We're excited to finally be releasing the Annihilation - Class update! We've added one class and revamped a few others, as well as making some quality of life adjustments and overall balancing.
Join us in celebrating the release with this SBXP code: CLASSYUPDATE
As always if you encounter any bugs please report them over in the "Report a Bug" section.
Now without further ado, the changelog:
Brand new class:
- Permanent Weakness 1
- Bow can be leveled up to become more powerful, dying will remove 1 tier of your bow!
- Starting bow - Power 1, 12 arrows
- Tier1 : 10 Kills = Power 2, Unbreaking 2
- Tier2 : 15 Kills = Power 2, Punch 1, Unbreaking 3
- Tier3 : 30 Kills = Power 3, Punch 1, Poison 1, Unbreaking 3
- Tier4 : 40 Kills = Power 3, Punch 1, Flame 1, Unbreaking 3
- Tier5 : 55 Kills = Power 3, Punch 2, Flame 1, Unbreaking 3
- Tier6 : 70 Kills= Power 4, Punch 2, Flame 1, Unbreaking 3
- Tier7: 90 Kills = Infinity 1, Power 4, Punch 2, Flame 1, Poison 1, Unbreaking 3
In initial testings we found that RobinHood's class bow was quickly out classed in early gameplay by a bow you could make and enchant yourself! This clearly made no sense so we buffed his starting bow and reduced the kills required to progress through the first few tiers. We also tweaked the penalty for death as we felt it was a little harsh.
- Any bow can now be used in Sniper mode - left click on a bow
- Sniper mode:
- Arrows have no drop off
- Arrows have 2.5x velocity
- Costs 2 arrows and 5 bow durability when in sniper mode
- Infinity bows have no arrow cost but cost 10 durability
- Each level of unbreaking reduces the durability cost by 1
- Gold Block - Haste 2 for 15seconds
- Emerald Block - Absorption 1 for 20seconds
- Diamond Block - Speed 2 for 20seconds
- Pads will now reapply the effect when stood on, even if you have the current effect.(Note - ingame XP is only awarded when a player uses the pad WITHOUT the current effect).
- New mark effect - Glow effect and creeper firework signalling a player has been marked
- Damage when marked for death fixed to now only allow 10% more damage
Mercenary was incredibly powerful previously, we've now patched this so the damage multiplier works properly.
- Sign to spawnkit
- Message and sound effect when teleport is destroyed
- Time duration of teleports removed
- Unset (inactive) teleports removed upon death
- 14 Throwable cobwebs that last for 25 seconds on the ground and then regenerate into your hand
- Made vine ability toggleable
Spider's only ability meant it's viability was lacking, so we added the ability to throw cobweb blocks - spin a web, any size, catch your enemies, just like flies!
- New class icon
- Permanent Weakness 1 (as before)
- Added new class item - Bloodbag:
- 2 abilities - both abilities are on the same cooldown:
- Right click - AOE healing effect of 2.5 hearts (1 to other healers) to the 3 lowest health teammates in a 6 block radius, cooldown of 15 seconds
- Left click - Single healing effect on a teammate you look at within 10 blocks, healing 7.5 hearts, 45 second cooldown.
- 2 abilities - both abilities are on the same cooldown:
The 2 abilities allow you to save a teammate from death with a huge burst heal but forces you to wait longer to use the smaller AOE healing.
- Ability to rift back to base
- Knockback 2 enchantment to Axe
- Permanent Resistance 1
- Lightning effect can only be used with right click action, to allow players to use the Axe with KB2
- No fall damage for 5 seconds after whirlwinding yourself
- Enchantment to your wand to make it shiny!
- Particle trail to thrown hooks, client side only!
- You can now blink between 5 and 25 blocks away
- 5 second cooldown between blinks
- Blindness and Weakness upon blinking
- You loose more hunger the further you blink
- Visual block (emerald block) to show where you blink
- Spawn with 6 soulbound bread
- Removed hunger regeneration
- Removed ability to dash through blocks
- Every kill replenishes 2 hunger bars!
Changes to enchanting
Enchanting has been reverted to the 1.7 style. We felt that 1.9 enchanting meant that the game was easily flooded with high level enchanted gear - this stalled fights and reduced the variety of strategies available to players.
To compensate we've increased the level of XP you will gain ingame - so attaining level 30 will be much faster initially.
