitions the jungle to other biomes. The music has a lot of drums and exotic wind instruments and sounds "jungle-y."
Desert (M): a bumpy land land of sand with lots of cacti, including the new prickly pear, occasional palo verde trees, and dead bushes. Only undead spawn here, and with high graphical settings, there is also a heat distortion effect on objects at a distance. The surface underground is primarily sandstone, with some occasional sand and stone deposits. The music uses a mix of sitar, drums and piano.
Savanna (M): flat, grassy land broken up by the occasional acacia tree. The mega variant, is by contrast, extremely hilly. The surface underground is the same as the Plains, and it uses the Plains music as well.
Mesa (M): a canyon consisting of different colored terracotta blocks. The Mega variant has huge spikes of terracotta, similar to the current Bryce Mesa biome. There is also an "F" variant which has grass blocks and foliage on the top. The surface underground continues to feature layers of terracotta, and the biome uses a calmer version of the desert music.
Plateau (M): large, flat expanses of land abruptly jutting out of the surrounding land. There are grass and acacia trees on top, and the surface underground and music is the same as the Plains.
Volcano (M): a lifeless wasteland with a central volcano. The ground is covered in basalt, a black dirt-like block that falls like sand. The surface underground is largely obsidian and contains a lot of lava lakes; however there is a lot of ore to find here, including diamonds. There is an ambient fog here, similar to the swamp biome, though you can see the glow of lava beyond the fog. This biome uses the Desert music.
Ocean
Oceans all use the same music, which consists of a guitar, steel drums, and piano. When there is an enemy nearby, the guitar and steel drums drop off, and a bass track is added, sounding like the famous "Dun Dun Dun Dun" music from Jaws. The exception is the frozen ocean, which is the same music, but played with bells and violins instead. The surface underground is the same as Plains, but many portions will be flooded. They all come with a deep variant, where the sea floor is at the bottom of the surface, or y=0.
Warm Ocean: has a floor of sand and generates seagrass, kelp, coral, and sea cucumbers. Appears adjacent to warm and hot biomes.
Lukewarm Ocean: has a floor of sand and clay and generates seagrass and kelp, and occasionally sea cucumbers. Appears adjacent to warm biomes.
Plain Ocean: has a floor of gravel and sand and generates seagrass and kelp. Appears adjacent to any biome.
Cold Ocean: has a floor of gravel and generates kelp. Appears adjacent to warm and cold biomes.
Frozen ocean: has a floor of gravel and generates kelp. The surface of the water is ice, which occasionally juts upwards as an iceberg. Appears adjacent to cold biomes.
Mushroom Island: an island made up of mushrooms and mycellium (which is now a full block), and is the only place mooshrooms spawn. The surface underground is also made up almost entirely of mycellium, occasionally broken up by ore. No enemies spawn here; however, this is not a very livable biome as all blocks placed by the player will turn into mycellium after 30 seconds. A "funky" version of the ocean music plays here.
Archipelago: an assortment of small islands, which can have an acacia tree spawn on them in the shape of a palm tree. Occasionally you can find a buried chest under an X made of dirt in the otherwise fully sand island.
Atoll: an island made of coral blocks in a circle.
Volcanic island: a smaller versions of the volcano biome that appears in the middle of the ocean.
Sky
Empty sky: Nothing to see here, folks.
Floating island: A rare, massive, floating landmass containing grass and aether trees. Other than that, it's a regular Plains biome in the sky, though the volume of the music is reduced with height.
Other
These biomes can spawn in any region, and unless otherwise specified, use the music and surface underground of the surrounding biome.
Cold Beach: Stone cliffs dropping off into an ocean.
River: a tract of water often used to separate to large biomes.
Sand Beach: a beach made of sand, appearing where oceans border temperate and hot biomes
Gravel Beach: a beach made of gravel, appearing where oceans border taiga and extreme hills.
Mountain Range: Absurdly high and thick mountains that are difficult to traverse. You can try to tunnel through them or build paths up them, or ignore setting up convenient methods and just climb it. Uses the Extreme Hills music.
Ravine: a crack going deep into the earth.
Wither Breach: A desolate gray wasteland with giant bones jutting out of the ground. The entire biome is made up of ash, with no ores to find. There is no music, just an ambient wind track. There is also a deep ambient fog, and going into this biome without the proper protection will cause you to take 5 wither damage per second.
Structures
Village: Villages return, and are a bit more of a bustling metropolis than they currently are. Villages can spawn in Plains, Ice Plains, Deserts, Savannas, and occasionally on floating islands. When a village spawns, it will spawn with a village totem in the center. Then, there will be four posts on the corners of the village, and a wooden fence connecting them all. This means that the village will have a rudimentary level of protection, though it won't protect against everything. The posts determine the size of the village, and you can move them if you want; however, the two opposing corners closest to the center of the village will determine the area of the village. Thus, you'll have to move at least two of the posts to expand the village. The posts can be up to 512 blocks apart from each other on the x and z axes, and up to 64 blocks apart on the y axis, and they can be half that distance from the village totem. I'm terrible at explaining things, so this next spoiler should make it a bit clearer.
P-P
|T|
P-P
This is how the initial village fence might spawn. But, let's say you want to expand the village, so you move one of the posts.
I
P-
|T|
P-P
Even though you moved a post, the game isn't recognizing it, as the village looks for the two closest posts. In this case, the top-left and bottom-right posts are determining the size of the village. So, you move the bottom-right one.
I
P-
|T|
I-
P
Now, the village is a little bit bigger, as the village is looking for the two closest opposing posts. However, if you want to maximize your space, you should move at least three of the posts and put them in a rectangular formation.
P P
-
|T|
-
P P
It would probably also be a good idea to expand the fence/wall.
If there are fewer than two posts, the village will be considered 32 blocks wide.
You can purchase blueprints for a village totem and boundary posts from a librarian once you've maxed out its disposition (more on that in a bit).
There will be several different buildings, each of which will spawn a corresponding villager or villagers.
The game spawns a marker (a technical tag that doesn't tangibly exist within the game world) in each building it spawns, and assigns each villager and their bed to a marker. Each marker supports up to three villagers, as you can add more beds to houses to increase their capacity. Markers will automatically be placed in buildings and will last as long as the following conditions are met:
All villagers will initially spawn inside their assigned building, while golems will spawn next to the village totem.
Since I'm talking about villages, it'd probably be a good time to discuss the new trading system. The new villagers will be discussed in the creatures section.
Like potions, I never really liked villager trading. It took too long to get anything good, and it was just faster for me to find the stuff myself (provided the world generation RNG didn't hate me). However, randomness is such an integral part of villager trading, so I don't think it should be completely removed. Instead, I'll make it easier to get to the offers you want.
The villager GUI is split into two grids. The bottom grid is your inventory, while the top grid is the villager's inventory. Between the two grids is a small interface displaying your popularity in the village, that particular villager's disposition towards you, and your emeralds. Hovering over an item will display its buy/sell cost. To trade, grab the item you want to trade and simply place it into your inventory. If you are buying an item, you will grab one unit at a time. Holding shift will grab a whole stack, or as much as you can buy. Grabbing the item will immediately deduct emeralds from your inventory. When selling, the item will remain in the villager's inventory for you to buy back until you leave the trading GUI, after which generic items will disappear. The last three items you've named will remain available for buyback indefinitely. As you buy and sell items, your disposition with that villager will rise. As it does, that villager's inventory will increase to include more items. Eventually, the villager's disposition will reach 100, and continuing to trade with it will replace lower-quality stock with higher-quality stock.
Villagers will buy anything you want to sell, but they'll offer better prices for items of their profession and if they like you more.
