Factions Beta #2

Dacon

Owner
OWNER
xDacon
xDacon
Owner
Joined
Jul 4, 2014
Posts
1,179
Ratings
4,893 85
#1




Start of Map: Wednesday, June 28th @ 3:00PM EDT

We're excited to launch a new beta map with major changes that incorporate the feedback we received from the initial map. We appreciate everyone who reported bugs or provided suggestions during the first map release.

New World Sizes:
The original world size (200k) was not a good fit at all, and we're changing the world borders to:
  • Overworld: 20k x 20k (+10k to -10k)
  • Nether: 10k x 10k
  • End: 10k x 10k
  • Faction Size: 15 Members

What will not reset:
  • Ranks & Crate perks
  • Season Vaults
  • Trophies
  • Cubits




Chest & Spawner Fortification
Chests & Spawners now feature a fortification level (100 damage) when placed inside claimed land. This works like a health bar that regenerates. The fortification can be destroyed by attacking with weapons or using looter raid mobs. Once fortification has been depleted, the container/spawner can be opened or mined. These blocks regenerate their fortification after 1 hour of not being damaged.​

Spiked Walls
Spiked traps have been turned into a stackable wall blocks​
Obsidian Wand
Turns all of the selected block above it into obsidian [no height limit]​
If this is used on existing obsidian, it will upgrade all obsidian into Reinforced Obsidian​
Obsidian Wands can be purchased from Kilton & the Mana Shop​

Configurable Builder Wands
You can now configure what height you want a builder wand to be from 2 blocks - 16 blocks​
[Left-Click to configure]​





Raid Mobs are now the only viable way to raid a base, as we've disabled the physics of TNT.
We plan to expand on this system for more strategy potential

Siege Mobs
Siege Mobs are used to break down the walls of enemy bases. They do this by exploding the TNT they carry. They can hold stacks of TNT, and will use 1-2 per second against the wall they're facing.​

  • Siege Mobs can be refilled, and also picked up after 1 minute of inactivity (no damage received or tnt used) (Right Click)
  • Siege Mobs can be put to sleep for them to stay in position (Right Click)
  • Players can only have 1 siege mob placed at a time
  • Siege Mobs do not regenerate health
  • Siege Mobs no longer create bridges, and require snowgolem support mob when raiding skybases
  • Siege Mobs create explosion sounds, notifying nearby players
  • Siege Mobs can walk up to 170 blocks away from their spawn location
  • Siege Mobs cannot be placed inside of enemy territory

Looter Mobs
With the new block fortification on chests/spawners, looter mobs are a great way to raid a base once broken through their walls. You don't need to use these mobs however, as you can just use weapons to attack fortification instead.​

  • Looter Mobs do not use TNT, and cannot be picked up once placed
  • Looter Mobs use pathfinding to target the nearest chest/spawner, prioritizing spawners
  • Looter Mobs CAN be placed inside enemy territory
  • Players can have 2 looter mobs placed at a time

Support Mobs
The only support mob right now is the Snowgolem Bridger​

  • Snowgolems create a 10 block ice bridge that is indestructible for 5 minutes (Raiding faction can still break the bridge)
  • After 5 minutes the bridge begins to melt and de-spawns
  • Bridges do not break/replace blocks, only fill in the void
  • Useful for raiding skybases and supporting Siege Mobs!
  • Snowgolems will stop at a wall, waiting for siege mob to break it and then move forward to continue bridge.










Defender Mobs can be placed inside your base to help defend against raids!
A base can have a maximum of 5 Iron Golems, 3 Shulkers, 2 Guardians

Iron Golem
  • Attacks nearby players and raid mobs (but prioritizes raid mobs)
  • Great final line of defence for defending against siege and looter mobs.
Guardian
  • Curses nearby players with attack/mining fatigue. This will slow down the attack speed of siege/looter mobs by half for 2 minutes.
  • Curses have a 5 minute cooldown.
  • Guardians can curse through walls, so hiding them out of sight is ideal.
  • They have a 32 block radius

We plan to add some kind of item that temporarily highlights defender mobs like guardians so raiding factions can see where they are.​

Shulker
  • Shulkers shoot homing bullets that put nearby raid mobs to sleep for 30 seconds.
  • 60 second cooldown
  • Homing bullets can shoot through 1 block gaps, good for keeping the shulker out of sight from being attacked








Base Changes
  • Factions can no longer claim individual chunks, only bases.
  • Typing /f claim will create an 80x80 base centered on the chunk you're on
  • Bases can be expanded up to 160x160 with Mana
  • There is a 25 chunk buffer (400 blocks) between 2 bases (their core center chunk)
  • A newly created base is protected from being raided for the first 72 hours, or until 10 spawners are placed
  • Bases will lose their shield protection and fortification if no members are online for 5 days
  • Bases will be unclaimed if no members are online for 12 days

Side Shields

Factions can now pick a corner side of their base (NE, SE, SW, NW) that is permanently shielded from being raided. This effectively turns every base into a corner base.​
Bases that are near the world border will have their side shields forced to the same side as the border.​
Side Shields give bases a lot more room to build grinders/farms/storage etc. as they only need to wall 2 sides​
/F Top Leaderboard

It's clear /f top is still an important aspect for the server, and it will be returning as a replacement to the money trophy​

  • /F top ranks the value of a faction based on the total value of all spawners placed in it's base
  • Spawners are worth nothing when initially placed, an gain 20% of their value every 24 hours
    (0% > 20% > 40% > 60% > 80% > 100%) So a spawner needs to be placed for a total of 5 days to be worth it's full value on /f top.
  • The leaders of the top 5 most valuable factions at the end of each week will receive the money trophy!
  • Factions can also select who will receive the money trophy instead inside the team GUI.

