File Details
Forsaken Dungeons v0.17.0
- B
- Aug 17, 2023
- 29.07 MB
- 2.1K
- 1.19.4
File Name
Forsaken Dungeons v0.17.0.zip
Supported Versions
- 1.19.4
CHANGES
- Added all the amazing community collaborators in the lobby as animated models to honor their contributions !!!!
- Changed the map name so it can be subbmited to Minecraft Realms!!!
- Updated to 1.19.4
- Nearly all damage is now applyed using /damage. Meaning protection, fire protections, ... work as in game (and not some custom calculations)
- A looooooot of code changes
Gameplay
- Performance improvements
- of the main ticking funcitions (~0.5-1 ms less tps)
- of tshe map rendering (~1-2 ms less tps)
- Traps of blocked corridors now don't spawn thus don't run commands
- Ported all mob custom models from Animated Java to Objmc -> twice the performance boost (a.k. with same tps, you can double the mob aprox.)
- ...
- Externalized all launching (for example the wind push wand effect) to a global system (**Launch** module)
- Difficulty now affects nº of rooms, shop prices and enemy amount
- Tweaked shops
- Reduced price of the shards in shop
- Added potions
- ...
- The generation and clearing clocks can now be set to 0, thus generation can be faster if the PC can handel it
- Use of text and item displays in the lobby and shop inproving performance
- Redone room tp for multiplayer (is no longer instant + nice animations and sound)
Items
- 1 new item + added 3 types of mana bottles
- Rebalancing
- Weapons rebalanced (Changed weapon damage and some other stats)
- Zapper and Chickifier wands are now instant rays
- All spinning stone passive do knockback, it's not exclusive to the basic one
- Each floor boss medalion has differnet stats
- Small passive rebalance
- Armor rebalance (mainly decreased armor diference increments, and buffed some habilites)
- Freezed enemies stop charging custom attacks
- Shards now have a probability of breaking instead of always breaking
- Changed all the wand textures and models (thanks sedpma1029), each rank has it's model, and each element it's color
- Revised wands particles and trails
- All armor now have custom 2d item and 3d equipped textures. Thanks Piro_oh!!!
- Orbitals now follow a symmetry arround the player
Enemies
- Added 9 enemies and 3 bosses
- Enemies rebalanced
- A bunch of small changes
- All jumps attacks now max have a max distance
- Bosses that summon other enemies, now only summon more enemies if there are less than X enemies of that type/s in a 32 block radious
- Redone projectile attacks
- Are slower, thus easier to doge
- Have range, but somewhat big (before they had nearly endless range because of the old launching system)
- Now they also hurt enemies
- Now each attack has it's own post attack cooldown (before all attacks had the same post cooldown for each enemey)
- Added/changed some attacks so they now burn (fire related items are now more usefull)
- Dolphin Ridder now loses the trident after throwing it. It comes back after a few seconds.
- Spider eggs can now be destroyed by hitting them (apart from jumping on them)
- Cursed enemies drop two souls
- Bosses drop souls for every 20 damage received
- Enemies custom attacks system redone to be a state machine
- Added particles to most of the attacks with no particles
- Added custom enemies textures (using armor). Thanks Piro_oh!!!
Traps
- Added automatic traps (any normal trap can be it), which trigger every X seconds
- Changed some traps sounds to be more less annoying to constantly hear
- Traps can now spawn in groups (instead of block by block probability)
- Added 2 traps (tesla coil and lightning rod)
- Use of item_displays (more efficient)
Rooms
- Added floor 4 (18 rooms). Thanks Piro_oh!!!
- Use /place instead of structure blocks
YouKnowWhen lib
- Changed each module documentation to a README.md and made it public to Github
- Added three more modules
- launch: Module for launching entities
- ebackof: Module for making entities backoff a target
- eapproach: Module for making entities approach a target
- A bunch of changes, improvements and bug fixes
- Ticking a ray now uses between 23..52% less commands depending on the ray type and distance traveled
- Raycasting now detect entities precisely (only hit if inside the hitbox)
BUX FIXES
Gameplay
- In multiplayer, death players could trigger rooms
- When entering a room with ender pearls the rooms didn't start
- When entering a room with the dash spell, all players where being teleported to that room
- Shop selectors could drop coins after buying the item
- Lobby selector droped xp after being hit and starting a run
- Custom sounds didn't have volume distance variance (the audio has to be mono so minecraft applys this effect)
- Some items of same rarity where appearing more often (the times_appeared system wasn't working -> it reduces the % of an item appearing by comparing the times each item in the pool has appeared in a run)
- Warning of shard on floor dispawning not showing in chat
- When starting floor 2, 3,4, ... the spinning stones, spinning shard,flying daggers, shadow, ghost dog where not respawning
- Players no longer need to use +18 chuncks to generate the floors
Generation/Rooms
- The generation and clearing clocks can now be set to 0, thus generation can be faster if the PC can handle it
- Floor 2 shop had an opening at the celling
Items
- Dash spell not working
- Spinning stones sometimes not linkig correctly to player
- Katana being held incorrectly
- Cactus sword damaged the player if he killed an mob with the sword in hand but not with it
- Spears weren't working
Enemies
- Some attacks where triggering when no alive player around, and could target spectators. This only affects multiplayer (ex, throw stones when at spectators)
- Druid spinning stones where not being thrown correctly
- Bossbar health didn't appear when rejoining the map
- Mandragora could drop coins when planting itself
- Mega slime didn't pull basic slimes in correctly, thus sometimes never ending this "attack"
- Mandragora sometimes screamed when inside the ground after spawning
- Elf Assasins could tp into 1 block holes, thus suffocating
- Frog King
- Not having ambient sound
- Took damage when trying to jump (block suffocating)
- Spit attack keep the frog in mid air
- Some parts of the ghost pirate weren't transparent
- Custom modeled entities didn't play the hurt sound when burning, and they became multicolored
- Spider eggs didn't summon 3 spiders when three eggs where present
- Custom attacks (based on arrows) sometimes didn't dispawn
- Mob attacked playes in creative
- Mobs instantly did their attack when a player got in range/changed from creative to survival
Traps
- Water mine exploding copper particles were not rendering correctly
YouKnowWhen lib
- Custom damage applied to creative or spectating players was applied when the gamemode changed to survival, thus instakilling the player
- Custom damage not factoring resitance effects
- Fixed a bunch of raycasting bugs, some of which resulted in using max command limit or freezing the game