Your popularity determines how much that village likes you. It starts at 50% and increases as you perform trades, and decreases as you do negative tasks such as killing a villager or golem, breaking a generated block, or stealing from a chest. With higher popularity, villagers will provide you discounts and occasionally even offer you a free gift. With lower popularity, golems will attack you and villagers will give you worse prices.
Rarely, villages will spawn as zombie villages. All the houses will spawn as ruined variants, missing several blocks and mostly empty of loot. At night, zombie villagers will spawn within the confines of the village. Destroying the village totem will cause a bunch of zombies to spawn immediately, but will also prevent the area from being considered a village anymore.
Cabin: A one-room building. about the size of two village huts. It has a crafting table, a decent chest, and a bed, as well as a pen out back. It spawns a single non-banker villager, who will probably not survive very long without protection. These can spawn in any biome.
Temples: There are different types of temples for different biomes. The Jungle and Desert Temples return, and there is a new temple for the Ice Plains and Swampland.
Jungle: Split into three floors, with the top floor being on the surface. The top floor is mostly empty aside from a skeleton spawner and a staircase leading down. The middle floor has a tripwire which, when triggered, will cause some dispensers to shoot tipped arrows of poison at you. In some indentations in the wall are some chests with some low-tier loot. The bottom floor is hidden and can be accessed by pressing a hidden button which opens a path to a staircase (or mining your way through if you're boring). Down here are two skeleton spawners and a trapped chest, which, if opened, gives you five seconds to grab everything and run before some TNT blows you up, which is connected to the chest by a redstone delayer.
Desert: The desert temple is a massive pyramid with a tower at each corner. There are two floors. The first is a randomly generated maze. The second floor can be accessed from the center of the pyramid and is hollow. There are four husk spawners and a single chest containing decent loot. The four towers are connected to the maze and can be ascended via a ladder within them. They each have a low-quality chest and husk spawner within them.
Frozen (Ice Plains): The frozen temple is a tower made of packed ice. It consists of four floors, each containing a spawner and a chest. The chests go from low-quality to decent as you ascend. The first floor has a skeleton spawner, the second a spider spawner, the third a stray spawner, and the fourth floor has two stray spawners.
Swamp: The swamp temple consists of two floors. The top floor is on the surface level. It is mostly devoid of anything of interest, aside from vines and lilypads. The bottom floor is connected to the top via a tube of water. The floor has a witch spawner, and a decent-quality chest.
Witch Hut: A small wooden house on stilts. Witches will often spawn here. Inside is a bed, basic brewing stand, crafting table, and chest containing some potion ingredients.
Ruins: A broken-down building that is a relic of days gone by. They have little to no loot, but make the world feel less empty. There are several different types:
Dungeons
Dungeons are structures that consist of buildings with a mostly randomly generated layout. They have a lot of enemies, loot, and a unique final boss. Most dungeons are required to progress through the game, though some are optional and can provide you items that will help you tackle the main dungeons. The required dungeons are separated into five sets. The dungeons within each set can be approached in any order, but you must complete each set before you'll be able to access the next. Each dungeon has its own music, and bosses, for the most part, use a remix of the dungeon's music as their theme.
Ruined Monument: The old Ocean monument has returned, but after such a long time, it has fallen victim to decay. The layout is roughly the same as the current monuments, but there a lot of holes and caved-in sections. It is occupied by Guardians. There is one boss, the Ancient Guardian, in the center of the monument, where the (now empty) treasure room used to be. Defeating the Ancient Guardian will cause the Guardian boss chest to spawn, which can contain Tier IV ingots and gems, 8-16 emeralds, and the bow Jet Stream. The music is calm, but eerie, using diminished chords with the guitar and piano to create an unsettling atmosphere.
Keep of the Illusioner: This dungeon is part of dungeon set 1, required to beat the game. It is recommended that you have at least Tier III (iron) equipment to tackle this dungeon. This is the old Woodland Mansion, but now there is a giant leafless tree growing out of it. Near the keep, unless another weather event is in play in the area, the sky will turn overcast (but it will be client-side, meaning the actual weather effects in the region will remain normal). The Mansion part is very similar to the current version, but it's in disrepair, as if the residents haven't been maintaining it. For example, most of the windows are missing some or all of their glass, and there is little to no plant life in any of the rooms. Most of the carpet is gone, and the statues are crumbling, to the point that some are unrecognizable. The mansion always has two floors, with a foyer in the entrance room leading to the second room. However, getting to the third floor (Without just manipulating blocks) will require searching for a room under the tree. One of them will have a ladder leading up into the tree. The tree itself is a tower made of dark oak wood (the barked variant, not planks) with five floors containing four symmetrical rooms each, with the exception of the top floor. Each room on a particular floor is unique, though the same room can appear on multiple floors. Unless specified, each room has a door to each of the two adjacent rooms. Here are possible rooms:
The very top floor is an arena with an open roof (so you could theoretically just build or climb your way to the top without ever having to actually go into the dungeon). Here is an Illusioner, the boss of the dungeon. Once defeated, its boss chest will spawn, containing some Tier III and IV ingots, 16-24 emeralds, the Fist of the Evoker, and Frozen Flint.
As the Keep of the Illusioner is required to beat the game, and is also one of the first dungeons you are supposed to visit, it is much easier to find, and the enemies within aren't as tough as their current incarnations. The Keep can be found within any forest-type biome, regardless of temperature, with the exception of jungles and swamps. They'll appear roughly once per twenty forests. Also, because it's an early-game dungeon, most of the unspecified loot is just food with some occasional Tier II and III ingots and equipment thrown in.
The music is a remix of parts of "Clark" (Calm 2), but sped up and with more minor chords, and new parts that are played with the organ.
There are two more dungeons in set 1, but those are underground and will be discussed in the next suggestion in this series.
Pirate Galleon: a stationary ship randomly encountered on the ocean. There are three decks, each occupied by various Swashbucklers. The bottom deck is the cargo bay, where you can find some gold nuggets and equipment, as well as emeralds in chests. The middle deck is the living quarters, where you'll mostly find food and Tier III equipment. On the top deck are most of the Swashbucklers and an entrance to the Captain's quarters. The Captain's quarters contains the Captain, the boss of the Galleon. His boss chest can contain various pieces of gold and emerald equipment, 16-32 emeralds, and a basic crossbow. The music is played with an accordion and piano, and is reminiscent of sea shanties, like "Blow the Man Down".
Arena: a large, circular coliseum that is initially empty, which can spawn in deserts. On both sides is an open gate. In the center is a unique, indestructible "Arena Activator Block" and a sign saying to strike the block with any weapon to prove your worth. Upon doing so, the arena will repair itself and destroy any player-placed blocks, and waves of enemies will spawn. While a wave is in progress, the player will be unable to place or break blocks, and somehow ending up outside of the arena will end the wave without any reward. The gates will also be closed by iron bars. Weather will also seem to be paused and set back to normal on the client's side. Undead spawned during waves are unaffected by sunlight. Upon clearing a wave, you can either strike the block again to move on to the next, or you can leave through the gates, which open between waves. Your rewards spawn in a chest above the Activator. Leaving (or dying) will return the arena to the state it was in before, including placed blocks and any destroyed segments, and will despawn all enemies spawned by the arena.
Waves: The enemies and the numbers of each as well as the quantity of your rewards are effected by your difficulty when you strike the Activator. Your difficulty is locked for the duration of the arena battle.