Faction Banners

Set your faction banner by holding one and typing /f setbanner
Empty shields you equip (including in events) will automatically equip your faction banner with it!​


  • Spawner Room mob kills are now limited to 500/hour
  • Mobs in spawner room are cleared when spawner type changes
  • Spawners, Shulkers, Crates and Pouches are now banned from Bunker Chests
Thoughts on bunkers never resetting?​



We didn't manage to launch PVP tournaments during the last map, but it will be ready from day one for this second map. Here's a quick recap of what to expect:
  • 1 Tournament per day
  • Max team size of 4, maximum of 16 teams
  • Speak to the tournament master behind spawn to enter
  • You enter tournaments with your own gear/inventory (safe on death)
  • You will be matched up against another team. The winning team will receive a pvp supplies chest and move on to the next round.
  • The winning team of the grand finals received 4 tournament crates, and event score to compete for the Totem Trophy
  • Tournaments will run at 3:30PM EDT
Please share your thoughts on these changes and any other suggestions you have
 
Last edited:

NEJIRE HADO

Forum God
ELITE
SHREK53
SHREK53
ELITE
Joined
Jul 28, 2022
Posts
5,446
Ratings
1,319 398
#2
looks cool
 

CheesyPeanutXL

Parkour | Mod+ KitPvP | Mod+
Moderator+
CheesyPeanutXL
CheesyPeanutXL
Mod+
Joined
Apr 24, 2021
Posts
386
Ratings
69 1
#5
oop the new mobs looking good
 

PenguinBlaze

Dedicated Member
PATRON
Penguin_blaze
Penguin_blaze
Patron
Joined
Aug 25, 2021
Posts
101
Ratings
44 16
#9




Start of Map: Sunday, June 25th @ 1:00PM EDT
Countdown: https://itsalmo.st/betamap2-82a8

We're excited to launch a new beta map with major changes that incorporate the feedback we received from the initial map. We appreciate everyone who reported bugs or provided suggestions during the first map release.

New World Sizes:
The original world size (200k) was not a good fit at all, and we're changing the world borders to:
  • Overworld: 20k x 20k (+10k to -10k)
  • Nether: 10k x 10k
  • End: 10k x 10k
  • Faction Size: 15 Members

What will not reset:
  • Ranks & Crate perks
  • Season Vaults
  • Trophies
  • Cubits




Chest & Spawner Fortification
Chests & Spawners now feature a fortification level (100 damage) when placed inside claimed land. This works like a health bar that regenerates. The fortification can be destroyed by attacking with weapons or using looter raid mobs. Once fortification has been depleted, the container/spawner can be opened or mined. These blocks regenerate their fortification after 1 hour of not being damaged.​

Spiked Walls
Spiked traps have been turned into a stackable wall blocks​
Obsidian Wand
Turns all of the selected block above it into obsidian [no height limit]​
If this is used on existing obsidian, it will upgrade all obsidian into Reinforced Obsidian​
Obsidian Wands can be purchased from Kilton & the Mana Shop​

Configurable Builder Wands
You can now configure what height you want a builder wand to be from 2 blocks - 16 blocks​
[Left-Click to configure]​





Raid Mobs are now the only viable way to raid a base, as we've disabled the physics of TNT.
We plan to expand on this system for more strategy potential

Siege Mobs
Siege Mobs are used to break down the walls of enemy bases. They do this by exploding the TNT they carry. They can hold stacks of TNT, and will use 1-2 per second against the wall they're facing.​

  • Siege Mobs can be refilled, and also picked up after 1 minute of inactivity (no damage received or tnt used) (Right Click)
  • Siege Mobs can be put to sleep for them to stay in position (Right Click)
  • Players can only have 1 siege mob placed at a time
  • Siege Mobs do not regenerate health
  • Siege Mobs no longer create bridges, and require snowgolem support mob when raiding skybases
  • Siege Mobs create explosion sounds, notifying nearby players
  • Siege Mobs can walk up to 170 blocks away from their spawn location
  • Siege Mobs cannot be placed inside of enemy territory

Looter Mobs
With the new block fortification on chests/spawners, looter mobs are a great way to raid a base once broken through their walls. You don't need to use these mobs however, as you can just use weapons to attack fortification instead.​

  • Looter Mobs do not use TNT, and cannot be picked up once placed
  • Looter Mobs use pathfinding to target the nearest chest/spawner, prioritizing spawners
  • Looter Mobs CAN be placed inside enemy territory
  • Players can have 2 looter mobs placed at a time

Support Mobs
The only support mob right now is the Snowgolem Bridger​

  • Snowgolems create a 10 block ice bridge that is indestructible for 5 minutes (Raiding faction can still break the bridge)
  • After 5 minutes the bridge begins to melt and de-spawns
  • Bridges do not break/replace blocks, only fill in the void
  • Useful for raiding skybases and supporting Siege Mobs!
  • Snowgolems will stop at a wall, waiting for siege mob to break it and then move forward to continue bridge.










Defender Mobs can be placed inside your base to help defend against raids!
A base can have a maximum of 5 Iron Golems, 3 Shulkers, 2 Guardians

Iron Golem
  • Attacks nearby players and raid mobs (but prioritizes raid mobs)
  • Great final line of defence for defending against siege and looter mobs.
Guardian
  • Curses nearby players with attack/mining fatigue. This will slow down the attack speed of siege/looter mobs by half for 2 minutes.
  • Curses have a 5 minute cooldown.
  • Guardians can curse through walls, so hiding them out of sight is ideal.
  • They have a 32 block radius

We plan to add some kind of item that temporarily highlights defender mobs like guardians so raiding factions can see where they are.​

Shulker
  • Shulkers shoot homing bullets that put nearby raid mobs to sleep for 30 seconds.
  • 60 second cooldown
  • Homing bullets can shoot through 1 block gaps, good for keeping the shulker out of sight from being attacked








Base Changes
  • Factions can no longer claim individual chunks, only bases.
  • Typing /f claim will create an 80x80 base centered on the chunk you're on
  • Bases can be expanded up to 160x160 with Mana
  • There is a 25 chunk buffer (400 blocks) between 2 bases (their core center chunk)
  • A newly created base is protected from being raided for the first 72 hours, or until 10 spawners are placed
  • Bases will lose their shield protection and fortification if no members are online for 5 days
  • Bases will be unclaimed if no members are online for 12 days

