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Re: Morvelaira's News Compilation

Posted: Thu Sep 06, 2012 4:53 pm
by DxPanxD
Rianaru wrote:Well I sure feel stupid now...
Well an enderman barely 2 shots on hard, and armed zombies haven't been implemented in an official release yet (wouldn't have known about their damage had I not been reading the wiki recently). No reason to feel stupid.

Anyway the wither effect may prove more difficult to deal with than simple increased damage though. Even now cave spider poison can still be challenging, but their physical damage is low, so they're less of a threat. High damage with a super debuff that ignores armor could very well make Wither skele's a dangerous mob to melee, even late game.

Re: Morvelaira's News Compilation

Posted: Thu Sep 06, 2012 5:42 pm
by Panda
I like the mechanics of summoning the wither, its not game breaking, and it make you think about where your gonna summon that sucker. :3

Re: Morvelaira's News Compilation

Posted: Thu Sep 06, 2012 5:48 pm
by FlowerChild
Panda wrote:I like the mechanics of summoning the wither, its not game breaking, and it make you think about where your gonna summon that sucker. :3
Yeah, that's definitely a big +1 for me.

It reminds me of Terraria where you'd often build "arenas" to fight specific mobs in. Hopefully the mechanics of the boss lend itself to this though, and they're taking it into account in the mob's design, and considering how to prevent insta-kill arena designs.

Re: Morvelaira's News Compilation

Posted: Thu Sep 06, 2012 7:26 pm
by danielngtiger
FlowerChild wrote:Ok, this new pre-release has me *strongly* suspecting that someone with a fairly keen eye for design is either working at Mojang or has their ear, and is following BTW rather closely.

The tying paintings into the player's in-game activities thing just a few weeks after I did the same is just a little too coincidental to be purely coincidence, especially given how long the vanilla paintings have remained unchanged and largely ignored. There are other elements of this pre-release that also tie-in to what I've been working on, that I won't get into for spoiler reasons.

Not that I mind, as it makes the mod fitting the feel of vanilla that much easier when the game creators are working in that direction too ;)

Re: Morvelaira's News Compilation

Posted: Fri Sep 07, 2012 12:05 am
by Calo290
FlowerChild wrote:Ok, this new pre-release has me *strongly* suspecting that someone with a fairly keen eye for design is either working at Mojang or has their ear, and is following BTW rather closely.

The tying paintings into the player's in-game activities thing just a few weeks after I did the same is just a little too coincidental to be purely coincidence, especially given how long the vanilla paintings have remained unchanged and largely ignored. There are other elements of this pre-release that also tie-in to what I've been working on, that I won't get into for spoiler reasons.

Not that I mind, as it makes the mod fitting the feel of vanilla that much easier when the game creators are working in that direction too ;)
I would totally believe this. Am I the only one that remembers Jeb replying in his Reddit AMA from a while back that, when asked what his favorite mods were, he listed Better Than Wolves as one of them?

Re: Morvelaira's News Compilation

Posted: Fri Sep 07, 2012 12:28 am
by BinoAl
Calo290 wrote: I would totally believe this. Am I the only one that remembers Jeb replying in his Reddit AMA from a while back that, when asked what his favorite mods were, he listed Better Than Wolves as one of them?
He also listed redpower if I recall correctly, I think he just named the most popular mods

Re: Morvelaira's News Compilation

Posted: Fri Sep 07, 2012 6:39 am
by Donzaffi
Calo290 wrote:
FlowerChild wrote:Ok, this new pre-release has me *strongly* suspecting that someone with a fairly keen eye for design is either working at Mojang or has their ear, and is following BTW rather closely.

The tying paintings into the player's in-game activities thing just a few weeks after I did the same is just a little too coincidental to be purely coincidence, especially given how long the vanilla paintings have remained unchanged and largely ignored. There are other elements of this pre-release that also tie-in to what I've been working on, that I won't get into for spoiler reasons.