1. Zombies (4/6/8); Rewards: 4/6/8 emeralds
2. Zombies (4/5/6) and Skeletons (2/3/4); Rewards: 6/8/10 emeralds
3. Husks (2/2/4) and Strays (0/2/4); Rewards: 6/12/16 emeralds, a Tier I potion of instant health, and 2/4/10 iron ingots
4. Vindicators (4/6/10); Rewards: 8/12/20 emeralds
5. Vindicators (3/5/8) and Evokers (1/3/6); Rewards: 8/18/26 emeralds
6. Husks (2/4/6), Vindicators (2/4/8), and Evokers (0/2/4) Rewards: 8/20/30 emeralds, 4/10/20 iron ingots, and 0/2/4 diamonds
7. Sand Snakes (2/4/8); Rewards: 6/12/24 emeralds
8. Tier IV armored Zombies (4/6/8), Sand Snakes (1/2/4), and Vindicators (2/4/6); Rewards: 10/16/24 emeralds, a Tier II potion of instant health, the Arena Inventory expansion, and 8/16/32 iron ingots
9. Easy ends here. For Normal and Hard, Tier IV armored Zombies (0/4/6), Tier IV armored Skeletons (0/2/4), Vindicators (0/2/6), Evokers (0/1/2), and Sand Snakes (0/2/4); Rewards: 0/24/42 emeralds and 0/4/8 diamonds
10. Final Boss: The Grand Champion; Rewards: Grand Champion boss chest containing 0/32/64 emeralds, a medium citrine enchantment gem, and the trinket Champion's Belt
Only one player can attempt the arena at a time, and only once per in-game day. If wave 10 is cleared, then the player will have to wait 7 in-game days before being able to attempt the arena again, after which the standard once per day rule applies. If other players are in the arena, they will be teleported to one of the gates, from where they can go to the seats and watch. None of their weapons will have any effect on the enemies or the player. Attempting to jump back in will teleport them out again. They also cannot place or break blocks within the confines of the arena.
The music for the arena only kicks in when a wave is in play. It starts out with just a bass drum track, but with each wave a new track is added, including more drums, a cello, piano, and choral "ahhs," eventually ending up with a very epic theme by the time you reach the Grand Champion.
Wither Crater and Tower: This is the only dungeon in dungeon set 3, and is required to gain access to Petrinac, one of the new dimensions. Wither Craters spawn in the middle of Breaches, and have the appearance of a giant indentation into the ground in the shape of an upside-down dome. In this crater, several rib-like bone structures jut out of the ground, and if you were to excavate, you would find that these all join into one structure at the center of the crater. The crater is occupied by Wither Skeletons and Hopping Skulls. At the center of the crater is a thin, but tall tower made from bone blocks. The tower's first floor is actually a small distance (about 16 blocks) from the ground, and is connected to the underground bone structure by three pillars. The only entrance is a hole in the bottom of the first floor. Attempting to approach the tower from above the first floor will cause you to be repelled by an invisible force field. The tower is split into six floors, plus a rooftop arena. The order of four of the floors can be randomized, but the tower will always contain the same floors. There are four places a staircase can generate, one in each corner of the tower, and staircases will not generate on top of another. While each floor only consists of one room, the tower is pretty wide and has quite some distance between staircases.
The music only kicks in when you reach the tower, and consists of some fast paced music featuring organs and cellos. I honestly don't know how to describe it better than that, as designing music isn't exactly my strong suit.
Creatures:
Since we don't have a prototype to test, stats are labeled with vague terms such as low, medium, or high, and are assumed balanced around the expected tier. If say a mob's HP is labeled medium, and it's expected tier is III, then you would be expected to have iron or equivalent equipment to deal with it. If you had stone (Tier II), the mob would have the equivalent of high HP relative to you. If you had diamond (Tier IV), you would find the mob to have low HP relative to you.
Note that child mobs do not drop anything.
Passive mobs
Chicken
Expected tier: I
MaxHP: Low
AP: None
MR: None
KR: None
XP: Low
Pack Size: 4
A large bird that drops 1 raw chicken and 1-3 feathers when killed. Occasionally, it will lay an egg. It can spawn with either white, brown, or black plumage. It can be bred and led around with wheat seeds.
Cow
Expected tier: I
MaxHP: Low
AP: None
MR: None
KR: None
XP: Low
Pack Size: 4
A bovine that gives milk and drops 1-3 cow meat and 2-4 leather when killed. It can spawn with either the classic white on brown skin, or a black on white skin. It can be bred and led around with wheat.
A variation of the cow, the mooshroom, spawns on mushroom islands. They have black eyes, a white on red skin, and mushrooms growing on their back, and they yield mushroom soup when milked, but are otherwise identical to cows.
Ocelot
Expected tier: I
MaxHP: Low
AP: None
MR: None
KR: None
XP: Low
Pack Size: 1
A small feline that populates jungles. They drop 1-2 fish and 0-2 leather. They are very skittish and will run from moving players, but they can be tamed with fish.
Pig
Expected tier: I
MaxHP: Low
AP: None
MR: None
KR: None
XP: Low
Pack Size: 4
A small pink animal that gives 2-4 porkchops and 1-3 leather when killed. It has the classic pink skin available, as well as a pink skin with brown spots. It can be bred and led around with carrots.
Rabbit
Expected tier: I
MaxHP: Low
AP: None
MR: None
KR: None
XP: Low
Pack Size: 8
A cute little critter that runs around aimlessly. It can jump very high and run very fast. If killed, it occasionally drops a unit of raw rabbit meat and/or leather, and rarely a Rabbit foot. It can naturally spawn with any of the 6 current skins, as well as the Bedrock white rabbit. It can be bred and led around with dandelions.
Sheep
Expected tier: I
MaxHP: Low
AP: None
MR: None
KR: None
XP: Low
Pack Size: 3
A woolly animal that occasionally eats grass. Its wool has 3 levels of thickness, and it gains a level by eating grass. When sheared, it drops 2, 4, or 6 wool depending on its thickness. When killed, it drops 1 wool, 1-2 raw mutton, and 1-3 leather. The sheep can be dyed, but once sheared its wool will revert to its natural color. It can be bred and led around with wheat.
Squid
Expected tier: I
MaxHP: Low
AP: None
MR: None
KR: None
XP: None
Pack Size: 5
A cephalopod that wanders aimlessly in the ocean. It drops 2-4 Ink Sacs.
Villagers
Expected tier: I
MaxHP: Medium
AP: None, except for blacksmiths, who have Low
MR: None, except librarians, who have Low
KR: None
XP: None
Pack Size: 0 (spawned by buildings)
Villagers are citizens of villages with long noses and a greed for emeralds. They drop nothing. Villagers have different professions, and multiple specializations per profession:
All villagers have a chance to sell something from another specialization when gaining a new trade in addition to what they would normally get.
Villagers have 3 facial expressions: normal, happy, and angry. They have their normal face most of the time, but change to happy on a successful trade, and angry when hit. Nitwits look happy all the time.
Dolphins
Expected tier: I
MaxHP: Low
AP: None
MR: None
KR: None
XP: Low
Pack Size: 6
These sea creatures float around the ocean, staying near the surface. They will drown if forced to stay either above or below water for 5 minutes.
Turtle
Expected tier: I
MaxHP: High
AP: High
MR: High
KR: High
XP: Low
Pack Size: 1
These slow-moving critters spawn on beaches, where they move slowly and can lay eggs. They prefer to spend their time in the water, where they can more pretty fast. They don't drop very much, but they can occasionally drop their shell, which can be either used as a helmet to give 10 extra seconds of underwater breathing, or to give you a speed boost if held while swimming.
Fox
Expected tier: I
MaxHP: Low
AP: None
MR: None
KR: None
XP: Low
Pack Size: 1
These rare, reclusive mobs appear in any temperate or cold forest-type biome, or deserts. They drop 1-3 leather when killed. When encountered, they can occasionally lead their pursuer to buried treasure and sit on it. Most of the time, though, they'll just attempt to run away from the player. They can be bred and lead with raw meat. They will hunt chickens. They have three possible skins: a white arctic skin which they use in cold biomes and cold weather, a dusty yellow skin they use in deserts, and an orange skin.