Side Shields

Factions can now pick a corner side of their base (NE, SE, SW, NW) that is permanently shielded from being raided. This effectively turns every base into a corner base.​
Bases that are near the world border will have their side shields forced to the same side as the border.​
Side Shields give bases a lot more room to build grinders/farms/storage etc. as they only need to wall 2 sides​
/F Top Leaderboard

It's clear /f top is still an important aspect for the server, and it will be returning as a replacement to the money trophy​

  • /F top ranks the value of a faction based on the total value of all spawners placed in it's base
  • Spawners are worth nothing when initially placed, an gain 20% of their value every 24 hours
    (0% > 20% > 40% > 60% > 80% > 100%) So a spawner needs to be placed for a total of 5 days to be worth it's full value on /f top.
  • The leaders of the top 5 most valuable factions at the end of each week will receive the money trophy!
  • Factions can also select who will receive the money trophy instead inside the team GUI.

Faction Banners

Set your faction banner by holding one and typing /f setbanner
Empty shields you equip (including in events) will automatically equip your faction banner with it!​


  • Spawner Room mob kills are now limited to 500/hour
  • Mobs in spawner room are cleared when spawner type changes
  • Spawners, Shulkers, Crates and Pouches are now banned from Bunker Chests
Thoughts on bunkers never resetting?​



We didn't manage to launch PVP tournaments during the last map, but it will be ready from day one for this second map. Here's a quick recap of what to expect:
  • 1 Tournament per day
  • Max team size of 4, maximum of 16 teams
  • Speak to the tournament master behind spawn to enter
  • You enter tournaments with your own gear/inventory (safe on death)
  • You will be matched up against another team. The winning team will receive a pvp supplies chest and move on to the next round.
  • The winning team of the grand finals received 4 tournament crates, and event score to compete for the Totem Trophy
  • Tournaments will run at 3:30PM EDT
Please share your thoughts on these changes and any other suggestions you have
pog
 

Wills

ELITE
Wilsx21
Wilsx21
ELITE
Joined
Jan 2, 2022
Posts
4
#13




Start of Map: Sunday, June 25th @ 1:00PM EDT
Countdown: https://itsalmo.st/betamap2-82a8

We're excited to launch a new beta map with major changes that incorporate the feedback we received from the initial map. We appreciate everyone who reported bugs or provided suggestions during the first map release.

New World Sizes:
The original world size (200k) was not a good fit at all, and we're changing the world borders to:
  • Overworld: 20k x 20k (+10k to -10k)
  • Nether: 10k x 10k
  • End: 10k x 10k
  • Faction Size: 15 Members

What will not reset:
  • Ranks & Crate perks
  • Season Vaults
  • Trophies
  • Cubits




Chest & Spawner Fortification
Chests & Spawners now feature a fortification level (100 damage) when placed inside claimed land. This works like a health bar that regenerates. The fortification can be destroyed by attacking with weapons or using looter raid mobs. Once fortification has been depleted, the container/spawner can be opened or mined. These blocks regenerate their fortification after 1 hour of not being damaged.​

Spiked Walls
Spiked traps have been turned into a stackable wall blocks​
Obsidian Wand
Turns all of the selected block above it into obsidian [no height limit]​
If this is used on existing obsidian, it will upgrade all obsidian into Reinforced Obsidian​
Obsidian Wands can be purchased from Kilton & the Mana Shop​

Configurable Builder Wands
You can now configure what height you want a builder wand to be from 2 blocks - 16 blocks​
[Left-Click to configure]​





Raid Mobs are now the only viable way to raid a base, as we've disabled the physics of TNT.
We plan to expand on this system for more strategy potential

Siege Mobs
Siege Mobs are used to break down the walls of enemy bases. They do this by exploding the TNT they carry. They can hold stacks of TNT, and will use 1-2 per second against the wall they're facing.​

  • Siege Mobs can be refilled, and also picked up after 1 minute of inactivity (no damage received or tnt used) (Right Click)
  • Siege Mobs can be put to sleep for them to stay in position (Right Click)
  • Players can only have 1 siege mob placed at a time
  • Siege Mobs do not regenerate health
  • Siege Mobs no longer create bridges, and require snowgolem support mob when raiding skybases
  • Siege Mobs create explosion sounds, notifying nearby players
  • Siege Mobs can walk up to 170 blocks away from their spawn location
  • Siege Mobs cannot be placed inside of enemy territory

Looter Mobs
With the new block fortification on chests/spawners, looter mobs are a great way to raid a base once broken through their walls. You don't need to use these mobs however, as you can just use weapons to attack fortification instead.​

  • Looter Mobs do not use TNT, and cannot be picked up once placed
  • Looter Mobs use pathfinding to target the nearest chest/spawner, prioritizing spawners
  • Looter Mobs CAN be placed inside enemy territory
  • Players can have 2 looter mobs placed at a time

Support Mobs
The only support mob right now is the Snowgolem Bridger​

  • Snowgolems create a 10 block ice bridge that is indestructible for 5 minutes (Raiding faction can still break the bridge)
  • After 5 minutes the bridge begins to melt and de-spawns
  • Bridges do not break/replace blocks, only fill in the void
  • Useful for raiding skybases and supporting Siege Mobs!
  • Snowgolems will stop at a wall, waiting for siege mob to break it and then move forward to continue bridge.