Not that I mind, as it makes the mod fitting the feel of vanilla that much easier when the game creators are working in that direction too ;)
I would totally believe this. Am I the only one that remembers Jeb replying in his Reddit AMA from a while back that, when asked what his favorite mods were, he listed Better Than Wolves as one of them?

One must remember this mod is one of the best balanced mod outhere, majority of the mods makes the game simply too easy.
I think that Jeb have some ideas he like to implement that makes the game more challenging, but there is a couple of kids outthere that don't want it, and he does things more them who complain loudest.

Re: Morvelaira's News Compilation

Posted: Fri Sep 07, 2012 12:15 pm
by Ferrus.Manus
http://www.youtube.com/watch?v=20-PbpuSVik
New Wither boss seems to have interesting automation possibilities.
Also http://www.youtube.com/watch?v=ppUQAaL9EuI discusses spawning rules and drop rate of new wither skeletons.

Re: Morvelaira's News Compilation

Posted: Fri Sep 07, 2012 3:14 pm
by TheAnarchitect
Hmmm. The wither mob may be the missing link in converting the output of a block dispenser to an item.

Re: Morvelaira's News Compilation

Posted: Fri Sep 07, 2012 7:58 pm
by Extreme Boyheat
TheAnarchitect wrote:Hmmm. The wither mob may be the missing link in converting the output of a block dispenser to an item.
With the risk of it escaping and breaking everything, I love it.

Re: Morvelaira's News Compilation

Posted: Sat Sep 08, 2012 11:51 am
by xou816
I'm a bit worried about MC's future.
I mean, the previous snapshots brought many new features, some of them being cool (though I personally dislike the beacon block), but yeah, they should focus on fixing issues of previous versions (regarding 1.3.x, this awful "lag" due to the internal server needs a fix). I don't know if that's possible but there are so much things they should work on, such as HD textures support, more IDs, stuff like that! And the API, too. Not to say that bringing new features *could* bring new bugs too.
So, yeah, cool features but there's better to do in my view.

By the way, I never payed attention to this thread before, but it's awesome! Thank you Morvelaira for bringing us fresh news!

Re: Morvelaira's News Compilation

Posted: Tue Sep 11, 2012 8:57 am
by kjbrona
Looks like more food from Mojang:
Jens Bergensten ‏@jeb_
After this I think only mutton and calamari are missing: http://i.imgur.com/6jd6q.png

Re: Morvelaira's News Compilation

Posted: Tue Sep 11, 2012 9:17 am
by Ribky
kjbrona wrote:Looks like more food from Mojang:
Jens Bergensten ‏@jeb_
After this I think only mutton and calamari are missing: http://i.imgur.com/6jd6q.png
Is that cheese? If it is, at least it's a food that requires crafting of some sort... and I do enjoy cheese... though I'm still in the "more food isn't necessary, spend your time on something else please, Mojang" club.

EDIT: Oh... pumpkin pie... that is not nearly as cool as cheese.

Re: Morvelaira's News Compilation

Posted: Tue Sep 11, 2012 9:28 am
by Devdisigdu
Ribky wrote:Is that cheese? If it is, at least it's a food that requires crafting of some sort... and I do enjoy cheese... though I'm still in the "more food isn't necessary, spend your time on something else please, Mojang" club.
If these tweets are indication, it isn't cheese, but pumpkin pie...
Brail ‏@Brail4
@jeb_ Pumpkin pie? Will it work like cakes?
Jens Bergensten ‏@jeb_
@Brail4 Correct! No, it will be like a normal food item
I get the feeling that pretty soon, just about anything that could be a possible food source will be.

Re: Morvelaira's News Compilation

Posted: Tue Sep 11, 2012 11:32 am
by Foxy Boxes
To be fair, asides from golems, headwear and lanturns, farming pumpkins has no purpose.

Re: Morvelaira's News Compilation

Posted: Tue Sep 11, 2012 11:37 am
by Mason11987
Foxy Boxes wrote:To be fair, asides from golems, headwear and lanturns, farming pumpkins has no purpose.
Seeds can feed chickens, although it can't be automated yet.