Clam
Expected tier: I
MaxHP: High
AP: High
MR: Full
KR: Full
XP: Low
Pack Size: 1
Clams are small mollusks that generate at the bottom of oceans. They don't move, but take a long time to kill due to their very high AP. When killed, they can occasionally drop a pearl. They come in three different sizes but are otherwise identical.
Neutral mobs
Bear
Expected tier: II
MaxHP: Medium
AP: None
MR: None
KR: None
XP: Low
Pack Size: 1
Bears wander around aimlessly, looking for pigs, sheep, and cows to kill. They come in three variants. Polar bears spawn in Ice Plains. Grizzly bears (brown bears with an orange snout) and black bears spawn in any temperate forests. Grizzlies prefer to spend most of their time near rivers, chasing fish mobs. Black bears constrain their hunt to the woods. Occasionally, bears will spawn with a cub. They will only get hostile if a player attacks them or gets near their cub. They drop random fish and 2-5 leather.
Wolves
Expected tier: I
MaxHP: Medium
AP: None
MR: Low
KR: None
XP: Low
Pack Size: 4
Wolves wander around forests, killing pigs, sheep, cows, and chickens. They drop 0-3 leather when killed. They, along with other members of their initial pack, turn hostile when attacked. They can be tamed by giving them a random amount of bones. They have 3 skins: a white "classic" skin, a brown skin, and a black and white "husky" skin.
Deer
Expected tier: I
MaxHP: Medium
AP: None
MR: None
KR: Medium
XP: Low
Pack Size: 2
Deer are brown creatures with thin, long legs and a pair of antlers. They drop 2-4 leather when killed. If approached or attacked, they will attempt to ram the player. Children have no antlers.
Great Stag
Expected tier: IV
MaxHP: Medium
AP: Low
MR: Full
KR: Medium
XP: Low
Pack Size: 1
The Great Stag is a glowing white deer with turquoise eyes and yellow swirls through its coat. Its antlers are much larger than a typical deer as well. If approached or attacked, it will initially try to run away. Once the chase has gone on for a while, or it has lost half its health, it will start to ram the player. It is very fast and does a lot of damage and knockback when doing this. It drops 2-4 mystic leather when killed.
Ambient mobs
Bat
Pack Size: 1
Bats float around aimlessly in caves, annoying master cavers with their incessant squeaking.
Fish
Pack Size: 8
Fish float around any body of water. There are specific versions for cod, puffer fish, and salmon, as well as a generic fish mob with a randomly generated skin. They can be captured in buckets, but drop nothing if killed.
Birds
Pack Size: 4
Birds simply fly from place to place, and stay with the rest of their pack. They will eat seeds left on the ground. They have different variants based on their spawning biome:
Rats
Pack Size: 4
Rats are typically found underground, but can appear above ground at night. They eat food items left on the ground.
Frogs
Pack Size: 2
Frogs are found in swamps, or any temperate biome when it rains. They hop around, like rabbits.
Garder Snakes
Pack Size: 1
These are small, thin, and long creatures made of several blocks put together in a chain. They slither around aimlessly and ignore the player entirely.
Tamable mobs
Horses, Donkeys, Mules, and LLamas
Expected tier: I
MaxHP: High
AP: Low
MR: None
KR: None
XP: Low
Pack Size: 4
Horses and Donkeys spawn in Plains and Savannas, while llamas spawn in Savannas and Extreme Hills. They are tamed by riding them. They will try to buck you off, but you can spam the jump button to try to stay on. Staying on longer will reduce the number of attempts you have to try, but you don't need to use the spamming method to tame them. Once they knock you off, they will try to run away, so you'll need to chase them or sneak up to them. Mules spawn as the offspring of a horse and a donkey. Horses can be saddled and ridden. Donkeys can be given chests to carry. Mules can be given larger chests to carry. Llamas can also be given chests, but have a lower capacity; however, they can be chained together with leads. They can all be bred and lead around with golden foods, and drop 2-4 leather.
Parrots
Expected tier: I
MaxHP: Low
AP: None
MR: None
KR: None
XP: Low
Pack Size: 3
Parrots spawn in jungles where they fly around in a spectacular manner. They can be tamed with seeds. Once tamed, they will follow you around unless you order them to sit, and will land on your shoulder if you stand still. They will mimic the sound of nearby mobs, alerting the player. They will no longer die if fed a cookie; instead they'll simply refuse to eat them. I think the lesson's been learned by now, and I always thought it was kind of a dumb addition.
Dogs
Tamed versions of wolves. They can be ordered to follow you around and will fight enemies. If you throw a stick, they will bring it back to you.
Cats
Tamed versions of ocelots. They will follow you around, scaring creepers. If you drop a wool block in its vicinity, it will play with it by knocking it around.
Utility mobs
Expected tier: III
MaxHP: High
AP: High
MR: High
KR: Full
XP: Medium
Iron Golems protect villagers and whoever built them. While they don't follow the player around, they will kill hostile mobs nearby, and can be lead around with leads. At least one will spawn at every village totem, regardless of villager size, and another one will spawn for every four villagers in the village. More can be built by combining four blocks of iron in a T and placing a pumpkin on top. They drop iron ingots when killed. They attack by launching their enemies high in the air, which in it of itself does a small amount of damage, but mostly depends on fall damage.
Snow Golem
Expected tier: I
MaxHP: Medium
AP: Low
MR: Low
KR: Low
XP: Low
Snow Golems naturally spawn in Ice Plains villages, typically 1 per every 3 villagers. More can be built by putting a pumpkin on top of two snow blocks. They drop snowballs when killed. They attack by throwing snowballs at their enemies, which does no damage, but does put out fires and knocks them back.
Hostile mobs
Zombie, Zombie Villager, Husk, and Drowned
Expected tier: II
MaxHP: Low
AP: None
MR: None
KR: None
XP: Medium
Pack Size: 4
These are undead mobs that spawn in unsafe chunks (see part 5 for a summary of chunk safety). Undead mobs burn during the day if there is no solid blocks 32 blocks above them, and are damaged by healing effects, and healed by harming effects. They seek out the player, attempting to punch them. They can call out for help if attacked, and spawn more zombies nearby. They can also set the player on fire if they are burning themselves. They can sometimes spawn with a set of armor and a weapon, which start out at Tier III (iron), and the tier they can spawn at increases by 1 for every dungeon set that has been completed in the current world. They drop rotten flesh and can sometimes drop a piece of their armor or their weapon, in a damaged state. The zombie has a spawning animation in which it rises out of the block it spawns on. Villagers turn into Zombie Villagers when killed by a Zombie, and are identical in stats to a regular Zombie. They can be cured with a potion of purification. Husks spawn in deserts once dungeon set one has been completed, and have similar relative stats, but are rebalanced for Tier IV and drain your hunger and saturation on contact. Drowned are Zombies that spawn underwater or die by drowning. They have the same relative stats, but are rebalanced for Tier III. They are equipped with tridents, which they can drop.
Skeleton and Stray
Expected tier: II
MaxHP: Low
AP: None
MR: None
KR: None
XP: Medium
Pack Size: 3
Skeletons are undead that spawn in unsafe chunks. They are equipped with bows, and like zombies, can spawn with armor (Tier II, leather, in this case) that improves as the world progresses. They have a similar spawning animation as well. They drop bones and arrows, as well as occasionally their equipment. Strays are Skeletons that spawn in Ice Plains once dungeon set one has been completed, and are rebalanced for Tier III. They shoot tipped arrows of slowness I.