Defender Mobs can be placed inside your base to help defend against raids!
A base can have a maximum of 5 Iron Golems, 3 Shulkers, 2 Guardians

Iron Golem
  • Attacks nearby players and raid mobs (but prioritizes raid mobs)
  • Great final line of defence for defending against siege and looter mobs.
Guardian
  • Curses nearby players with attack/mining fatigue. This will slow down the attack speed of siege/looter mobs by half for 2 minutes.
  • Curses have a 5 minute cooldown.
  • Guardians can curse through walls, so hiding them out of sight is ideal.
  • They have a 32 block radius

We plan to add some kind of item that temporarily highlights defender mobs like guardians so raiding factions can see where they are.​

Shulker
  • Shulkers shoot homing bullets that put nearby raid mobs to sleep for 30 seconds.
  • 60 second cooldown
  • Homing bullets can shoot through 1 block gaps, good for keeping the shulker out of sight from being attacked








Base Changes
  • Factions can no longer claim individual chunks, only bases.
  • Typing /f claim will create an 80x80 base centered on the chunk you're on
  • Bases can be expanded up to 160x160 with Mana
  • There is a 25 chunk buffer (400 blocks) between 2 bases (their core center chunk)
  • A newly created base is protected from being raided for the first 72 hours, or until 10 spawners are placed
  • Bases will lose their shield protection and fortification if no members are online for 5 days
  • Bases will be unclaimed if no members are online for 12 days

Side Shields

Factions can now pick a corner side of their base (NE, SE, SW, NW) that is permanently shielded from being raided. This effectively turns every base into a corner base.​
Bases that are near the world border will have their side shields forced to the same side as the border.​
Side Shields give bases a lot more room to build grinders/farms/storage etc. as they only need to wall 2 sides​
/F Top Leaderboard

It's clear /f top is still an important aspect for the server, and it will be returning as a replacement to the money trophy​

  • /F top ranks the value of a faction based on the total value of all spawners placed in it's base
  • Spawners are worth nothing when initially placed, an gain 20% of their value every 24 hours
    (0% > 20% > 40% > 60% > 80% > 100%) So a spawner needs to be placed for a total of 5 days to be worth it's full value on /f top.
  • The leaders of the top 5 most valuable factions at the end of each week will receive the money trophy!
  • Factions can also select who will receive the money trophy instead inside the team GUI.

Faction Banners

Set your faction banner by holding one and typing /f setbanner
Empty shields you equip (including in events) will automatically equip your faction banner with it!​


  • Spawner Room mob kills are now limited to 500/hour
  • Mobs in spawner room are cleared when spawner type changes
  • Spawners, Shulkers, Crates and Pouches are now banned from Bunker Chests
Thoughts on bunkers never resetting?​



We didn't manage to launch PVP tournaments during the last map, but it will be ready from day one for this second map. Here's a quick recap of what to expect:
  • 1 Tournament per day
  • Max team size of 4, maximum of 16 teams
  • Speak to the tournament master behind spawn to enter
  • You enter tournaments with your own gear/inventory (safe on death)
  • You will be matched up against another team. The winning team will receive a pvp supplies chest and move on to the next round.
  • The winning team of the grand finals received 4 tournament crates, and event score to compete for the Totem Trophy
  • Tournaments will run at 3:30PM EDT
Please share your thoughts on these changes and any other suggestions you have
Well that’s cool
 

filmpjee

Member
ELITE
filmpjee
filmpjee
ELITE
Joined
Dec 6, 2022
Posts
24
Ratings
5
#14




Start of Map: Sunday, June 25th @ 1:00PM EDT
Countdown: https://itsalmo.st/betamap2-82a8

We're excited to launch a new beta map with major changes that incorporate the feedback we received from the initial map. We appreciate everyone who reported bugs or provided suggestions during the first map release.

New World Sizes:
The original world size (200k) was not a good fit at all, and we're changing the world borders to:
  • Overworld: 20k x 20k (+10k to -10k)
  • Nether: 10k x 10k
  • End: 10k x 10k
  • Faction Size: 15 Members

What will not reset:
  • Ranks & Crate perks
  • Season Vaults
  • Trophies
  • Cubits




Chest & Spawner Fortification
Chests & Spawners now feature a fortification level (100 damage) when placed inside claimed land. This works like a health bar that regenerates. The fortification can be destroyed by attacking with weapons or using looter raid mobs. Once fortification has been depleted, the container/spawner can be opened or mined. These blocks regenerate their fortification after 1 hour of not being damaged.​

Spiked Walls
Spiked traps have been turned into a stackable wall blocks​
Obsidian Wand
Turns all of the selected block above it into obsidian [no height limit]​
If this is used on existing obsidian, it will upgrade all obsidian into Reinforced Obsidian​
Obsidian Wands can be purchased from Kilton & the Mana Shop​

Configurable Builder Wands
You can now configure what height you want a builder wand to be from 2 blocks - 16 blocks​
[Left-Click to configure]​





Raid Mobs are now the only viable way to raid a base, as we've disabled the physics of TNT.
We plan to expand on this system for more strategy potential

Siege Mobs
Siege Mobs are used to break down the walls of enemy bases. They do this by exploding the TNT they carry. They can hold stacks of TNT, and will use 1-2 per second against the wall they're facing.​

  • Siege Mobs can be refilled, and also picked up after 1 minute of inactivity (no damage received or tnt used) (Right Click)
  • Siege Mobs can be put to sleep for them to stay in position (Right Click)
  • Players can only have 1 siege mob placed at a time
  • Siege Mobs do not regenerate health
  • Siege Mobs no longer create bridges, and require snowgolem support mob when raiding skybases
  • Siege Mobs create explosion sounds, notifying nearby players
  • Siege Mobs can walk up to 170 blocks away from their spawn location
  • Siege Mobs cannot be placed inside of enemy territory

Looter Mobs
With the new block fortification on chests/spawners, looter mobs are a great way to raid a base once broken through their walls. You don't need to use these mobs however, as you can just use weapons to attack fortification instead.​

  • Looter Mobs do not use TNT, and cannot be picked up once placed
  • Looter Mobs use pathfinding to target the nearest chest/spawner, prioritizing spawners
  • Looter Mobs CAN be placed inside enemy territory
  • Players can have 2 looter mobs placed at a time

Support Mobs
The only support mob right now is the Snowgolem Bridger​

  • Snowgolems create a 10 block ice bridge that is indestructible for 5 minutes (Raiding faction can still break the bridge)
  • After 5 minutes the bridge begins to melt and de-spawns
  • Bridges do not break/replace blocks, only fill in the void
  • Useful for raiding skybases and supporting Siege Mobs!
  • Snowgolems will stop at a wall, waiting for siege mob to break it and then move forward to continue bridge.