We believe this is best for the gamemode overall, despite the recent poll we had on the forums. We hope you understand our decision.
Thaw and Tirreg have been added into the Annihilation Rotation. Enjoy!
Castaway and Cronos have been returned into the Annihilation Rotation following a poll on the forums. Enjoy!
And that's all folks! We've got more updates planned for Annihilation now with the release of 1.9 and we'll be keeping an eye on the forums and this thread to make tweaks to this update as it plays out over the coming days and weeks.
Thanks for flying Shotbow!
It has really been a crazy month hasn’t it. The one thing you almost assuredly believed would not happen did.
Shotbow updated to 1.9.
Over a year of making sure the worst bugs were fixed, attempting to find a proper launch window, and all manner of other craziness - Shotbow did the one thing they were threatening to do.
And there was much.. Conflicted feelings.
Either way, we’ve released the 1.9 update to the network - 1.7 and 1.8 clients can no longer connect, and 1.9/1.10/1.11 clients should be able to connect without issue. Hopefully future updates will be less of a massive jump. This means you should expect us to drop 1.9 support in the future.
It’s always been this way for Shotbow. I mean, we certainly didn’t release MineZ (June 25, 2012) on 1.7. We released it on 1.2 and we’ve been updating and dropping versions since. Now, we’ve finally dropped support for 1.7 (Oct 2013 - June 2014).
And with that, we move on to the rest of this month’s news.
Mine Theft Auto: The High-end Update
Teased back in October, Mine Theft Auto has finally (with the release of 1.9 across Shotbow) had the opportunity to release their big update. With a new, powerful helicopter police AI, riot shields, gang houses, dungeons, and more (DUAL WIELDING!) it’s probably the best time to check out Mine Theft Auto.
Read More in the Mine Theft Auto forums.
MineZ: Origins - Part 1
Another large update to the MineZ World - bringing with it dungeons, lore, new locations, and new mobs - and this is only part 1. A lot of work has gone into nailing down what the dungeon experience is supposed to be and this new update offers a marked improvement over what The Secret Update changed in the dungeon experience. Get out there and explore!
Read More in the MineZ Origins Part 1 Changelog
Many were unhappy that Slaughter was not immediately available upon release. We worked out a few large kinks and are pleased to say that Slaughter is now available to play!
Read More in the Slaughter 1.9 Changelog
Annihilation: The Classes Update
Not yet released - the Shotbow staff has been live streaming and holding closed betas of the first update to Annihilation post 1.9. This update has been in planning for as long as we’ve been waiting to update to 1.9 and the team is very excited to release it. After all, games tend to stagnate over time and we’re hoping to inject some more fun right back into Annihilation. This update includes some new classes and some modifications to many of the existing classes.
Read More in the Annihilation Beta Feedback Thread
Previous potential 1.9 releases were held up by SMASH not being completely ready - so when this latest window of opportunity presented itself, we went ahead and released without SMASH. We are not yet prepared to place SMASH in the garage - as the game is very important to us - but we are working on ironing out the bugs with SMASH so it can come back very soon. So it’s in the garage but not quite long term storage, if you know what I mean.
Qubion is not quite in the same situation as SMASH. Due to the unique nature of Qubion, and the large world size, it’s a little harder to get the update going while Qubion continued in its previous version. Our developers are working on bringing Qubion up to speed while keeping the existing world and ranks.
Sadly due to the new developer’s disappearance, and the massive amount of work MineZ 2 is in general, coupled with our lean, volunteer team, we had to make the decision to place MineZ 2 in the long-term storage section of The Garage. For all intents and purposes, MineZ 2 is now over. It is possible it may make a return in the future, but unlikely with the same game data and mechanics.
The Weekly Arrow
BAM. GONE. Sorry, but I don’t ever want to go back to writing a weekly changelog that people mostly visit for the XP Codes. So this is our new format - a monthly little newsletter that gives you some brief updates and points you to where you can find out more. Internally we’re going to encourage posting large update information straight to the homepage here, and individual forums will likely contain smaller changelogs - making the necessity of a weekly changelog unnecessary.
The Coming Moon
You should expect this next month to continue its focus on bug fixing, with additional time being put into the next Origins update by the build team, and the coming Annihilation updates by the development team. We do not currently have any expectation of launching these updates within the coming month, but it is where our team will be putting their time.
Dentril's New Moon image provided courtesy of Mistri
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