Spider
Expected tier: II
MaxHP: Medium
AP: None
MR: Low
KR: None
XP: Low
Pack Size: 2
Above y=0, spiders are neutral initially and will only turn hostile if attacked, or if it is night out (underground, they are always hostile). When hostile, they will chase the target and attempt to lunge at it. If the target gets too far away, the spider will attempt to throw a strand of string at it and pull the target back. It must stand still for this, meaning a fleeing player can tell when it's about to attempt this. Spiders can also spawn with a resistance or speed effect randomly.
Slime
Expected tier: II
MaxHP: ?
AP: None
MR: None
KR: ?
XP: Low (only size 1)
Pack Size: 1
Slimes spawn in Swamps at night, depending on the phase of the moon, with more spawns as the moon is fuller. They can spawn at different sizes, and their health and knockback resistance is determined by their size. The smallest is size 1, which does no damage and drops 0-2 slimeballs when killed. They can spawn in sizes of 2, 4, 8, and 16 on the surface. Underground spawns are limited to 2, 4, and 8, and only where space allows. When killed, a larger slime will split into 1-4 slimes of half the size.
Guardian
Expected tier: III
MaxHP: Medium
AP: Low
MR: Low
KR: High
XP: Medium
Pack Size: 2
Guardians spawn in any ocean, killing random wildlife, but prioritizing players who intrude too deep in the water. They attack by shooting a beam from their eye, which starts as a reticule, but becomes a projectile after 5/3/2 seconds. Skilled players can combat them by shield-bashing their beams back at them. They drop random fish and 0-2 prismarine shards or crystals.
Witch
Expected tier: IV
MaxHP: Medium
AP: None
MR: High
KR: Low
XP: High
Pack Size: 1
Witches attack by throwing debuff and damaging potions at the player, and try to buff themselves up between shots. They can drop a random potion, a unit of nether wart, and some redstone.
Vindicator
Expected tier: III
MaxHP: Medium
AP: Low
MR: Low
KR: None
XP: Medium
Pack Size: 0
Vindicators spawn in random rooms in the Keep of the Illusioner. They do not despawn or ever respawn. They are armed with an axe and attempt to impale the player. They can drop 1-3 emeralds and occasionally their axe.
Evoker
Expected tier: III
MaxHP: Low
AP: Low
MR: Medium
KR: None
XP: Medium
Pack Size: 0
Evokers are wizards who inhabit the Keep of the Illusioner. They can attack and defend themselve by summoning fangs out of the ground that snap at any players who get too close, and they can also summon a set of Vexes, who fly around and attempt to attack the player. A new spell is the ability to summon a fist in front of the Evoker, which after a second charges forward. While it does little damage, the fist pushes back the player, giving the Evoker some distance.
Swashbuckler
Expected tier: III
MaxHP: Medium
AP: Low
MR: None
KR: None
XP: Medium
Pack Size: 0
Swashbucklers are illigers that inhabit Pirate Galleons and come in three types. The Deckhand has an iron sword and attempts basic melee attacks, but has a faster cooldown for its attacks than a player would. The Artilleryman has a basic crossbow. The Rogue has two daggers and quickly switches between stabbing the player and trying to make some distance between them. All Swashbucklers drop 1-3 gold nuggets or 1-2 emeralds and can drop their equipment.
Sand Snake
Expected tier: III
MaxHP: High
AP: None
MR: None
KR: Full
XP: Medium
Pack Size: 1
Sand Snakes are long, brown worms that rarely spawn in deserts. They can only move through sand blocks. They make no noise, but the sand that they are in produces particles regardless of graphical settings, which can be used to see where they are. They can only see mobs if they are walking on sand (because of this, villages in deserts have a sandstone floor across the entirety of it). They will attempt to lunge at players by jumping out of the sand, but they cannot change their trajectory mid-air. Since they are physically blind, they cannot tell if they are going to land back in a sand block, and if they don't, they will slither back to the sand they came out of. However, they are extremely vulnerable at this time. They can only be damaged outside of a sand block, or if the block they are in is destroyed, which hurts it for 20% of its health. They drop 1-3 Leather and rarely a fang.
Wither Skeleton
Expected tier: V
Max HP: Medium
AP: Low
MR: Medium
KR: Low
XP: Medium
Pack Size: 4
Wither Skeletons are tall, black skeletons wielding a sword. Their eyes and mouth are white and glow, similarly to the texture of the Wither's heads. Their sword is made of Withrust (Tier VI), and they can occasionally spawn with armor made of it as well. Like all wither enemies, they deal wither damage, increasing players' wither meters. They drop 0-3 ash, 1-2 coal, and occasionally 1-2 charred bones.
Hopping Skulls
Expected tier: V
Max HP: Low
AP: Medium
MR: Medium
KR: Medium
Pack Size: 2
Hopping Skulls are literally just the skulls of Wither Skeletons. Their model is split in two, making them appear to have a mouth. They can spawn on their own wherever a Wither Skeleton can, but they can also spawn with a 50% chance when a Wither Skeleton is killed. They attack by ramming the player. They drop 0-2 ash, 1-2 coal, and rarely a Wither Skull.
Bumper Bones
These are indestructible entities that have the appearance of several long bones that are initially folded like a flower bud. When a player gets close, they unfold, knocking the player back, but doing no damage. They die when the tower's Acolyte is killed.
Creeper
Expected tier: II
MaxHP: Low
AP: None
MR: None
KR: None
XP: Medium
Pack Size: 1
I'll be perfectly honest, I believe the Creeper is an example of terrible game design, as it's a trollish mob that can insta-kill fully armored players and is the only mob in the Overworld who can cause griefing on a major scale. Its drop isn't even that useful, yet it doesn't burn or disappear immediately in sunlight, or even make any sounds. And, to make it worse, there are no restrictions on where this mob can spawn, beyond being in a dark place, meaning a creeper can be the first mob a player encounters. I remember some friends who were playing the game for the first time and were trying to build a house on the first night, that kept slowly building its own basement as they kept getting assaulted by Creepers. Really, I believe the Creeper only gets a pass because its a meme and iconic, not because it actually makes the game better in any meaningful way. However, as removing them would cause huge backlash (I mean, its face is in the title), Creepers do still spawn, but only underground initially, and can only rarely appear above ground once dungeon set one has been completed. Creepers explode near their target and drop 1-2 gunpowder. Unlike before, they actually make noise as they move, making them much less annoying.
Bosses
Ancient Guardian
Expected tier: IV
MaxHP: High
AP: Medium
MR: Full
KR: Full
XP: High
Phase 1: The Ancient Guardian will alternate between shooting beams and ramming the player. When shooting, it will form a reticule for 5/4/3 seconds, and then shoot a salvo of 3/4/5 beams, with half a second between each shot. Like a regular Guardian's beam, these can be shield-bashed back at the Ancient Guardian, which will interrupt the salvo. These beams can break all blocks besides prismarine and prismarine derivatives, but don't go very far. When ramming, the Ancient Guardian will back up for a bit, and then quickly ram in the direction of the target. If it hits a player or goes 16 blocks without hitting any blocks, the Ancient Guardian will stop and begin the next attack. If it hits a wall, it will be stunned for 5/3/1 second. It switches to the second phase at 60% health.
Phase 2: The Ancient Guardian summons 2/4/8 regular Guardians to protect it. It then continues with more powerful versions of its Phase 1 attacks. It shoots twice as many beams with half the delay between them, and they have a bit of a random vector applied to them instead of always shooting directly at the player, meaning that simply continuing to move may not be enough to dodge. It also chains three rams in a row, and only the last ram can stun it, and only on easy and normal.
On death, it turns black, its eye looks up, and it floats towards the surface, exploding. Once the explosions have finished, its boss chest spawns, which looks like prismarine with gold trimming and the Ancient Guardian's eye on the top.