Defender Mobs can be placed inside your base to help defend against raids!
A base can have a maximum of 5 Iron Golems, 3 Shulkers, 2 Guardians

Iron Golem
  • Attacks nearby players and raid mobs (but prioritizes raid mobs)
  • Great final line of defence for defending against siege and looter mobs.
Guardian
  • Curses nearby players with attack/mining fatigue. This will slow down the attack speed of siege/looter mobs by half for 2 minutes.
  • Curses have a 5 minute cooldown.
  • Guardians can curse through walls, so hiding them out of sight is ideal.
  • They have a 32 block radius

We plan to add some kind of item that temporarily highlights defender mobs like guardians so raiding factions can see where they are.​

Shulker
  • Shulkers shoot homing bullets that put nearby raid mobs to sleep for 30 seconds.
  • 60 second cooldown
  • Homing bullets can shoot through 1 block gaps, good for keeping the shulker out of sight from being attacked








Base Changes
  • Factions can no longer claim individual chunks, only bases.
  • Typing /f claim will create an 80x80 base centered on the chunk you're on
  • Bases can be expanded up to 160x160 with Mana
  • There is a 25 chunk buffer (400 blocks) between 2 bases (their core center chunk)
  • A newly created base is protected from being raided for the first 72 hours, or until 10 spawners are placed
  • Bases will lose their shield protection and fortification if no members are online for 5 days
  • Bases will be unclaimed if no members are online for 12 days

Side Shields

Factions can now pick a corner side of their base (NE, SE, SW, NW) that is permanently shielded from being raided. This effectively turns every base into a corner base.​
Bases that are near the world border will have their side shields forced to the same side as the border.​
Side Shields give bases a lot more room to build grinders/farms/storage etc. as they only need to wall 2 sides​
/F Top Leaderboard

It's clear /f top is still an important aspect for the server, and it will be returning as a replacement to the money trophy​

  • /F top ranks the value of a faction based on the total value of all spawners placed in it's base
  • Spawners are worth nothing when initially placed, an gain 20% of their value every 24 hours
    (0% > 20% > 40% > 60% > 80% > 100%) So a spawner needs to be placed for a total of 5 days to be worth it's full value on /f top.
  • The leaders of the top 5 most valuable factions at the end of each week will receive the money trophy!
  • Factions can also select who will receive the money trophy instead inside the team GUI.

Faction Banners

Set your faction banner by holding one and typing /f setbanner
Empty shields you equip (including in events) will automatically equip your faction banner with it!​


  • Spawner Room mob kills are now limited to 500/hour
  • Mobs in spawner room are cleared when spawner type changes
  • Spawners, Shulkers, Crates and Pouches are now banned from Bunker Chests
Thoughts on bunkers never resetting?​



We didn't manage to launch PVP tournaments during the last map, but it will be ready from day one for this second map. Here's a quick recap of what to expect:
  • 1 Tournament per day
  • Max team size of 4, maximum of 16 teams
  • Speak to the tournament master behind spawn to enter
  • You enter tournaments with your own gear/inventory (safe on death)
  • You will be matched up against another team. The winning team will receive a pvp supplies chest and move on to the next round.
  • The winning team of the grand finals received 4 tournament crates, and event score to compete for the Totem Trophy
  • Tournaments will run at 3:30PM EDT
Please share your thoughts on these changes and any other suggestions you have
looks nice
 

xStephie

Earth MOD
Moderator
xStephie
xStephie
Mod
Joined
Jul 18, 2022
Posts
385
Ratings
388 19
#16




Start of Map: Wednesday, June 28th @ 3:00PM EDT

We're excited to launch a new beta map with major changes that incorporate the feedback we received from the initial map. We appreciate everyone who reported bugs or provided suggestions during the first map release.

New World Sizes:
The original world size (200k) was not a good fit at all, and we're changing the world borders to:
  • Overworld: 20k x 20k (+10k to -10k)
  • Nether: 10k x 10k
  • End: 10k x 10k
  • Faction Size: 15 Members

What will not reset:
  • Ranks & Crate perks
  • Season Vaults
  • Trophies
  • Cubits




Chest & Spawner Fortification
Chests & Spawners now feature a fortification level (100 damage) when placed inside claimed land. This works like a health bar that regenerates. The fortification can be destroyed by attacking with weapons or using looter raid mobs. Once fortification has been depleted, the container/spawner can be opened or mined. These blocks regenerate their fortification after 1 hour of not being damaged.​

Spiked Walls
Spiked traps have been turned into a stackable wall blocks​
Obsidian Wand
Turns all of the selected block above it into obsidian [no height limit]​
If this is used on existing obsidian, it will upgrade all obsidian into Reinforced Obsidian​
Obsidian Wands can be purchased from Kilton & the Mana Shop​

Configurable Builder Wands
You can now configure what height you want a builder wand to be from 2 blocks - 16 blocks​
[Left-Click to configure]​





Raid Mobs are now the only viable way to raid a base, as we've disabled the physics of TNT.
We plan to expand on this system for more strategy potential

Siege Mobs
Siege Mobs are used to break down the walls of enemy bases. They do this by exploding the TNT they carry. They can hold stacks of TNT, and will use 1-2 per second against the wall they're facing.​

  • Siege Mobs can be refilled, and also picked up after 1 minute of inactivity (no damage received or tnt used) (Right Click)
  • Siege Mobs can be put to sleep for them to stay in position (Right Click)
  • Players can only have 1 siege mob placed at a time
  • Siege Mobs do not regenerate health
  • Siege Mobs no longer create bridges, and require snowgolem support mob when raiding skybases
  • Siege Mobs create explosion sounds, notifying nearby players
  • Siege Mobs can walk up to 170 blocks away from their spawn location
  • Siege Mobs cannot be placed inside of enemy territory

