As promised by the previous thread we have made changes to fences and a few other blocks. The following blocks will be destroyed by explosions within a 3 block radius with or without water protection:
Chest/Trapped Chest (smaller radius)
Because fences can now be destroyed even with water protection, they actually end up putting your walls at risk due to a potential air pocket created in its place from an explosion.
The reasoning behind this change is because these blocks are not considered full sized blocks they create issues with stacking sand (which is a necessary process in raiding more well fortified bases). They added a layer of impenetrable security which is not what we want on a raiding server!
I've created a nice picture for everyone to look at and hopefully understand:...
This is a friendly announcement to anyone who may be using fence walls currently.
Over the coming days we'll be implementing a change to nerf fence walls as a defensive layer in base design.
Fence walls have been used in base design due to their ability to break sand with guaranteed effectiveness making hybrid cannons useless against them. Because they make cannoning impossible, we're going to make adjustments to ensure that this is no longer the case.
We won't go into specifics, but keep in mind that the behavior of fences will change over the coming days and will no longer be as overpowered as they are now.
After hours of deploying and testing on our QA server, we've managed to upgrade our server software and related plugins to be compatible with the latest Minecraft version 1.7.5.
In addition to this major update, we've also upgraded our mcMMO from 1.4 to 1.5. Many of you might already know, mcMMO 1.5 introduces a new skill called Alchemy.
Alchemy allows you to brew potions with effects that are normally available only with beacons or food and also increases your brewing speed. Be sure to read the wiki page on Alchemy for a full guide.
There have been no changes made to the default settings, however, if I feel that certain potions add an imbalance to PVP, I will evaluate and rebalance as necessary.
And finally, as it has been mentioned, this update was huge. mcMMO wasn't the only thing to be updated. More than half of our plugins were probably updated too. It isn't unusual for something to break here and there, so feel free...
I think most people can agree that left unchanged, Strength and Gapples were a game breaking mechanic, especially once 1.6 was released the behavior of Strength was changed from +3 damage (1.5 hearts) per level to 130% increased damage per level.
Before going into the details of what is surely a controversial change, I want to just mention that RagingDouche and I went through hours of testing and development to ensure the balance of this change. None of what we changed was done so lightly and every minor detail was calculated.
When balancing these items, we tried many scenarios, combinations of armor, weapons, varying sharpness levels and solo vs group combat. Eventually, we settled on the following:
Strength has been changed to increase melee damage by 50% per level. Basically:
Strength I: 130% -> 50%
Strength II: 260% -> 100%
This changes Strength to be more inline with their behavior in 1.5, although not...
Today I bring some much needed changes to our mcMMO skills, mostly combat related but some acrobatics and repair changes too!
Below is every change including its original setting. Each change is color coded either red or green. Red means it was nerfed and green means it was buffed.
Max damage bonus for Skill Shot: 200% -> 150%
Max chance to Daze: 50% -> 30%
Max chance to Retrieve: 100% -> 90%
Level required to get max Daze chance: 1000 -> 900
Level required to get max Retrieve chance: 1000 -> 900
Max chance to Critical Hit: 37.5% -> 20%
Level required to get max Critical Hit chance: 750 -> 800
Skull Splitter damage: 50% -> 25%