The Experiment
Expected tier: III
Max HP: Medium
AP: Low
MR: Full
KR: High
XP: High
The Experiment is a Wither Skeleton the size of a regular Skeleton with Vindicator robes. It wields an iron ax and deals Wither damage.
Phase 1: It charges at you with its ax, identically to a Vindicator. It switches to Phase 2 at 50% health.
Phase 2: Starting this phase, the Experiment briefly hunches over, making it vulnerable. However, after a few seconds, it will quickly lean back, looking up and causing a small explosion that doesn't break blocks but deals both Wither and blast damage. During this explosion, it loses most of its robes, just leaving tatters, and he grows to three blocks tall. It plays the same way, but does more damage and moves faster. At 5% health, it changes to its final Phase.
Phase 3: It collapses into a pile of bones on the floor appearing to be defeated. The glow from its eyes disappear. However, this glow returns, and the skull becomes a regular Hopping Skull (though it will die in just a couple of hits).
Once fully dead, the whole Skeleton poofs away in a series of black clouds. Its boss chest is a black chest with some runes carved on it.
Illusioner
Expected tier: III
Max HP: High
AP: Medium
MR: Full
KR: Medium
XP: High
The Illusioner is a magic-wielding illager wearing gold-trimmed blue robes and a tipped blue wizard hat.
Phase 1: The Illusioner starts by splitting into five Illusioners, with only one being able to be damaged and shoot arrows. Upon hitting a fake one, it explodes, doing a little bit of blast damage and knocking back the player. When the main Illusioner is hit, all of its clones disappear harmlessly. As it takes damage and gets closer to Phase 2, it gets harder to distinguish the clones from the Illusioner, as they start shooting purple, harmless arrows and take a couple of extra hits to explode, and the Illusioner itself takes more hits to make its clones disappear. It shoots with a bow and arrow, which can be tipped with slowness or hunger on hard difficulty. When it has no clones available, it will try shooting either a blindness or a paranoia spell at the player. This takes 5/3/2 seconds to charge, during which it holds both its arms upwards. It changes to Phase 2 at 40% health.
Phase 2: The Illusioner looks at the sky, and the sky turns black for all players in the immediate area. A black version of lightning appears and strikes the Illusioner, turning the blue in its robes black, its eyes glowing white, and making it more powerful, giving it full knockback resistance and high armor points. It does the same attacks as before, but the clones can actually damage you now and all of the Illusioner's attacks deal Wither damage instead of normal damage. It can also use a repel spell to knock back nearby players, making it harder to hit melee. When it stands still, instead of using the blindness or paranoia spells, it will call down black lightning on the player, though it will hit the position the player was when the Illusioner started casting rather than the actual position of the player, allowing the player to escape.
When the Illusioner dies, it stretches out its arms, looks up, and then explodes in a large black cloud, leaving behind its boss chest, which is a blue chest with gold trimming and a black gem on the top.
Pirate Captain
Expected tier: III
MaxHP: High
AP: Medium
MR: Low
KR: Full
XP: High
The Pirate Captain is an illager wearing gold-trimmed burgundy robes with a feathered cap, an eye patch, and a pegleg.
Phase 1: The Pirate Captain will attempt to keep its distance from the player, shooting with two basic crossbows (something the player cannot do). It will rally nearby Swashbucklers, increasing their speed and damage. The Pirate Captain changes to Phase 2 at 60% health.
Phase 2: The Pirate Captain puts away one crossbow and takes out an iron sword. It attacks with the crossbow when at a distance and uses the sword at melee range. Its melee attacks are extremely fast, making it difficult to get a hit in with a short-ranged weapon. Any remaining Swashbucklers are given a level II rally effect.
The Pirate Captain cannot be knocked back by attacks, but parrying its attacks will knock it back a few blocks. If you can knock it off the boat, the Pirate Captain will instantly drown. When it dies out of the water, it will fall over backwards before poofing out of existence. In the water, it will thrash around wildly before sinking and then poofing. Its boss chest is solid gold with a single emerald gem on the cover.
Grand Champion
Expected tier: VI
MaxHP: High
AP: High
MR: Full
KR: Full
XP: High
The Grand Champion is a giant, 6-block tall anthropomorphic skeletal lion, covered with unique (unobtainable) withrust armor and wielding a massive diamond sword in its right hand and an iron hammer in its left. Despite its tier, the Grand Champion is the hardest boss in the overworld.
Phase 1: At melee range, it will favor its sword, but will follow up with a hammer attack if shield-bashed. Sometimes, it will hold its hammer back and then hit it on the ground, creating a damaging shockwave similar to the hammer's jump charge attack. The Grand Champion's armor makes it move very slowly, which means that you can keep your distance and shoot with a bow. However, arrows will bounce off its armor, meaning you can only damage it by hitting it in its face or unarmored areas. If you choose melee weapons, note that its high AP means that piercing damage is key. The Grand Champion can summon Husks, but will only do so if the player is too far to attack with melee attacks. Its armor, while durable, can be destroyed, especially with a pickaxe. While breaking its armor makes it easier to attack, it will move faster for each piece destroyed. At 50% health, it will move on to Phase 2.
Phase 2: It will start by looking at the sky and roaring. This spawns eight husks at the edges of the arena. Then, it will throw its sword and hammer at the player, which will shatter on impact. Next, it will pull out a massive, unique Withrust greatsword, wielding it with both hands. It moves faster and is more hectic in its attacks, performing a combo of three slashes while sprinting towards the player. However, its large size means that it has difficulty changing direction during this and it needs a second to recover after stopping. If the player is far away, it will jump across the arena and stab its sword into the ground, creating a shockwave. Periodically, it will roar again, summoning 8 more husks. When it dies, it will roar as it sinks back into the ground. Its boss chest is made of stone, bearing gold designs and adorned with several gems.
Because the Grand Champion is considered undead, it will take damage from healing effects, and be healed by damaging effects despite its full MR. However, it is immune to burning from sunlight.
Acolyte
Expected tier: VI
MaxHP: Low
AP: None
MR: Full
KR: Full
XP: High
The Acolyte initially appears as a gray-robed figure, about the size of the player. Its face is shadowed so you can't see it, and it has its arms together like a villager. It will spawn on the opposite side of the arena from the stairs leading up to it. It will appear to be facing away from the player, on a per-client basis. When a player gets close, it will turn its head to face them, and the fight will begin.
Phase 1: The Acolyte teleports into the air above the pool of sludge in the center of the arena and call down a lightning bolt to strike the pool. The sludge will start flashing white, slowly at first, but gradually speeding up. During this time you cannot damage the Acolyte, as it will dodge any attack. The Acolyte will summon Wither Skeletons and Hopping Skulls around the arena, which the player much deal with while for a while. Eventually, the sludge in the center will stop flashing and some particles will shoot out. The Acolyte will absorb these particles and then move on to Phase 2.
Phase 2: The Acolyte teleports around the arena, stopping for 10/5/3 seconds after each teleportation to perform one of three spells. It can shoot a black projectile dealing moderate damage at the player, create a 5-block potion effect cloud for 30 seconds near the player that slows them, or summon a Hopping Skull next to it. If damaged, the Acolyte will teleport again immediately. If brought down to half health, the Acolyte will move on to Phase 3.
Phase 3: The Acolyte teleports to the center of the sludge which slowly heals it. When damaged, it will teleport away, but try to return to the pool when approached. It will continue to use its three spells, but its shooting spell is a volley of three, its potion effect cloud deals low wither damage, and it summons two Wither Skeletons.