Looter Mobs
With the new block fortification on chests/spawners, looter mobs are a great way to raid a base once broken through their walls. You don't need to use these mobs however, as you can just use weapons to attack fortification instead.​

  • Looter Mobs do not use TNT, and cannot be picked up once placed
  • Looter Mobs use pathfinding to target the nearest chest/spawner, prioritizing spawners
  • Looter Mobs CAN be placed inside enemy territory
  • Players can have 2 looter mobs placed at a time

Support Mobs
The only support mob right now is the Snowgolem Bridger​

  • Snowgolems create a 10 block ice bridge that is indestructible for 5 minutes (Raiding faction can still break the bridge)
  • After 5 minutes the bridge begins to melt and de-spawns
  • Bridges do not break/replace blocks, only fill in the void
  • Useful for raiding skybases and supporting Siege Mobs!
  • Snowgolems will stop at a wall, waiting for siege mob to break it and then move forward to continue bridge.










Defender Mobs can be placed inside your base to help defend against raids!
A base can have a maximum of 5 Iron Golems, 3 Shulkers, 2 Guardians

Iron Golem
  • Attacks nearby players and raid mobs (but prioritizes raid mobs)
  • Great final line of defence for defending against siege and looter mobs.
Guardian
  • Curses nearby players with attack/mining fatigue. This will slow down the attack speed of siege/looter mobs by half for 2 minutes.
  • Curses have a 5 minute cooldown.
  • Guardians can curse through walls, so hiding them out of sight is ideal.
  • They have a 32 block radius

We plan to add some kind of item that temporarily highlights defender mobs like guardians so raiding factions can see where they are.​

Shulker
  • Shulkers shoot homing bullets that put nearby raid mobs to sleep for 30 seconds.
  • 60 second cooldown
  • Homing bullets can shoot through 1 block gaps, good for keeping the shulker out of sight from being attacked








Base Changes
  • Factions can no longer claim individual chunks, only bases.
  • Typing /f claim will create an 80x80 base centered on the chunk you're on
  • Bases can be expanded up to 160x160 with Mana
  • There is a 25 chunk buffer (400 blocks) between 2 bases (their core center chunk)
  • A newly created base is protected from being raided for the first 72 hours, or until 10 spawners are placed
  • Bases will lose their shield protection and fortification if no members are online for 5 days
  • Bases will be unclaimed if no members are online for 12 days

Side Shields

Factions can now pick a corner side of their base (NE, SE, SW, NW) that is permanently shielded from being raided. This effectively turns every base into a corner base.​
Bases that are near the world border will have their side shields forced to the same side as the border.​
Side Shields give bases a lot more room to build grinders/farms/storage etc. as they only need to wall 2 sides​
/F Top Leaderboard

It's clear /f top is still an important aspect for the server, and it will be returning as a replacement to the money trophy​

  • /F top ranks the value of a faction based on the total value of all spawners placed in it's base
  • Spawners are worth nothing when initially placed, an gain 20% of their value every 24 hours
    (0% > 20% > 40% > 60% > 80% > 100%) So a spawner needs to be placed for a total of 5 days to be worth it's full value on /f top.
  • The leaders of the top 5 most valuable factions at the end of each week will receive the money trophy!
  • Factions can also select who will receive the money trophy instead inside the team GUI.

Faction Banners

Set your faction banner by holding one and typing /f setbanner
Empty shields you equip (including in events) will automatically equip your faction banner with it!​


  • Spawner Room mob kills are now limited to 500/hour
  • Mobs in spawner room are cleared when spawner type changes
  • Spawners, Shulkers, Crates and Pouches are now banned from Bunker Chests
Thoughts on bunkers never resetting?​



We didn't manage to launch PVP tournaments during the last map, but it will be ready from day one for this second map. Here's a quick recap of what to expect:
  • 1 Tournament per day
  • Max team size of 4, maximum of 16 teams
  • Speak to the tournament master behind spawn to enter
  • You enter tournaments with your own gear/inventory (safe on death)
  • You will be matched up against another team. The winning team will receive a pvp supplies chest and move on to the next round.
  • The winning team of the grand finals received 4 tournament crates, and event score to compete for the Totem Trophy
  • Tournaments will run at 3:30PM EDT
Please share your thoughts on these changes and any other suggestions you have
Are we getting mcmmo or 1.8pvp mechanics?
 

Catcheee

Active Member
ELITE
Catcheee
Catcheee
ELITE
Joined
Nov 20, 2022
Posts
31
Ratings
9 1
#17




Start of Map: Wednesday, June 28th @ 3:00PM EDT

We're excited to launch a new beta map with major changes that incorporate the feedback we received from the initial map. We appreciate everyone who reported bugs or provided suggestions during the first map release.

New World Sizes:
The original world size (200k) was not a good fit at all, and we're changing the world borders to:
  • Overworld: 20k x 20k (+10k to -10k)
  • Nether: 10k x 10k
  • End: 10k x 10k
  • Faction Size: 15 Members

What will not reset:
  • Ranks & Crate perks
  • Season Vaults
  • Trophies
  • Cubits




Chest & Spawner Fortification
Chests & Spawners now feature a fortification level (100 damage) when placed inside claimed land. This works like a health bar that regenerates. The fortification can be destroyed by attacking with weapons or using looter raid mobs. Once fortification has been depleted, the container/spawner can be opened or mined. These blocks regenerate their fortification after 1 hour of not being damaged.​

Spiked Walls
Spiked traps have been turned into a stackable wall blocks​
Obsidian Wand
Turns all of the selected block above it into obsidian [no height limit]​
If this is used on existing obsidian, it will upgrade all obsidian into Reinforced Obsidian​
Obsidian Wands can be purchased from Kilton & the Mana Shop​

Configurable Builder Wands
You can now configure what height you want a builder wand to be from 2 blocks - 16 blocks​
[Left-Click to configure]​