Re: Morvelaira's News Compilation

Posted: Tue Sep 11, 2012 1:10 pm
by kjbrona
Interesting Tweets from Dinnerbone:
Nathan Adams ‏@Dinnerbone
I've heard a lot of complaints that mobs won't jump down to get to you lately. Well, consider that fixed; They're quite fearless now!
Nathan Adams ‏@Dinnerbone
They'll assess the risk before they do it, no suicide jumps. But they won't be afraid to fall 13 blocks if it only takes 50% health either.

Re: Morvelaira's News Compilation

Posted: Tue Sep 11, 2012 1:13 pm
by DxPanxD
"Nathan Adams
I've heard a lot of complaints that mobs won't jump down to get to you lately. Well, consider that fixed; They're quite fearless now!"

"They'll assess the risk before they do it, no suicide jumps. But they won't be afraid to fall 13 blocks if it only takes 50% health either."

I think this heralds the return of creeper air raids while caving. I won't exactly say I've missed it, but caving (especially near a ravine) should be a bit more interesting now.


Edit: Damn you ninja D:

Re: Morvelaira's News Compilation

Posted: Thu Sep 13, 2012 5:41 am
by dr_spindizzy
I think we all knew this anyway, but Jeb confirms that the mod API isn't in 1.4
Thelucap97: @jeb_ in 1.4 there is the official mod support?
Jeb: @Thelucap97 No
Thelucap97: @jeb_ but there will be in another version of minecraft?
Jeb: @Thelucap97 Yes, eventually
https://twitter.com/jeb_/status/246177156193980416

Re: Morvelaira's News Compilation

Posted: Thu Sep 13, 2012 5:51 am
by Itamarcu
Dinnerbone:
While talking with @jeb_ about some stuff he's doing, I realized the perfect mob to add for halloween; it'd be our second ranged one too!

Dinnerbone:
Uhh. Second overworld ranged mob!

Re: Morvelaira's News Compilation

Posted: Thu Sep 13, 2012 6:51 am
by M!C
Itamarcu wrote:Dinnerbone:
While talking with @jeb_ about some stuff he's doing, I realized the perfect mob to add for halloween; it'd be our second ranged one too!

Dinnerbone:
Uhh. Second overworld ranged mob!
Well, I hope that mob won't have the same heat-seeking projectiles skeletons seem to use sometimes. ;)
Their accuracy feels a little artificial imo. Not that I dislike the challenge of dodging those arrows, but combined with their knockback it gets rather irritating at times.

Re: Morvelaira's News Compilation

Posted: Thu Sep 13, 2012 7:23 am
by Poppycocks
M!C wrote:
Itamarcu wrote:Dinnerbone:
While talking with @jeb_ about some stuff he's doing, I realized the perfect mob to add for halloween; it'd be our second ranged one too!

Dinnerbone:
Uhh. Second overworld ranged mob!
Well, I hope that mob won't have the same heat-seeking projectiles skeletons seem to use sometimes. ;)
Their accuracy feels a little artificial imo. Not that I dislike the challenge of dodging those arrows, but combined with their knockback it gets rather irritating at times.
I'm with you, I'd rather if they upped the dmg. Thoose 180°-boom-headshot turns are annoying as well.

Re: Morvelaira's News Compilation

Posted: Thu Sep 13, 2012 10:57 am
by morvelaira
From the Patch notes of today's snapshot:
Time of the redstone signal of the wooden/stone button extended.
Messing with redstone timing. Never fun stuff for Mojang. I don't know what it's been increased to, nor what effect that has overall.

Re: Morvelaira's News Compilation

Posted: Thu Sep 13, 2012 12:29 pm
by Last_Jedi_Standing
Well, bugger. That's annoying. I don't generally use buttons in my worlds for anything except starting redstone clocks and things, because it gives an exactly even pulse every time. Depending on how much they've extended it, that could make that much less convenient.

Re: Morvelaira's News Compilation

Posted: Thu Sep 13, 2012 12:52 pm
by BinoAl
My bet is that they extended it long enough to open iron doors and let you walk through more easily. I can think of 2 builds this should break already ;~;