When killed, the Acolyte will teleport to its position above the sludge pool, call down another lightning strike on itself, and then plunge down into the pool. An explosion will occur around the pool, not dealing any damage, but increasing the wither of any nearby players. The pool of sludge will then turn into a Petrinac portal, and the tower will no longer be protected. Its boss chest is gray, with lighter-gray bands and a black latch.
Significant Resources
Mycellium is a purple block that spreads to all other destructible blocks, turning them into mycellium. Mycellium cannot spread outside of a mushroom island biome or below y=0.
Cobblestone can be used to make Tier II weapons and tools (but not armor) at either a crafting table or an anvil. It will only provide its trait if made at an anvil. This trait is "Shatter," which gives the item a chance to break instantly, but do a huge amount of damage when it does break (about twice the damage of a Tier VI weapon, and increases if the weapon is upgraded). The weapon can only shatter if below 30% durability, and gains a higher chance to shatter at lower durability. This is a linear chance, from 30% durability=0% chance to shatter, to 0% durability=100% chance to shatter. Cobblestone equipment has no sockets.
Trees: There are many different kinds of trees:
The wood in trees is separated into two blocks: Trunk blocks and branch blocks. These look identical and both drop logs when broken, but branches will generate leaves in spring. Leaves can drop saplings, which have a 33% chance to plant themselves when despawning.
Wooden Planks can be made from any log, with a color derived from the source wood. If turned into sticks, they can be used to make Tier I weapons and tools at either a crafting table or an anvil. If made at an anvil, they provide the "Splinter" trait, which gives a chance to apply the "Splintered" status effect when damaging an unarmored foe. Wood equipment has no sockets. Sticks on their own act as one-use wooden swords with no trait, which can be useful if you haven't got the materials for a crafting table yet.
As a fuel, all wood blocks have a low burn time, smelt speed, and quality. If logs are cooked in a furnace, they will turn into charcoal, which is identical to coal, but with slightly better quality.
Liquids: Liquids flow from high ground to lower ground and can be traversed through, but slow the player. All liquids can be transported by a bucket.
Ores: Ores are no longer their own blocks. Instead, they are a property of naturally generated blocks, which means they can appear in stone, stone variants (including sandstone), gravel, and dirt, appearing as an overlay. When broken, a block containing ore will drop both its base block and a number of ore (usually one and occasionally two, but can be increased with Fortune). You need a pickaxe to get ore from hard blocks and a shovel to get ore from soft blocks. Any tier of pickaxe or shovel can be used to gather ore of any tier, but you will still want to upgrade it as ores get much harder to break deeper underground. Heavier equipment slows the user when equipped or wielded, but increases their KR. Only armor effects your magic resistance.
Gems: Gems appear as crystals jutting out of a block, rather than an ore in a block (so no more confusing redstone with rubies). All gems are mined with an iron pickaxe or better. 1-3 of them can drop from any block, and they do not need to be smelted into a usable form. They are also used to make enchantments. All of these gems can appear at any height, but nodes get larger the deeper you go. There is one for every dye color.
*I'm not big on geology, so I can't think of or find a good magenta gemstone. If anyone can, I'd appreciate a better name.
Leather: Leather drops from most animals and is used to create Tier II armor. It has the "Lightweight" trait, which means it slightly increases the movement speed of the wearer. It has no weight and slightly increases your magic resistance. Leather equipment has one socket.
Mystic Leather: Mystic leather is white leather with yellow swirls in it and is used to make Tier IV armor. It has the "Magical Absorption" trait, which lowers the magic resistance of nearby mobs. It has no weight and moderately increases your magic resistance. Mystic leather equipment has two sockets.
Food: There are various food items, which serve to fill a player's hunger. There are three main types of food: meat, crops, and cuisine. Meat provides a lot of hunger some saturation, but must be cooked or it will have a chance to cause the "hunger" effect. Crops can be eaten raw, and provide little hunger but a lot of saturation. Cuisine is the result of preparing food, and restores health in addition to a significant boost in hunger and saturation. While food does not go bad, it gets less effective the more often it is eaten, which is displayed by a durability bar under it. I won't go into the specifics of food unless it's new to Minecraft 2.
Prickly Pear: Prickly pear is a pink, thorny fruit that can grow from prickly pear cacti in deserts. It doesn't restore a lot of hunger or saturation, but is the only crop available in the desert.
Familiar Sack: This sack is sold by Pawnbrokers after you die and have left your items to despawn, and contains all those items. The cost of the Sack is equal to the combined value of the items, plus a 25% upcharge.
Snow: Snow spawns in layers in Cold biomes, and on any block with no other block 32 blocks above it during a snow storm. Up to eight layers of snow can exist in a single block, and walking through snow slows all mobs by 20%.
Dyes and Paint: Dyes still mostly come from flowers, with a few exceptions being cactus green, bone Meal, Lapiz Lazuli, and Ink Sacs. Dyes can be combined with water buckets to make buckets of paint, which have 256 uses each, and can tint any block in four different strengths.
Wool: Wool is used to make items requiring cloth, such as beds.
Fang: Fangs are rarely dropped by Sand Snakes and can be equipped as a trinket to slightly increase damage and speed.
Charred Bones and Wither Skulls: Four charred bones can be crafted into a Wither Skull. Wither Skulls are required to form Withrust. A single charred bone can also be equipped as a trinket to slightly increase resistance to wither damage, and a Wither Skull can be worn as a helmet for a greater version of the effect.
Spike Blocks: These blocks push out and retract a spike, damaging the player. They can be set in all six orientations.
Ash: Ash is generally junk, but it can be used to form ash blocks, a decorative gray block which is affected by gravity.
Chests: There are the standard wooden chests and trapped chests, but there are also boss chests. Boss chests more difficult to pick up than a regular chest and appear whenever a boss is killed, in a pre-set location dependent on where they initially spawned. They have a unique design for each boss, acting as a trophy.
Clock: Clocks show a dial giving the approximate time of day and an icon showing the current season. Mousing over it in your inventory will show even more information in the tooltip, such as the exact in-game minute and how many days into the current season you are.
Frozen Flint: Frozen Flint is used to make a cryonic fire starter, which is used to access the second dungeon set.
Weapons and Trinkets:
Trident: Tridents are three-pronged, Tier III spears which can be thrown by pressing the drop button while charging them. They have one socket each, and are repaired with steel.
Excommunicator: This sword of legend has a gold hilt with a white gem in the cross guard. It is Tier V, comes pre-enchanted with Smite, and has two sockets. It is repaired with steel.
Jet Stream: This is a Tier IV blue bow that shoots arrows which go three times as far underwater. It has two sockets, and is repaired with Prismarine Shards.
Fist of the Evoker: While technically armor, the Fist of the Evoker is a Tier III glove that is meant to be used offensively. Charging and releasing an unarmed attack will shoot an Evoker fist towards the crosshair, but will also damage the gloves. It has one socket and is repaired with leather.
Basic crossbow: Crossbows act as semi-automatic bows which reload themselves between shots, and thus can be shot instantly. They have poor range but high damage. The Tier III basic crossbow can hold one arrow at a time, reloads slowly, has one socket, and can be repaired with wood.
Champion's Belt: This oversized belt shows that you are the new Grand Champion of the Arena. It also increases the amount of XP you gain from kills.
Might of Decay: This is an amulet which makes you weaker to wither damage but also get an increased damage benefit from your wither.
If I forgot to mention an item that you're curious about, let me know and I'll add a section about it.
Seasons and Weather
Spring
The game always starts spring 1st. In spring, the player will only have to worry about mild weather and all chunks, above and below ground, have +10 safety. Grass blocks will attempt to generate new grass and flowers, tree will generate new leaves, and the game will try to spawn more passive mobs. Greens in plants look even greener, and crops grow 33% faster.