Raid Mobs are now the only viable way to raid a base, as we've disabled the physics of TNT.
We plan to expand on this system for more strategy potential

Siege Mobs
Siege Mobs are used to break down the walls of enemy bases. They do this by exploding the TNT they carry. They can hold stacks of TNT, and will use 1-2 per second against the wall they're facing.​

  • Siege Mobs can be refilled, and also picked up after 1 minute of inactivity (no damage received or tnt used) (Right Click)
  • Siege Mobs can be put to sleep for them to stay in position (Right Click)
  • Players can only have 1 siege mob placed at a time
  • Siege Mobs do not regenerate health
  • Siege Mobs no longer create bridges, and require snowgolem support mob when raiding skybases
  • Siege Mobs create explosion sounds, notifying nearby players
  • Siege Mobs can walk up to 170 blocks away from their spawn location
  • Siege Mobs cannot be placed inside of enemy territory

Looter Mobs
With the new block fortification on chests/spawners, looter mobs are a great way to raid a base once broken through their walls. You don't need to use these mobs however, as you can just use weapons to attack fortification instead.​

  • Looter Mobs do not use TNT, and cannot be picked up once placed
  • Looter Mobs use pathfinding to target the nearest chest/spawner, prioritizing spawners
  • Looter Mobs CAN be placed inside enemy territory
  • Players can have 2 looter mobs placed at a time

Support Mobs
The only support mob right now is the Snowgolem Bridger​

  • Snowgolems create a 10 block ice bridge that is indestructible for 5 minutes (Raiding faction can still break the bridge)
  • After 5 minutes the bridge begins to melt and de-spawns
  • Bridges do not break/replace blocks, only fill in the void
  • Useful for raiding skybases and supporting Siege Mobs!
  • Snowgolems will stop at a wall, waiting for siege mob to break it and then move forward to continue bridge.










Defender Mobs can be placed inside your base to help defend against raids!
A base can have a maximum of 5 Iron Golems, 3 Shulkers, 2 Guardians

Iron Golem
  • Attacks nearby players and raid mobs (but prioritizes raid mobs)
  • Great final line of defence for defending against siege and looter mobs.
Guardian
  • Curses nearby players with attack/mining fatigue. This will slow down the attack speed of siege/looter mobs by half for 2 minutes.
  • Curses have a 5 minute cooldown.
  • Guardians can curse through walls, so hiding them out of sight is ideal.
  • They have a 32 block radius

We plan to add some kind of item that temporarily highlights defender mobs like guardians so raiding factions can see where they are.​

Shulker
  • Shulkers shoot homing bullets that put nearby raid mobs to sleep for 30 seconds.
  • 60 second cooldown
  • Homing bullets can shoot through 1 block gaps, good for keeping the shulker out of sight from being attacked








Base Changes
  • Factions can no longer claim individual chunks, only bases.
  • Typing /f claim will create an 80x80 base centered on the chunk you're on
  • Bases can be expanded up to 160x160 with Mana
  • There is a 25 chunk buffer (400 blocks) between 2 bases (their core center chunk)
  • A newly created base is protected from being raided for the first 72 hours, or until 10 spawners are placed
  • Bases will lose their shield protection and fortification if no members are online for 5 days
  • Bases will be unclaimed if no members are online for 12 days

Side Shields

Factions can now pick a corner side of their base (NE, SE, SW, NW) that is permanently shielded from being raided. This effectively turns every base into a corner base.​
Bases that are near the world border will have their side shields forced to the same side as the border.​
Side Shields give bases a lot more room to build grinders/farms/storage etc. as they only need to wall 2 sides​
/F Top Leaderboard

It's clear /f top is still an important aspect for the server, and it will be returning as a replacement to the money trophy​

  • /F top ranks the value of a faction based on the total value of all spawners placed in it's base
  • Spawners are worth nothing when initially placed, an gain 20% of their value every 24 hours
    (0% > 20% > 40% > 60% > 80% > 100%) So a spawner needs to be placed for a total of 5 days to be worth it's full value on /f top.
  • The leaders of the top 5 most valuable factions at the end of each week will receive the money trophy!
  • Factions can also select who will receive the money trophy instead inside the team GUI.

Faction Banners

Set your faction banner by holding one and typing /f setbanner
Empty shields you equip (including in events) will automatically equip your faction banner with it!​


  • Spawner Room mob kills are now limited to 500/hour
  • Mobs in spawner room are cleared when spawner type changes
  • Spawners, Shulkers, Crates and Pouches are now banned from Bunker Chests
Thoughts on bunkers never resetting?​



We didn't manage to launch PVP tournaments during the last map, but it will be ready from day one for this second map. Here's a quick recap of what to expect:
  • 1 Tournament per day
  • Max team size of 4, maximum of 16 teams
  • Speak to the tournament master behind spawn to enter
  • You enter tournaments with your own gear/inventory (safe on death)
  • You will be matched up against another team. The winning team will receive a pvp supplies chest and move on to the next round.
  • The winning team of the grand finals received 4 tournament crates, and event score to compete for the Totem Trophy
  • Tournaments will run at 3:30PM EDT
Please share your thoughts on these changes and any other suggestions you have
That's looking amazing
 

Catcheee

Active Member
ELITE
Catcheee
Catcheee
ELITE
Joined
Nov 20, 2022
Posts
31
Ratings
9 1
#18




Start of Map: Wednesday, June 28th @ 3:00PM EDT

We're excited to launch a new beta map with major changes that incorporate the feedback we received from the initial map. We appreciate everyone who reported bugs or provided suggestions during the first map release.

