GlymeraMedieval-2.0.0.jar
What's new
Glymera Medieval - Changelog
2.0.0 - Enemy strength, explained config
Server owners can now set how tough the night enemies are.
Enemy strength
- New
enemyHealthPercent: health of the night enemies in percent (50 = half, 200 = double). Also applies to enemies that are already out on the streets. - New
enemyDamagePercent: damage of the night enemies in percent - claws and blows, the Witch's curse bolts, the Nightmare's charge and the Plague Doctor's poison. 0 = they cannot hurt anyone. - Both default to 100, so nothing changes until you change them.
- The Plague Doctor now uses its own poison effect (same strength as before), so poison from other sources is not affected by the setting.
Config
- Every setting in
config.jsonnow has its explanation right above it ("_name": "..."), with the allowed values and the default. Your values are kept; the file is only reordered.
Mod list
- The world's mod list now shows the mod's icon, author and description instead of a "?".
1.0.0 - First release
An endless medieval town, generated as you walk.
The town
- Endless, seed-based town world
medieval(/gmed world,/gmed go): main and cross streets, two rows of houses back to back between them. - Quarters with their own roof style (red tile, dark tile, slate, thatch) and their own wealth.
- Houses 8 to 16 blocks wide, fully furnished on every floor; patrician houses; workshops (bakery, smithy, locksmith, tailor, cobbler, apothecary); inns with guest rooms.
- Back yards on the terrain: garden walls, beds, wells, woodsheds, chicken coops, beehives, washing lines, privies, fruit trees.
- Market squares with fountain, stalls, benches and lime trees; groves; street lamps at the crossings.
- Castles (curtain wall, great hall, kitchen, chapel, guest floors, suites) and small castles with a walled courtyard.
/gmed near castle | small | merchanttakes you to the nearest one.
Creatures
- 8 night enemies, only between 20:00 and 04:00 game time, each with its own attack: Werewolf (claws), Succubus and Incubus (life steal), Witch (ranged curse bolts), Plague Doctor (poison), Revenant (heavy knockback), Gargoyle (claws), Nightmare (charge). Every enemy has its own voice.
- Enemies drop Silver Thalers (1, the strong ones 2).
- 7 townsfolk by day (Guard, Blacksmith, Baker, Market Woman, Monk, Farmer) and the Night Watchman by night; native birds by day.
Houses, rooms and castles for sale
- Houses, patrician houses and small castles are bought whole, the guest rooms of inns and castles one by one - with Silver Thalers.
- "For sale" signs, buy window, town HUD (where you stand + your thalers), manage window (keys, bans, give up),
/gmed homewith teleport. - Protection: the building stays, furniture, garden and own blocks are the owner's; doors and containers only for owner and keyholders; the hoe cannot till other people's gardens; TNT, lava, water and more are forbidden in the town.
Furniture merchant
- On every market square: around 96 pieces of the town's own furniture in 7 sections, priced by size, prices configurable.
Building blocks
- Over 400 pieces in the creative tab GlymeraMedieval: walls, roofs, stone, floors, around 95 hand-modelled furniture pieces, yard pieces and signs.
Performance
- View radius capped at 8 chunks while in the town (restored when you leave), hidden model faces removed, containers set only near players, furniture density setting.
Admin
/gmed stats,/gmed estate [list | give <n> | here],/gmed merchant,/gmed npc [spawn <kind> | stats | clear | always on|off].config.jsonwith all settings (prices, limits, enemy hours and caps, thaler drops, forbidden items, view radius cap, furniture density, merchant).
This mod has no additional files