Summer
The weather is still mostly mild, but there is an occasional thunderstorm. This season does not effect chunk safety or crop growth. Baby animals will grow up faster in this season. Plants are more vibrant in their colors, with a little more yellow, and buzzing sounds can be heard as part of Temperate ambient tracks.
Autumn
Weather starts to get more severe, with wind and dust storms occurring from time to time, and rain being less frequent. Crops grow 33% slower, but harvests are larger. Leaves and grass will start to turn brown, and leaves will also begin to decay.
Winter
Weather is the most severe, with snow storms and blizzards happening frequently. Grass blocks turn white and snowy, while most grass, flowers, and leaves will quickly decay (player-placed plants last forever). Wolves are far more aggressive, able to seek out prey from much further away. All bears (even Polar Bears) will go "into hibernation" by despawning and will respawn the following spring. Crops grow 50% slower, and won't grow at all unless within three blocks of a heat source, such as a torch or fire block. Be careful not to let the crops catch fire.
Weather
Weather is determined per region type, rather than being global. Each type of weather is affected by wind speed and direction. Wind direction is global, while speed is per region. So, while every Temperate region will be raining at the same time, each Temperate region will have a different wind speed and thus a different angle for falling weather particles such as rain. Wind changes four times per day and is completely random. In addition, weather can apply a multiplier to the region's wind speed.
Clear: Clear weather happens in all biomes and means nothing is happening.
Drizzle: This is a light rain storm that causes the sky to become overcast but doesn't lower the intensity of sunlight or moonlight very much. Farmland without a block up to 32 blocks above it will be hydrated. Drizzles occur in Cold biomes and Temperate biomes, mostly in spring.
Rain: This is similar to the current rain. The sky is darker than a drizzle and surface chunk safety is reduced by 10. Fires without an obstruction up to 32 blocks above them will be put out, and crops will be hydrated. Rain occurs in Cold, Temperate, Ocean, and Sky biomes, throughout the spring and summer.
Thunderstorm: The sky becomes very dark and lightning can spawn, causing short-lived fires. Chunk safety is reduced by 25. Fires will be extinguished and crops will be hydrated. Thunderstorm can occur in any biome, mostly in summer. In Hot biomes, they only occur in summer, and are much rarer and longer than in other biomes.
Wind Storm: The wind picks up severely, pushing mobs in the direction in blows. Wind storms occur in Temperate, Hot, and Sky biomes during autumn. In Oceans, they can occur at any time of the year are very helpful in moving boats.
Dust Storm: Dust storms are just like wind storms, but they also add an ambient fog, similar to the volcano's fog, making it hard to see. They only occur occasionally in autumn in Temperate or Hot biomes.
Snow Storm: Snow falls from the sky, and piles on the ground. Exposed water turns into ice. Snow storms occur all year round in Cold biomes, and during the winter in Temperate biomes.
Blizzard: Blizzards are like wind storms, but also pile snow on the ground, form ice in water, and cause lightning to strike. This occurs year-round in Cold biomes, and during the winter in Temperate biomes. Blizzards are much rarer than snow storms, only occurring with a fifth of the chance.
Potion Effects
Uncraftable Effects
tl;dr, the Overworld has a lot of stuff in it.
WHEW! I think I'm finally done. There was a lot to go over, so I tried to stay brief, but if you need something expanded on, let me know. Next time, we'll be going over the various layers of the underground!
1
I mean, if they're going to completely revamp the commands and not have backwards compatibility (BC), then they could have at least provided a tool that goes through your maps and updates your commands for you. But yeah, I definitely think there should be BC. Imagine if Java one day just decided to completely change, with no BC. There would certainly be a riot among developers who now have to completely relearn and rewrite their programs or stay on an unsupported version.
110% Support. Unfortunately, knowing Mojang, I doubt they'd do this.
2
Which you still can do. You can explore, or you can just mine, or you can build farms, or do whatever you want. The last few updates have been aimed at exploration, by the way.
Skyrim is definitely popular because of its role-playing elements, but that is hardly the sole reason it's as great as it is. There's the believable world, the defined (if somewhat lackluster) combat, the wide variety of loot---no one mechanic made Skyrim great, it's how they were put together, and you can't just take one of these mechanics and put it in another game and expect it to succeed.
Which you already can?
We already have villages, so we don't need redundant cities. Villagers that you can encounter in the wilderness sounds okay, but why specifically should they exist? Wars couldn't exist in Minecraft with the current way the pathfinding and world generation exists, and villagers can't fight anyways. And, of course, why would you want either group of villagers when you can just keep them both alive and have a larger pool to trade from.
As for quests, what kind of quests? If it's just a fetch quest, then just trade. It's the same thing.
As I'm sure TheMasterCaver is going to tell you any second now, Minecraft's sales have steadily been on the rise. It's not losing popularity, it's just not relevant and not as commonly played on servers anymore. It's outsold Skyrim anyway, so how would changing it to a game that sold worse improve its sales?
If you want to play Skyrim, then play Skyrim. Don't try to change a game with a unique identity into something that's not.
1
Thank you. I chose Caves because I felt it was better, but I've always had a soft spot for my first suggestion.
I think E3 ate my homework. Specifically a certain purple dragon-dinosaur. But, I think I have a back-up I can finish in a couple of weeks.
0
Thank you.
While I'm definitely a fan of Cubic Chunks, its practicality is certainly something that needs to be discussed. There was a Cubic Chunks mod, but it was difficult to make and when it was made, seemed more like a proof of concept rather than something you were actually meant to play with. I do want it, but good luck getting it to work. It's going to take a while.
1
Well, this seems interesting. Considering how much Minecraft owes its popularity to its fans, I'm always impressed with community-run projects like this.
As for what has been discussed, I'm on board with most of it, except for the Aether. I've played, and loved, the Aether mod, but I've always been bugged by the fact that it's largely just "the Overworld in the Sky." Sure, some Aether suggestions are better than others, and GerbilCrab475's is one of the best versions, but I feel a new dimension should be something more unique, like the Frist. I also feel that Upper Caves would need to be tweaked, as I think it unnecessarily slows down gameplay, but I'd be fine either way.
Since you were discussing the underground, I'd like to mention my Biome-Specific Caves suggestion. It's mostly a cosmetic thing that doesn't add too many new blocks, but I think some more underground variety would go a long way.
2
I believe Minecraft needs a longer progression system, but that shouldn't come at the cost of cheapening the current progression. Unfortunately, there's no easy way to do this beyond completely overhauling how armor and damage works, and that is beyond the scope of this suggestion. While I would like more ores to mine in the nether, they should be more unique than just a replacement for Overworld equipment. This, unfortunately, feels like unnecessary padding.
Slight Support. More progression is wanted, but needs better execution than this.
0
I didn't vote because, while I personally like the 1.9 combat better, I feel that it was a terrible decision for the community as a whole. A change that causes this much of a schism is probably a bad one.
0
While I agree there should be an easier way to switch combat styles than what we have now (perhaps with a cooldown gamerule), such an effect should be global. Balance is lost when it is not equally applied to all players.
No Support.
1
Or, even better:
"Quality suggestions that have an ounce of thought put into them and aren't vague and are 10 times more readable than this title but for Badpreenup's sake would you please read the guide before posting and don't make a suggestion about Herobrine oh and joke suggestions like this title aren't allowed either"
I feel it would be better as "Suggestions for Game Features." I don't know, "Feature Suggestions" just gives me the feeling that you're supposed to be featuring others' suggestions.
0
Won't work. The .jar is left untouched. The game read these textures from another source.
0
I haven't bothered to try hacking the default textures in the .jar, but I don't think that's the case since the game downloaded a bunch of textures at startup.