mr-hobbits-dungeon-2.19.3.jar
Curse Maven Snippet
What's new
Mr Hobbit's Dungeon 2.19
Every update in the 2.19 line, newest first.
2.19.3
- Fix: chiseled bookshelves in the dungeon walls (Blackstone Vaults) sometimes faced into the wall, so an enchanted book in one couldn't be seen. Cause: they were placed with the block's default facing (north) whichever wall they were in, so only shelves in walls with the room to their north faced the right way (raising and lowering rooms in 2.14 and 2.15 wasn't the cause). Every chiseled shelf now turns to face an open side (the room or corridor); one buried with no open side becomes a plain bookshelf, so no book is ever out of reach.
- Deepslate Halls' wall barrels get the same treatment, so their lids face the room. Chests already faced the right way (they're placed facing into the room), and nothing else placed in walls has a direction.
2.19.2
- Slower arrival in the Aether (Ryan: "the fade from black is way too fast"). The screen now stays black for about 2.5 seconds while "Wait..." shows. A pale, frosty blue frame (the powder-snow frost overlay) is held around the edges meanwhile, then thins away evenly over 6 more seconds as the sky shows through. Black, then a blue edge, then clear: about 8 seconds in all. It's vanilla effects, so players without the mod see it too.
- Monsters can't hide in trees any more (a breeze got stuck in leaves, and an uncleared island keeps its gate shut):
- Fighting islands only get tall trees (jungle and big oak, no low azaleas), and only out towards the edges. Monsters only appear where the sky is open above them.
- Every second, a monster on the island being fought is moved onto open ground near the nearest player, with a puff of smoke, if it's inside a block, up a tree, off its island or more than 4 blocks up for 2 seconds, or hasn't moved for 5 seconds while it can't see anyone. Archers with a clear shot are left alone.
- When 2 or fewer are left on an island, they glow, so you can find them.
- Last resort: if none of them has been hurt for 45 seconds while you're on their island, they're all brought over to you.
- 10 of 10 test builds passed the walk check.
2.19.1
- Aether gates are real gatehouses now (Ryan: "make the gates look like gates", with no gaps on diagonal bridges). Each bridge starts with a short straight stone gatehouse, square to the world grid even when the bridge runs diagonally: mossy stone-brick walls, an arch of upside-down stairs with a chiseled keystone, a slab roof and lanterns hanging at both ends. A portcullis of iron bars fills the opening completely (3 wide, 3 high, every bar joined). When the island is cleared it rises row by row from the bottom, clanking, over about a second.
- Bridge edges are sealed with invisible walls wherever a side would be a drop, so the join between a gatehouse and a diagonal bridge has no gaps.
- No more vexes on the Aether (they flew off and kept getting pulled back): strays (pale skeleton archers) instead. Phantoms had the same problem, so from floor 16 bogged (mossy skeletons with poison arrows) take their place. Breezes stay, kept to their own island.
- 20 of 20 test builds passed the walk check, at 0.3 to 0.6 seconds each (1.8 for the first after a start).
2.19.0
- The Aether (Ryan's design): the first realm floor. Floating islands in a real blue sky, frozen at noon, over a sea of clouds. It has its own dimension (
mr-hobbits-dungeon:aether), so the sky, sun and clouds are vanilla's own and players without the mod see it too.- It's the first fighting floor after every boss (floors 6, 16, 26...), for now; when the Nether realm exists they'll take turns. Event floors don't happen on it.
- Arrival: everyone steps on the pad, the screen goes black with "Wait..." / "this feels different... almost Aethereal", and the darkness lifts over a few seconds onto the open sky.
- 5 to 7 islands to fight across in a winding path from a quiet start island. Each island has a grassy, flowery top on a rock underside that tapers to a point, with moss, vines, glow lichen, hanging dripstone and amethyst. There are jungle, oak and azalea trees, pillared gazebos with domes, crumbling stone arches, crystal shards, and waterfalls pouring off the edges into the clouds. Fluffy cloud banks and small islands float further out for scenery.
- The islands are joined by mossy stone-brick bridges, some sloping, with low walls. Invisible walls round every island edge and along the bridges mean nobody can fall (and anyone who somehow does is put back on the island).
- Every island is an arena: its monsters appear when you're let onto it, and the iron gate across the far bridge opens with a clang once they're all dead. The run bar shows "Aether: island 2/6, 4 left".
- Monsters: zombies in chainmail, breezes and vexes, and phantoms from floor 16. Flyers and breezes are kept to their own island. Monsters don't burn in the sunshine there.
- The exit pad is under the domed temple on the last island, with sparkles. A side island off the path holds a bonus chest in a gazebo.
- Loot: chests are one tier better, and sometimes hold iron boots with Feather Falling.
- Scoring is the same as any floor (no website change). Breezes are worth 30 points, vexes 15 and phantoms 25 (times the depth bonus), all under the website's per-kill cap.
- Works with parties, save/resume (the Aether is rebuilt), spectators, and separate runs at once (each run's Aether is in its own area). A build takes about half a second; every test build passed the walk check (start to exit with the gates open).
- For ops:
/dungeon realm aetherbuilds an Aether floor for your party right now (the run then doesn't count).
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