New World Sizes:
The original world size (200k) was not a good fit at all, and we're changing the world borders to:
  • Overworld: 20k x 20k (+10k to -10k)
  • Nether: 10k x 10k
  • End: 10k x 10k
  • Faction Size: 15 Members

What will not reset:
  • Ranks & Crate perks
  • Season Vaults
  • Trophies
  • Cubits




Chest & Spawner Fortification
Chests & Spawners now feature a fortification level (100 damage) when placed inside claimed land. This works like a health bar that regenerates. The fortification can be destroyed by attacking with weapons or using looter raid mobs. Once fortification has been depleted, the container/spawner can be opened or mined. These blocks regenerate their fortification after 1 hour of not being damaged.​

Spiked Walls
Spiked traps have been turned into a stackable wall blocks​
Obsidian Wand
Turns all of the selected block above it into obsidian [no height limit]​
If this is used on existing obsidian, it will upgrade all obsidian into Reinforced Obsidian​
Obsidian Wands can be purchased from Kilton & the Mana Shop​

Configurable Builder Wands
You can now configure what height you want a builder wand to be from 2 blocks - 16 blocks​
[Left-Click to configure]​





Raid Mobs are now the only viable way to raid a base, as we've disabled the physics of TNT.
We plan to expand on this system for more strategy potential

Siege Mobs
Siege Mobs are used to break down the walls of enemy bases. They do this by exploding the TNT they carry. They can hold stacks of TNT, and will use 1-2 per second against the wall they're facing.​

  • Siege Mobs can be refilled, and also picked up after 1 minute of inactivity (no damage received or tnt used) (Right Click)
  • Siege Mobs can be put to sleep for them to stay in position (Right Click)
  • Players can only have 1 siege mob placed at a time
  • Siege Mobs do not regenerate health
  • Siege Mobs no longer create bridges, and require snowgolem support mob when raiding skybases
  • Siege Mobs create explosion sounds, notifying nearby players
  • Siege Mobs can walk up to 170 blocks away from their spawn location
  • Siege Mobs cannot be placed inside of enemy territory

Looter Mobs
With the new block fortification on chests/spawners, looter mobs are a great way to raid a base once broken through their walls. You don't need to use these mobs however, as you can just use weapons to attack fortification instead.​

  • Looter Mobs do not use TNT, and cannot be picked up once placed
  • Looter Mobs use pathfinding to target the nearest chest/spawner, prioritizing spawners
  • Looter Mobs CAN be placed inside enemy territory
  • Players can have 2 looter mobs placed at a time

Support Mobs
The only support mob right now is the Snowgolem Bridger​

  • Snowgolems create a 10 block ice bridge that is indestructible for 5 minutes (Raiding faction can still break the bridge)
  • After 5 minutes the bridge begins to melt and de-spawns
  • Bridges do not break/replace blocks, only fill in the void
  • Useful for raiding skybases and supporting Siege Mobs!
  • Snowgolems will stop at a wall, waiting for siege mob to break it and then move forward to continue bridge.










Defender Mobs can be placed inside your base to help defend against raids!
A base can have a maximum of 5 Iron Golems, 3 Shulkers, 2 Guardians

Iron Golem
  • Attacks nearby players and raid mobs (but prioritizes raid mobs)
  • Great final line of defence for defending against siege and looter mobs.
Guardian
  • Curses nearby players with attack/mining fatigue. This will slow down the attack speed of siege/looter mobs by half for 2 minutes.
  • Curses have a 5 minute cooldown.
  • Guardians can curse through walls, so hiding them out of sight is ideal.
  • They have a 32 block radius

We plan to add some kind of item that temporarily highlights defender mobs like guardians so raiding factions can see where they are.​

Shulker
  • Shulkers shoot homing bullets that put nearby raid mobs to sleep for 30 seconds.
  • 60 second cooldown
  • Homing bullets can shoot through 1 block gaps, good for keeping the shulker out of sight from being attacked








Base Changes
  • Factions can no longer claim individual chunks, only bases.
  • Typing /f claim will create an 80x80 base centered on the chunk you're on
  • Bases can be expanded up to 160x160 with Mana
  • There is a 25 chunk buffer (400 blocks) between 2 bases (their core center chunk)
  • A newly created base is protected from being raided for the first 72 hours, or until 10 spawners are placed
  • Bases will lose their shield protection and fortification if no members are online for 5 days
  • Bases will be unclaimed if no members are online for 12 days

Side Shields

Factions can now pick a corner side of their base (NE, SE, SW, NW) that is permanently shielded from being raided. This effectively turns every base into a corner base.​
Bases that are near the world border will have their side shields forced to the same side as the border.​
Side Shields give bases a lot more room to build grinders/farms/storage etc. as they only need to wall 2 sides​
/F Top Leaderboard

It's clear /f top is still an important aspect for the server, and it will be returning as a replacement to the money trophy​

  • /F top ranks the value of a faction based on the total value of all spawners placed in it's base
  • Spawners are worth nothing when initially placed, an gain 20% of their value every 24 hours
    (0% > 20% > 40% > 60% > 80% > 100%) So a spawner needs to be placed for a total of 5 days to be worth it's full value on /f top.
  • The leaders of the top 5 most valuable factions at the end of each week will receive the money trophy!
  • Factions can also select who will receive the money trophy instead inside the team GUI.

Faction Banners

Set your faction banner by holding one and typing /f setbanner
Empty shields you equip (including in events) will automatically equip your faction banner with it!​


  • Spawner Room mob kills are now limited to 500/hour
  • Mobs in spawner room are cleared when spawner type changes
  • Spawners, Shulkers, Crates and Pouches are now banned from Bunker Chests
Thoughts on bunkers never resetting?​



We didn't manage to launch PVP tournaments during the last map, but it will be ready from day one for this second map. Here's a quick recap of what to expect:
  • 1 Tournament per day
  • Max team size of 4, maximum of 16 teams
  • Speak to the tournament master behind spawn to enter
  • You enter tournaments with your own gear/inventory (safe on death)
  • You will be matched up against another team. The winning team will receive a pvp supplies chest and move on to the next round.
  • The winning team of the grand finals received 4 tournament crates, and event score to compete for the Totem Trophy
  • Tournaments will run at 3:30PM EDT
Please share your thoughts on these changes and any other suggestions you have
looks amazing!!!